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FILENAME: EMO_Xor_DodgyDeals.ipt Header: Dodgy Deals of Xor When adventures arrive in a Xorian market looking all foreign and dim witted, out from the meat flap shanty town tents and dark fleshy pits crawl con men and cultists and wizards keen for a fresh rube. Sometimes they offer something decent or at least leads to an adventure. These could be used elsewhere. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/01/dodgy-deals-of-xor.html
table: DodgyDealsOfXor Assassin selling rot grub in a seashell sealed with wax Assassin selling green slime Assassin selling grub that turns victim into an insane mummy Gardener selling creeper plant that kills victims and turns them into zombie guardians Old murder hobo selling baby mimic Old hunter selling baby carrion crawler grubs Flesh miner selling purple worm egg Wizard selling flesh golem (prone to fits of insanity if angered) Toothless crone selling ear centipedes that turn victims into mindless beserkers Old merchant offers a village for sale and its 6d6 people as slaves Shifty noble selling impressive titles with documents and heraldry Merchant offers healing potions if mystery chest delivered unopened Noble offering murder contracts on his rivals Mature widow seeks husband for legal reasons will pay Priest requires idol to be stolen from rival sect Wizard apprentice offers masters cloning services (will make a few extra on side) Old murder hobo selling maps of caverns he could never finish Shifty guy selling details of traps in a wizards lair full of books Man selling forged documents to claim to herd of goats "easy riches!" Creepy elf selling love potions Creepy goblin in alley selling ingested poison potion Dwarf selling block of ice "quickly I haven't got all day" Goblin selling fungus chunks claims they have magic power Guinea pig folk selling ladies underwear from lands beyond Xor Shifty dude selling pleasure slave octopus folk in cages Man offers chit to enter the secretive glory hole club Pimp offers attractive woman by the actually a succubi Apprentice offers discount spell book but all spells flawed Wizard offers lesser 1HD demon and name amulet to command it Witch selling flying ointment made from babies, must be naked to use Pimp offering cheap but strange prostitutes, actually polymorphed dogs and rats Mutant offering "temporary only" mutation potions Old man claims he can make your boobs bigger by sucking on them, only a gold piece! Filthy homeless man claims is a divinity who can restore virginity by having sex with him Hungry doppelgangers in form of pretty youths invite you to an orgy A horrible fat ogre offers gold coins to anyone who gives him an oiled body massage Goatmen need a naked human for a holy ritual and will pay with a potion Goblin selling a frozen cube of troll flesh going cheap for a quick sale Man selling gremlins in bottles, great pets for the kiddies, going cheap Witch selling a quasit in a lead iron box in return for a virgin Cultist selling an imp in a silver cage requires 4 slaves to sacrifice Strange outlander selling cheap addictive black lotus resin, price doubles each dose Wizard offers to grow you multiple sets of attractive breasts for low low price Cultists selling idol of para elemental lord of evil, claims you can ask it one question Goblin offering bucket of milk with magical powers (24 hours adds d3 CHA) Goblin offers bottle of Xor urine he claims works as a healing potion Goblin offers bottle of Xor blood if released grows into an ochre jelly Goblin selling pointy teeth ready to implant into empty gums and grow Elf selling poems guaranteed to get your lover compliant Bugbear selling pickled human heads Man selling adorable baby bugbears Man selling maps to lost civilization swallowed by Xor thousands of years ago Pimp offering gelatinous blob for good times at low low price Wizard needs to by human semen, gives a silver piece per sample Wizard offering surgery to make you feel unbelievable happiness for rest of life Alchemist requires adventurers to deliver giant suppositories to giant cyclops Wizard offers to enlarge your genitals to horse like proportions, mostly painless Old woman offers you to swim in her magic pool naked to receive invulnerable skin Man offers bets who can beat his 4 armed bone golem, loser gives winner all property Alchemist pimping out flesh golem with wig and bad make up for extra cash Incompetent ogre seeking new best friends, will follow party and mess up everything Healer offers cheap treatments for sexually transmitted diseases Old man offers free oil massages for young musclebound adventurers Woman selling leather belts, hero harnesses, masks, boots and whips Wizard offers to take you to another world far away from Xor Man wants money to not feed puppies to slimy orifice in ground Lady claims will give gold to any man who can satisfy her, actually a shape shifting horror Man selling what he claims to be 8 legged two headed double decker dog Goblin invites you to naked wrestling club (for goblinoids) Mutant selling glowing crystals he found in strange metal wreck Goblin selling tasty yogurt like fluid stuff he found bubbling up from ground Thieves selling stolen goods and picking pockets of any which inspect goods Shifty woman selling trunk of second hand biological sex toys from deceased mom Pimp with doppelganger prostitute that looks like your dream lover Naked old man says he needs help to get out of Xor Troll offering people to stab him in guts 2gp a stab Woman selling mystery sausages from a bone pushcart Man selling cavemen in cages half price Goblins playing dice games Thief with table playing shell and card games Man with mouse organ whacks rodents with mallets to make squeaking tunes Shifty thugs offering loans with 100% per 24 hours, reminders in form of beatings Chess playing ape man bets on comers for silver or food Man selling illegal drugs or slaves actually a constable in disguise Old lady with filthy bucket selling fresh transplant organs, surgery extra Children in coat disguised as adult trying to solicit strangers for help finding vice Elf artist selling filthy scrolls illustrating depravity Tattoo artist with squid man assistant looking for work Cultist offering free sex and drugs if you come to cool secret party Pimp with hobbit harem Bearded man selling hair restoration potions (hair grows coloured inch/hour for life) Man selling magic beans in return for livestock or slaves Woman selling fist size twitching tumors as food Creepy hunchback offering free hugs Dwarf selling extra grip living boots, feed off your dead skin and sweat Cultists selling slaves barley capable of caring for selves after INT drained Elf selling living jewelry of flesh with blinking eyes for gems, gross with no function Wizard offering to change your gender with a spell Wizard offering to swap you head for various animal ones on little cart Molten blob of flesh with face offers to turn you into immortal shoggoth FILENAME: EMO_OSR_Philosophers.ipt Header: Philosophers in Fantasy Philosophers in fantasy rpg's? Not something that springs to mind in most settings. Focus on modes of thought and finding the truth through argument and logic. Study theory of knowledge and ethics. Might offer important knowledge, solve riddles, ethical advice, teaching, expertise. Philosophers ideas sometimes become popular influencing law makers, conquerors, commoners, educators, magicians and more. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/12/d100-philosophers-part-1.html elfmaidsandoctopi.blogspot.com/2017/02/d100-philosophers-part-2.html
prompt: Show me: {Pregenerated Philosophers|Philosopher Classes|Disciplines|Methodologies|Styles of Work|Famous Philosoper Endings|Schools of Philosophy|Create a Philosopher } Pregenerated Philosophers table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [!{choice}] table: CreateAPhilosopher ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& School[@SchoolsOfPhilosophy]& Level[@PhilosopherExperience]& Discipline[@Disciplines]& Methodology[@Methodologies]& Style[@StylesOfWork]& Class[@PhilosopherClasses]&
table: PhilosopherExperience Student of philosophy (level {1d3}) Philosopher typically (level {1d4+2}) Teacher of philosophy (level {1d6+4}) table: PhilosopherClasses Wizard, who asks metaphysical and material questions to further magical studies Sorcerer, who contemplates his powers and will and his place in the universe Bard, who tells entertaining lessons and specializes in rhetoric and sophistry Cleric, who follows abstract philosophical concepts, cosmology, eschatology and metaphysics Monk, an athletic philosopher given over to contemplation and self knowledge Warrior, who pragmatically kills people and offers simple brutal wisdom Rogue, who is concerned with linguistic trickery, plunder, power, and politics [![|2|2|2|2|3] PhilosopherClasses >> implode  and ] table: Disciplines Anatomy Physics Alchemy Cosmology Ethics Epistemology Logic Theology Language Mechanics Botany Zoology Hydrology Geology Meteorology Thanatology Astronomy Eschatology Dungeonology Mythology Aesthetics Self Knowledge Geometry Athletics Education Politics Mathamatics Music Warfare Rulership Justice Medicine History Geography Phrenology Numerology Divination Occultism Science Magnetism Spiritualism Immortality table: Methodologies Deep Meditation for months Intense Contemplation of subject Seclusion in [|a cave|a hermit shack|in nature] Starvation, exposure and self abuse Debating other philosophers Getting drunk in a grove and writing Thinking in comfortable chair with cats Breaking taboos on [|sex|food|hygiene|some vice] Living homeless with almost nothing Debating with students Public speaking in common places [|Getting drunk|Drug abuse] Dancing and athletic feats Speaking in courts advising nobility Communing with nature and wild beasts Research in library studying past experts Wallowing in misery Testing hypothesis with experiments and tests Socializing at dinner parties with thinkers Communing with otherworldly entities (tricky) table: StylesOfWork Dialogue Epic Rhetoric Poems Oratory Play Odes Prophecy Monologue Treatise Testament Maxims Codex Letters Hymn Commentaries Inquiries Fables Riddles Aphorisms table: FamousPhilosoperEndings Burned for heresy by church Executed by state for trouble making Made it rich and lived well Involved in despotic take over that eventually failed Offended rich or powerful person Died alone in poverty Died happily married with lots of children Advised a tyrant and died shortly after patron Struck by lightning or other "natural" event Killed by angry mob Eaten by monster (sphynxes common) Died of exposure and hunger War hero who received state funeral and monument Ideas wildly popular during lifetime and a while after death Killed in a fight in pub or marketplace Died after going mad from syphilis and espousing rubbish Died very popular but students split into squabbling factions Works were banned by state or church who burned books after death Killed trying to prove idea or with apparatus failure Taken away by divine beings table: SchoolsOfPhilosophy Fire is the prime element above all others and is the source of everything Air is the prime element above all others and is the source of everything Water is the prime element above all others and is the source of everything Earth is the prime element above all others and is the source of everything All the elements in harmony explain all phenomena All the elements in violent struggle explain all phenomena Earth Air and Water are the true elements, fire is not a thing The elements include a fifth element a spirit filled void that binds all the worlds Para elementalists use combination elements lightning, ice, mist and crystal Quasi elementalists use combination elements radiance, metal, shadow, wood Chaos is the true prime element, law is eternal stasis, inaction and death Law is the prime element, chaos is an entropic breakdown of reality and destruction The balance seeks to keep law and chaos restrained and in harmony to benefit the world Lawful Good teaches to obey laws state of holy law and to be kind others Lawful Evil teaches to use the laws of powerful to benefit yourself at cost to weak Chaotic Good preaches altruistic hedonism, goodness only works with freedom Chaotoic Evil preaches no restraint in killing, cruelty, only recognize brute force or desire Primal Chaos teaches chaos must resist seduction of intellect, thinking and sentience Khaos is a corrupt philosophy where devils used demons to control mindless chaos Good preaches you should help others, be kind and do the most good for everyone Evil preaches selfishness and cruelty, rob the weak and punish them Neutral use good and evil to benefit the self and their own kind as required Elemental Evil claims by uniting evil elementals they will control the universe Demonic Evil study demonic sigils, names, titles to gain power over the world Diabolic Evil study the political machinations of devils and the hierarchy of hell Elder Evil study prehumanoid gods of darkness, their servant races and their history Necromancy studies the power of death, the void, spirits, the underworld and undead Elemental purist select one element, hate all others and oppose one as an enemy Somnambulists study dreams and the dreamlands, illusions a phantasms Celestialists study the angels, archons, devas, cherabim and nature of paradise Beast Mastery study the ways of animal kind, man is just a beast Plant Mastery study the living power of the world tree, herbs and plant spirits Fungi Mastery study the living power of the world shroom, drugs and fungi spirits Healers dedicate themselves to healing others and caring for the sick and teaching Weather Mastery studies seasonal climate shifts and predictions Alchemists study the chemical and occult properties of materials and life Natural Philosophers study all the systems of nature and it's correct balance Materialists claim everything is made of tiny modrons following complex but strict rules Astrologers see the stars for predictions, analysis of problems and movements of gods Anatomists perform dissections to study how bodies work but (but dislike being burned as necromancers or heretics) Stoics are pragmatic and famous for enduring suffering and piety to the divine Cynics say everything will be worse than you think and are pessimistic Realists demand proof and observable examples over word games and pure logic Materialists seek physical explanations and workings of reality Utilitarians try to inflict the most pleasure and good on the most people possible Hedonists say pleasure is the most good but long term pleasure better than quick ones Mechanistic Socialists inspired by dwarves to work collectively on communal machines Morbidism revel in gloom, doom and the pointlessness of life, life is suffering Village Communalism believe everyone should live like peasants and kill the rich Positivists have can do spirit and are always optimistic, it is pragmatic to act happy Fluxians debate the movement of energy and changing states of matter Statics debate the inherent illusion of change, life is eternally recursive again and again Legalists seek to reform everything and are keen to destroy the old order and history Formulists like everything explained with numbers, diagrams and formulas Phantom Realists preach life is a dreamy illusion, if the dreamer wakes everything ends Demonic Mechanists preach all nature animated by invisible demons there is no free will Dualists preach two all powerful beings battle to control or destroy the universe Monists all is part of a single great mindless being, those who understand this know most Aeonists believe world is mashed up from remains of previous universe by a lazy god Devolutionists believe we are reincarnated from monsters and killing them is purification Mediumism believe you can channel spirits of dead or yet to be born to learn of future Exactism practice physical disciplines and the master beats students who fall short Devaism practice meditation and non harm of living for the serious practitioners Bruteism only by torturing and making others suffer can you truly feel alive Tanism practice sex rites and drug abuse to gain enlightenment, critics claim it is bullshit Roulettism believe you only feel pleasure when risking everything for the moment Apeists believe everything is an imperfect copy and free will is just copying others Mono Cosmicism meditate to commune with the world spirit in hopes of release Self Cosmicism meditate to commune with true self and control body and desires Monadism teaches life is related through the first being and we should all love each other Arkanism teaches wizardry is the sun source of science and knowledge and the universe Planarism teaches world is shallow sideshow to the ultimate reality of multiverse Arkane Reptilianism believe the reptile overmind shall return the age of reptiles rule Spherical Recursion teaches world is a hollow sphere within a sphere eternally Cosmic Arborealism shows the cosmos is interconnected by a wood between worlds Octomantic Correlationism pits 8 schools of wizardy in confict as the cosmic trigger Insantism believe universe created recently complete with false memories and history Autamonism teaches everything is clockwork mechanism running down with no free will Atomic Realism claims all things made of tiny cosmic motes with individual soul particles Metamodronism says there is one modron and all are minute parts of it Divine Regalists teach rulers are bound to their lands fortune and fate to the cosmos Universal Judicialists teach justice principles must be applied to all equally forever Hedonstic Realists seek to appoint a ruler to apply pleasure or pain to all subjects Codifiers collect and debate laws for the best justice but feud among peers lots Hegamonists seek to establish a lawful utopia, criminals are to be killed by automatons Consciencialists teach an actual demon and archon watch our every moral choice Egalitarian Selfism preach all are equal and obligated by love to serve society Cooperative Pacifism say all beliefs can be accommodated in name of peace and love Combatists study strategy and warfare and place soldiers above the weak Peasant Realism preaches farming life is best and all other work is a folly Law vs Chaos is all that matters, more extreme the manifestations or conflict the better Good vs Evil is all that matters, more extreme the manifestations or conflict the better Light vs Darkness in cosmic battle are all that matters but a bit more difficult to pin down Light and Darkness are in harmony and the wise person balances these forces Life vs Death are cosmic forces locked in struggle to maintain fragile existence Conspiracist Empiricism believe secret societies and cults control history Temptationists believe godhead makes all events a test to see if souls worthy of progress Indiferentists believe divine made everything but doesnt care and nothing matters Spiritual Evolutionists teach spirits migrate from body to body, evolving towards godhood Glorious Stasis school shows the universe is a great broken machine now in linear time table: PregeneratedPhilosophers Philus the Taxonomer Writes lists categorizing everything and students wrote learn them. Belerend the Observer Experiments with lenses and has a spyglass he uses to spot merchant ships coming into market. Gamus the Healer An expert medic and now monster vivisectionist. Dolrun the Metalurgist Made new stronger metals and now works on metal golems. Sariam the Air Diviner An expert at predicting wind now interested in air elementals. Karill the Elusive An expert debater and legal council now aids wizards making pacts with planar beings. Prianna the Golden An expert at interpreting omens from the gods and their will. Aldmont the Builder Experiments with new building methods and plans settlements. Una the Sage Is a wise woman who is versed in many fields that strangers pay to visit. Radnab the Gorger An expert cook and expert at measuring wealth and good fairly. Kazaam the Mad Preaches to his animal friends and any who listen to his secrets of fortitude and will power. Gudlub the Marsh Man Contemplates in the swamp and has brought peace between men and the frog folk. Poola the Uncaring Preaches on methods of being compassionless, ran away to live with the humanoids after being driven from city. Onigard the Relentless Teaches his students to be resilient and never give up. Perrud the Wise An expert builder, healer and scholar has been teacher of kings and has raised barbarians to civilization. Godrub the Enlightened Is an expert at finding pleasing sacrifices for the gods. Kirralee the Mystic Is a prophetess and sage, her teachings have been recorded by scholars and spread by bards far and wide. Dollrad the Tree Sage Is an expert herbalist and healer who teaches the secrets of trees, some say he was raised to be a druid as a slave child. Orda the Sea Mistress Was taken by Tako to live under the sea and now has returned to teach common folk the lore of the sea king and how to not over fish. Noola the Dragon Sage Was raised by a dragon and is now a premier draconologist who has many secrets yet to reveal despite demands of wizards who crave them now. Ulrab the Corpse Reader Is an expert on workings of bodies and wounds and observation but uses his skills to find murderers and aid the courts. Saldrab the Dabbler Likes to help the common folk and is interested in everything. Has helped improve farmers tools and methods and gave away gold the king gave him to poor. Salradmar the Devious Has aided rulers facing enemies with tactics and tricks but only serves to help commoners not empire builders. Tricemong the Alchemist Is a genius of potions and artificer to kings, some say he is imortal and travels far under new names every few decades. Sanderont the Poet Lives in a grove writing poems and making fine wine, satyrs guard her and some say are her lovers, she preaches living in balance and harmony. Erebran the Brilliant Is a great poet, healer and soothsayer who advises rulers and wanders the kingdoms seeking truth. Merromas the Trollsnatcher An expert in troll lore has many kept in cages, he dissects them in hopes of discovering medicine and healing methods or to recover ancient troll lore from when trolls were civilized and smaller than chaos trolls but bigger than barn or bush trolls. Gorlok the Miner An expert in finding minerals and mining methods, who disappears for long periods into the under realms. Zirria the Beast Tamer Writes lore on beasts and has many brought to her school. Of late she has wandered off looking for wild beasts in their natural lairs. Karad the Despairing Teaches a melancholic philosophy which is popular with slaves but not with church or state. Palidag the Prosperous Turned his brains to trade and now advises kings, some have imprisoned him but he bribed his way to freedom. Ormund the Meloncholic Teaches the gods hate us and do not care, poor are most attracted to this and he has been banished from many lands. Gnudran the Walker Teaches of other worlds and brings back great treasures, often recruits adventures but most die. Elrehot the Shinning One A great beauty who teaches the science of reading character by skull shape. Only beautiful are qualified for this art and she collects many bleached skulls in her study cabinets. Gulden Draas the Doomed One Is an expert on undead, burials and erecting untainted grave sites, he has his study in an ancient crypt and he knows many entrances to the land of the dead. Argandel the Silent A tongueless philosopher who writes texts on contemplation of the universe, his books are copied across many lands. Urfinglad the Comedian Makes witty observations and writes plays actually with hidden meanings, teaches students optimism. Lodron the Sparing An expert in miserly commerce and dividing wealth exactingly. Tirrinagog the Gymnastic Teaches arts of muscular culture and fitness, he claims extraordinary powers through flexing muscles and self confidence. His educational scrolls are sold to scrawnly male youths across the world. Karlestran the Egalitator Preaches the duty of kings is to distribute pleasure and pain fairly among the peoples. A hedonistic materialist, she is often disliked for interfearing in the divine right of kings. Zorond the Wise Teaches there is a single non sentient godhead that manifests emanations that seem sentient which offends most religions even the evil ones. Goramond the Pontificator Contemplates any idea to a fault with slow deliberate logic which annoys most people but his eventual conclusions prove worth while. Colad the Elementalist Teaches all things arise from interactions between the elements and souls and gods are just emergent properties on the elements. Pelanorus the Astrographer An expert on astrology, astronomy and navigation. She made calendar reforms and is consulted for celestial alignments and anomalies. Florian the Numanistic Is a currency reformer and speculator who has reformed economies and helped ruin other states to allow hostile take overs. Zebagora the Nullist Teaches nothing is real except suffering so everything is permitted. Carnab the Randomist Teaches everything is just luck including magic. Askilan the Linguist Analyses language in complex ways that just alienates people or is used by smug posers who want to seem clever. His school does offer good language studies however. Dunslinor the Maker Theories future life will be autonomous magical constructs but mostly his school makes golems and war machines for kings and armies. Tearon the Mechanist Teaches all life is just souless constructs made by gods as toys. Orinid the Eschatologist Studies possible ends of the world, disasters and doomsday and she is often consulted by important persons when bad omens appear. Runewald the Diabolist Is an expert on devils, demons and true names of evil. Cormen the Thanatologist Studies the nature of death and the inevitability and futility against the reaper. Keramane the Vivathrope Teaches secrets of health and vitality using unusual anf exotic treatments. He often feuds about the effectiveness of his methods with other healers and charges a fortune for his treatments. Dorlen the Magnetist Uses mesmerism to treat patients and perform demonstrations. Korelon the Minimalist Who teaches how to do more with less and has the cheapest rates. Arbornan the Forester Has abandoned civilization and entered the sylvan worlds of satyrs and elves and tree folk, he rarely shares secrets with humans anymore when he once advised kings. Kameran the Musicologist Theorised relations between matter and song and the structure of the universe, recently began studying bards and musical monsters. Ormond the Occultist Is an expert in occult theory and logic who has outwitted wizards, cults and sorcerers on behalf of rulers, he is angered by shams and fears of magicians and teaches magic only to overcome it and tyranny, his theory is stripped of supernaturalism and based on materialism like a science. Dernaldra the Diviner Interprets the obscure poetic prophecies of seers and mystics. Keladamaranad Was raised by witches and now free teaches mental discipline and mystical self contemplation. Solitary monks are his main followers who abandon common lives studying his doctrines. Uron the Defiler Teaches the only way to true knowledge of the self is by breaking laws and taboos, so fornicating and drug abuse and murder are practiced by cults. Some followers reject these cults as debased and evil hedonists who miss the point of the teachings, Uron himself has been bricked up in a prison for decades some say. Ardjat the Martialist Is a martial arts teacher who only teaches fighting to those who learn his mystical philosophy of peace and balance. Many rulers and warriors come to him and he rejects them. Torjataran the Peacemaker Travels the wold trying to end conflict between rulers and contriving situations to benefit each other. Many followers have been massacred in the past. Kerlana the Unicorn Queen Is a great healer and peacemaker believes monster hordes can be dealt with and lives amongst them to influence their leaders. Most cannot understand how she does not get killed. Zentran the Iron Mind Teaches strict maxims of uncaring selfishness and strength. For the underconfident he can help make them more assertive, for the already over domineering his teachings turn them into maniacs. Zentran currently is mad and in and out of prison or homless in the mountains. Tollrenol Studies the philosophy on non humans especially goblinoids to learn their thoughts and non human philosophy. Most humans don't appreciate his efforts branding hima traitor. Very few see worth in his studies and encourage him and copy his research. Orizihad the Dualist Caame from the wasteland with a philosophy of absolute law vs chaos extremism that caught on with the mob and kings have used to justify war. Horace the Egalitarian Preaches all people are equal and all wealth should be divided among community by philosopher kings, wealthy and nobility hate him, commoners love him. Kalegax the King Slayer Learned dwarf philosophy of society as a machine and individuals as cogs for the collective state. He has taken this to human lands and caused unrest among poor. He teaches rulers are subversive and against the people, a kind of parasite, his teachings are forbidden by many states and his followers have been caught using dwarf weapons from ancient caches. Corilandra the Celestial Contemplates otherworldly intelligence to seek wisdom and has made strides in questioning other beings, strange cults have begun to sabotage her work. Chrystantine the Examiner Is a skilled assessor of value of things, opportunities and her advice is sought by kings but she only offers advice for peaceful and lawful purposes or defence. Erabos the Defender Protects the commoner in legal battles with the state or against the nobility. As fame and popularity increased there are important people who want him dead and poor ready to make him a saint or riot if any harm her. Ganandru the Overcomer of Obstacles Preaches a philosophy of heroic struggle against the odds. This is misused by some elitist noble sects but also loved by poor fanatics who throw away lives to better their communities. Many individuals use teachings to achieve great ends. The master has been in hiding for decades shamed by those who misuse teachings. Unrihad the Slayer of Ill Thought Teaches pure contemplation and eradication of selfishness and evil. Many followers retire to live as asthetics which has radically altered transmission of wealth and reduced inner family murders and intrigue in noble houses. Traditionalists feel threatened by this. Gunupratanan the Remover of Barriers Teaches meditation and inner mastery, followers shun wealth and can endure many physical torments. The master is deep in a cave meditating among spiders and cobras shunning the world of materialism. Zoranadagor the Flesh Render Teaches flesh is weak and self abuse and starvation help you become godlike. His students exhibit magic powers but one sect are becoming increasingly linked to demonic cults. He dwells in a ruined dungeon shunning humankind. Eronaghast the Gazer Looks beyond to the stars to see mysteries within. His star gazing sect are uninterested in astrology or recording movements of the stars merely staring into the stars. Followers have been building towers away from civilization for this purpose, the master has stared so long his eyes are white and blind but he still spends nights staring into space. Genaridon the Saurian Teaches reptilian wisdom is the best and helps followers awaken memories of their incarnations when reptiles ruled. Many other scholars warn he is being duped by serpent men wizards and implore kings to banish his school. Orbrihanus the Great Sage Collects books from around the world and has opened libraries and schools. Recently she has sent scholars to teach literacy to the poor which has outraged priests and nobles. Bonbisat the Terrible Travelled to ancient places of power and learned strange secrets from prehumans and the Arkons. Now she has returned to start a school and has been teaching meditation and magic to commoners which has angered the authorities. After she resisted them easily and threatened nobles with her power all fear and shun her. Payadstarum the Deviant Has established a nation wide sex cult among the mercantile classes teaching magical power and enlightenment come through orgies and drug abuse. The sect has become secretive and increasingly includes nobility. Zerodnar the Winter Sage Lives in the snow far from civilization in lands of mostly darkness. His followers expose themselves to cold and ice and fraternizing with races of the ice flows becoming increasingly distant from the world of mortals. Begorax the Dominator Teaches strategy and the will to win at any cost. Nobles send him their sons and he incorporates them into his fanatic sect ready to take over the state. He plans a new society base on pillaging, slavery and brutality. Uldragax the Spelunker Was a natural philosopher seeking to go as far down into the deeps as possible to learn what is inside the world and what or if the world is supported by. His students have been exploring the deeps and many have disappeared. His school has many maps and detailed information of the under realm. Voronian the Scarlet Sage Operates a school and library but the cloistered students are not passive or weak. She teaches wisdom must be torn from the world and that the ignorant must sometimes be overcome by force. The scholars have even been acused of stealing from private archives but they provide knowledge to seekers on request for a minimal donation. Erodnar the Invulnerable Teaches iron will and immobility to his monastic students who prefer to study in isolated mountain libraries and scriptoriums. The master and students have little interest in the affairs of the world but might intervene occasional if provoked or debated. Oolanskaad the Mystic Abandoned conventional logic and sought truth through silent meditation in isolated wells and caves, he awaits signs of the apocalypse the only thing that will make him return to civilization with his scattered pupils. Maagdeborg the Chosen Is an expert in ancient and lost kingdoms and their philosophies. Students collect samples of writings and artifacts and the school studies them to reconstruct the past. Konisgaren the Dreamer Examines the hidden realities of dream and nightmare lands. Glorimunuk the Cynic Teaches meloncholic rules and maxims for living in a horrible uncaring universe, likes to adopt elderly and sickly dogs. Morgalan the Explorer Travels the world to confirm her theories of natural philosophy. Also works on ship design and testing them. Knargran the Interloper Writes theories other planar life and works on gate devices to hopefully explore other dimensions. Eloran the Whisperer Teaches chaos can be dealt with, controlled and used by law which inspired numerous lawful evil rulers and chaos came to call their subjected kin Khaos. Kirrilos the Pragmatic Teaches you can enslave and use beings of chaos to labour and pay for their crimes rather than just kill them, later he began setting up camps and selling their hair and body parts and fertilizer before priests and paladins drove him away into hiding. Wardran the Idiot Preached to chaos church that sentience and technoogy are too lawful and taught followers to use trepanning to free themselves from the lies of law and order. Vordran the Warped Teaches chaos is not to be feared and mutations are heroic. The philosopher is now a gelatinous mess of eyeballs and slime but he still preaches the cosmic secrets he has learned to those who visit him in his pit. Koolaman the Lucid Teaches seeing through illusions and false hood with his 27 rules of verification. Lorinastra the Lawmaster Contemplated the mysteries of cosmic law from her slumbering tower and now she has made mechanical constructs from her arkon sent knowledge to serve her and order. Her sect hides in isolated places to await for chaos incursions. Many of her students wander the land and cities looking for agents of chaos to be reported and destroyed. Krotunis the Pure Specializes in cleanliness and moral hygene to avoid the taint of chaos. With ritual bathing and examination of naked persons, the students of Krotunis can determine if a subject is tainted. Students have filled libraries with volumes on bathing and avoiding chaos popular with fanatic and puritanical zealots. FILENAME: EMO_OSR_DungeonPheromones.ipt Header: Dungeon Pheromone Types I started reading about this when I saw a documenatry on a lamprey infestation of the Great Lakes and how pheromones helped beat them. Developing things that attract females and others that scare them made a push pull plan that helped beat them. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/dungeon-pheromone-types.html
prompt: Show me: {Pheromone Potions|More About Fantasy Pheromones } Pheromone Potions table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}& {choice=='[{$prompt1} >> replace / /\/]'}& [@{choice}] table: MoreAboutFantasyPheromones [#{rep} PheromoneDesc] table: PheromoneDesc Using Pheromones in Fantasy
Xor In my Xor setting pheromones are a common potion type and often keyed for specific purposes so I wrote up this table of interesting ones. In other settings pheromones and scent based-chemicals could be useful. Planet Psychon would work fine. Druids and animals - pheromones as text As I wrote about along time ago Druids, learning animal languages, can also read animal scents and possibly some skilled hunters might do this to a lesser degree. Scent marks are like writing for animals or at least graffiti. A fluent animal scent reader can identify the gender and health of a scent maker and can tell if it is a dominant pack member, how big its territory is and how often it patrols. It can be annoying that your cat-man follower rubs himself on every door frame and pisses briefly at every intersection, but they sure know when they come across their own or others' scents, which can be handy. Goblins could be pheromones sensitives They leave territorial scents and even barracks might be scented for goblin caste or status. When a goblin tribe reaches a certain size the chief develops more HD and his immediate elite followers grow bigger. Possibly this causes hobgoblins and bugbears develop, or pheromones in a concentration cause goblins to become cannibals and then morph into new forms. Goblin creches might release a calming effect to stop cannibalism. Goblin tunnels might have chemical trails marked for long trecks and trade routes. A well traveled trail feels safe. A weak one-way trail scares goblins as it might be a monster lair. Concentrations of goblins might effect their aggression or reproductive pheromones. Some pheromones might trigger mutations or adaptions to new environments. When you kill goblins their blood gives off pheromones that warn others, making their women and young retreat and enraging leaders and warriors. Being covered with their blood might make things worse. Elves might manipulate goblin pheromones to enslave them or settle them as barriers between elfland and human lands. Elves might control goblins' aggression and breeding output or use to mutate certain strains. Possibly demons or chaos things might manipulate goblins this way. Bugbears' and hobgoblins' odours might make goblins submissive or wary. Some Common Pheromone Types &
& NecromonesReleased on death makes others afraid (or other species hungry)& CalmingMakes species relax, possibly released when submissive or mothers norsing& TrailLike ants might leave markers, common trails read as safe, one way as risky & TerritorialMark borders of a territory of group or a gender or individual& RoyalLeaders produce scents to command their followers& SexArousing odours or signals to atract mates& SignalModifies behavior typically makes more sexually receptive or defencive& PrimerTrigger physiological developments or mutations or suppress others from breeding& EpideicticTell other females not to lay eggs or breed here& AlarmAlerts group to danger some might be specific like fire, intruder, boss in danger& AggressionMakes colony ready for war, flood, or disaster& AggregationMakes come together for breeding or other purposes& ReleaserAlters behavior for example mother rabbits use to make babies nurse& RecognitionDetect own tribe or detect close kin to avoid inbreeding& MarkingMark some eggs as queen and others as drones or other uses&
Hostile Species use of pheromones Some species use pheromones to disguise themselves and infiltrate a colony Some might alter behavior of a colony for own game Some might use as lures for traps Follow prey trails or set up ambushes on trails Prey may recognise and fear predictor scents Parasites rewire prey to be attracted to predator scents to pass themselves in food chain Physiological Changes From pheromones Plants if alarmed might produce toxins or tannin to make themselves taste bad Mole rat queens suppress puberty in other females so only they breed Colonies might produce specialists like more soldiers or specific workers Pheromone Potions Alchemists might be able to extract pheromones and possibly shamans especially non human ones might be able to make or uses a few types of pheromones. A druid being a shapeshifter would find it easier to create potions based on their first hand knowledge. On Xor or Psychon specialist pheromone potion users would be more common. Some creatures might leave scent trails or musk or urine or feces or organs like glands that easily make potions. Tears, sweat and other fluids might be source of potions. Potions vary in prices from cheap from wild shamen and druids who use them often, but mostly they are rare and expensive. People apply them to themselves or near dungeon air intakes. Scent carries at least 100 yards in a dungeon and becomes intense to recipients to within 30 yards. When applied outdoors the air may carry the scent up to 100 to 300 yards or more but if the air is still or the wrong direction only about 30 yards. Outdoors intense reactions are only 10 yards. Recipients might get a save with milder contact but none with intense dose. Some especially primers need contact. Royal types need to be eaten. Versions that effect animals work on normal size and giant size versions or beast men versions and possibly magical hybrids Potions are highly refined and function differently to natural pheranomes Feel free to replace species rolled with something similar or suitable for environment &
& Very Common Potion30gp& Common Potion100gp& Uncommon300gp& Rare500gp& Very Rare1000gp&
table: PheromonePotions Goblin Necronomes make them uncomfortable and start to flee and reduces morale Hobgoblin Necronomes make them violent and warlike with bloodshot eyes Bugbear Necronomes make them hide and prepare ambushes Mindflayer Necronomes make them wary and begin to retreat or hide and call for minions Lamprey Necronomes make them retreat even jump out of the water in blind panic Shark Necronomes make them hungry and look for corpses to eat Goblinoid Calming agents cause them to be more interested in grooming or socializing Owlbear Calming agents make them fluff up and sit in nests or have a dust bath Rust Monster Calming agents make them feel sated and curl up into slothful state Carrion Crawler Calming agents make them slow into a torpor and lose appetites Gelatinous Cube Calming agent makes them slow to a halt and not react to motion Ochre Jelly Calming agent makes them stop and flatten into bubbly jelly pools Ant Calming agent stops colony states of alarm or aggressive making them sit still Ant Trail can be used to lure ants into traps or slow them with complex crossings Termite Trail is used to lure termites to wooden structures as act of sabotage Slug Trail makes other slugs stop to eat the trail to see what interesting things rivals eat Carrion Crawler Trail makes other crawlers follow in hopes of stealing rival victims Gnome Trail makes gnomes follow the trails marching in line and sing songs Green Slime Trail lures the slime away to somewhere dangerous to it or a container Feline Territorial scent makes them avoid areas if extracted from larger cats or group Canine Territorial scent makes them avoid areas if extracted from larger pack or animal Bee Territorial scent makes them look elsewhere but might make them prepare for war Kobold Territorial scent makes them rush home and tell chief who sends envoys Orc Territorial scent makes orcs wary, some scout area while rest rush home Goblin Royal jelly makes a goblin change into a sub chief and a further dose Bee Royal jelly makes a bee grub grow into a fertile bee queen Ant Royal jelly makes a bee grub grow into a fertile ant queen Termite Royal jelly makes a bee grub grow into a fertile termite queen Dinosaur Royal jelly makes dinosaurs grow extra HD if fed to as baby Leech Sex scent attracts aroused leeches to swarm on target Goblinoid Sex scent makes goblins constantly aroused and think about horny Hook Horror Sex scent makes them seek a mate, without one they tear themselves apart Beholder Sex scent makes them slobber and drool crying out for a mate Grell Sex scent makes them seek source and entangle it and become aroused Tiger Beetle Sex scent makes beetles drag chunks of meat to source to seduce a mate Unicorn Sex scent makes unicorns more attracted to virging human females Goblin Signal makes tribal members start cannibalising elderly and weak members Baboon Signal makes lady baboons butts swell up and attract males Dragon Signal makes them crave humanoid virgins to eat to stimulate their reproduction Owlbear Signal makes owlbears shuffle about on all fours and rub their butts on walls Goblin Primer makes goblins have a chance of mutating into hobgoblins Hobgoblin Primer makes hobgoblins have a chance of mutating into bugbears Hydra Primer makes them grow a extra head Dragon Primer accelerates their development into next growth stage after a binge of food Ogre Primer triggers mutations that make them more hideous Faun Primer changes them into more magical satyrs Locust Primer changes them into larger (+1HD) carnivorous (d6) cannibal specimens Orc Primer changes orc into a leader which might lead to inter tribal conflict Slub Primer changes slug to larger +1HD version Troglodyte Primer changes them into a leader type with extra HD Displacer Primer turns a panther into a displacer beast Gnome Primer turns a gnome into a dwarf but they save to resist and try to avoid Mutant Primer stimulates development of new mutations Wasp Epideictic prevents them attacking person covered in scent Carrion Crawler Epideictic prevents them attacking person covered in scent Griffon Epideictic overcomes urge to eat a horse and makes them receptive to mating Ant Alarm triggers colony defenses making them seal doors and hide children Goblin Alarm makes the colony entrench themselves and seal lair entrances Hobgoblin Alarm makes them ready armour and weapons and prepare tight formations Gremlin Alarm makes colony hysterically flee the area abandoning everything Kobold Alarm makes them retreat to lair while setting and arming traps Dragon Alarm makes them alert and listen and smell for threats and prepare to fight 63 Goblin Aggression drives them crazy bouncing, biting, scratching and screaming Hobgoblin Agression makes them furious, swear and break formation Bugbear Aggression makes them come out of hiding, foaming at the mouth screaming Kobold Aggression makes them over run their own formations and traps towards smell Dragon Aggression makes them angry and violent and initiates a rampage Swine Aggression makes pig beings grow furious and roam looking for fights Bee Aggression makes them angry and attack anything in territory or near hive Ape Aggression makes them scream and fight anything or each other if no threats Rat Aggression makes rats crazy attacking any non rat near their lair or the smell Troll Aggression makes them howl and bite each other and themselves in fury Hyena Aggression makes them howl, laugh, snort angrily, and snap at anything Dwarf Aggression makes them bite their shields and foam at the mouth beserkly Frog Aggregation attracts frogs of all types in area and often starts them spawning Locust Aggregation makes them gather into swarm then begin to eat everything Leech Aggregation makes them swarm to mate and then feed Orc Aggregation makes a horde gather and inevitably a leader declares a war Halfling Aggregation makes them assemble for a giant picnick or party Gnome Aggregation makes them hold hounds in ever growing circle dancing and singing Harpy Aggregation makes them swarm over area shitting and vomiting filth and swearing Kobold Aggregation makes them gather with tools and dig a functional dungeon complex Spider Aggregation makes them swarm and cover in web or build nests if not spinners Scorpion Aggregation makes them gather in swarm and challenge each other Bat Aggregation makes thousands of bats swarm to location squeaking and flapping Shark Aggregation attracts dozens of sharks who swarm mercilessly Rabbit Releaser makes rabbits swarm thirsty for milk and suck on everything Manticore Releaser makes them stop being jerks and playful like kittens Dragon Releaser makes them want to sit on treasure mounds or nests for days Goblin Recognition makes them accept you as goblins in community Ant Recognition makes user seem to be a ant and accepted in colony Leech Recognition makes them not want to drink users blood Ochre Jelly Recognition makes them not devour users Slug Recognition makes them think user is one of their children Dragon Marking makes dragons of same type extracted from mistake user for kin Spectral Hound Marking lures a interdimensional horror to the marked victim Bee Marking makes them take user to hive and feed royal jelly too Lycanthrope Marking makes them seek to inflict the target with their infection Minotaur Marking makes them attracted to subject and able to follow anywhere FILENAME: EMO_OSR_LoveInterests.ipt Header: Romantic Fantasy Love Interests I did several of these for super hero gamers in the past and could do another. I thought a fantasy version would be handy for love-interest spawned adventures. This table is made to be gender neutral; I have lady knights in my setting. This is a good table to roll for everyone between adventures possibly with carousing tables or as a alternative for less grubby adventurers who seek romance rather than wizard clap and gambling debts. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-romantic-fantasy-love-interests.html
table: RomanticFantasyLoveInterests A young farmer catches your eye but they are wary of your kind. A common rural tavern worker strikes your fancy but their creepy parent not pleased. A seasonal farm labourer who has traveled far invites you for a drink. A attractive youth invites you to a party but it is full of sleazy hipster flagellants. A attractive young shepherd is lonely and invites you to join them for a picknick. A youth who plays a instrument invites you to hear them play in the woods. A kindly attractive youth seems interested but has strict religious parents watching. A attractive youth keen to spend time with you but has d6+4 over protective siblings. A shy youth smiles sweetly at you bat has abusive cruel parental taskmaster. A striking youth finds you attractive but family are secret cultists wary of strangers. A cheerful youth invites you to tavern, they have a revolting life span reducing job. A handsome militia guard offers to show you a good time and keep you safe. A shy house servant keeps bumping into you while running errands. A cocky homeless youth selling stuff from a pushcart keeps making saucy comments. A hard working cook sends you tasty commoner treats and packed lunches. A hardy labourer whistles at you while working on building sites. A burly butchers lad sends you pig trotters and head cheeses of finest quality. A rat catchers apprentice avoids talking work but quite charming, probably not were rat. A junior scribe sends you poetry and has been drawing you from afar. A aprentice print maker sends you slightly flawed prints, studios main work is filthy porn. A shifty hooded youth has nice used goods for gifts, member of a bandit gang. A charming youth is a gang leader with a small army of street urchins. A well dressed commoner regales you with amazing stories actually in the beggars guild. A sharp tongued youth interested in you is actually a member of the assassins guild. A armed youth asks you about a past follower member of bounty hunters guild. A well to do suave bastard is actually a thief guild member and spy. A fancy dandy is actually a professional duelist who picks fights for a living. A young larikan performs slieght of hand tricks and is of course a thieves guild member. A professional seducer and con artist decides to prey on adventurers for easy gold. A attractive prostitute develops a unprofessional attraction to the adventurer. A well dressed youth of a merchant house sends gifts of embodied handkerchiefs. A rakish youth of a merchant house invites you to a party in a private club. A noble you invites you to a inter family horse race which tends to end in a riot. A rascally youth of a good guild family invites you to a secret sewer pit fight. A mysterious foreign trader treats you like nobility but trades in slaves and drugs. A older but wealthy merchant clan head sends you gifts and letters. A older wealthy merchant seeks marriage for legal reasons mostly. Attractive youths of rival merchant houses compete for your hand till the bloody end. A grubby but welcome exporter of goats demands you marry them goes mad if refused. A creepy guild master offers you taste finest wine ladened with a love potion. A attractive knight declares love for you and demands a quest to prove their love. A weary old war hound seeks to retire with wealth and seeks a unconventional partner. A important officer seeks your hand but has covered up a terrible massacre. A important officer seeks your company but they love conflict and war. A old knight wants you to marry into his clan to improve the bloodline. A charming officer seems attracted to you but is actually a foreign agent. A wild frontier commander with a brutish gaze monitors likes you but is a werewolf. A charming and sophisticated knight admires you but is a member of a cult. A romantic knight tries to seduce you and declares you to be their one true love. A war weary knight invites you to their lonley keep on the moors. A attractive noble seeks your hand but manour has corpses of last marriages hidden. A stunning noble likes you but their family are cursed and live in a haunted manour. A noble youth enoys your company but family want them dead for the inheritance. A eccentric decadent youth craves company but wicked cultists seek to corrupt them. A noble youth likes you but family in sprawling manse are mad wizards. A noble youth finds you attractive and parents now want you dead. A noble youth invites you ta a fancy ball full of fancy snobs and local rulers. A noble youth invites you to a posh garden party as a novelty guest. A noble youth stabs someone hurling vile abuse at you defending your honour. A foreign ruler sends you exotic gifts and invitations to join them. A nun or monk has been admiring you and writing of your deeds, they might be tempted. A member of the clergy has become tempted by you despite the church not approving. A religious student is obligated to be celibate but has become sorely tempted. A druidic holy person invites you to cavort with supernatural sylvan festivities. A holy person invites you to perform public fertility ceremony on a high holy day. A corrupt old holy person seeks you to be their secret lover and sends you gifts. A holy person from a sect allowing marriage is interested in courting you. A paladin or holy warrior of a sect deems you a worthy partner with only a few changes. A cleric has renounced their holy vows to pursue you and will go crazy if rejected. A priest of a evil cult invites you to be their consort and engage in evil rites. A scruffy young apprentice has been following you about clutching their robes. A talented young apprentice has been studying you and has fallen madly in love. A sleazy young wizard has decided who to use their charm person spell on. A elderly wizard has decided you are their dream lover and will try to possess you. A wizard wants to buy a cube of your flesh for no particular reason, honestly. A wizard offers to grant your wish within their power for your hand. A wizard offers you potions and magic for you to be their lover. A wizard is going out with someone who looks just like you made with magic. A wizard has decided to kidnap you so you will learn to love them in a dungeon. A wizard promises to destroy your friends or a town if you dont marry them. A dwarf noble offers your parents iron ingot and weapons for a betrothal. A earthbound elf loves you and is bannished from people for this forbidden love. A well of hobbit with a huge pleasure burrow offers you to be lover. A gnome offers you gems, gold and magic item to be live in lover. Attractive love interest is actually a doppelganger agent of evil. Passionate attractive love interest is actually a lycanthrope. A half orc declares you to be one true love but prone to furious rages if rejected. A beast person from the wilds is attracted to your scent and has been following you. A shape shifting dragon in human identity decides a dalliance with you would be fun. A humanoid king has fallen in love from afar with you will try gifts then kidnapping. Attractive love interest is a shape shifting spirit folk, kin to plants or mountain or river. Attractive love interest is a shape shifting spirit folk, kin to animals type. Attractive love interest is possessed by a spirit who fell in love with you and took a body. Attractive love interest is a a spirit who lives in a painting and exits to see you. A lich has seen you in his scrying pool and now wants to trick you into being their mate. A elemental abhuman from another dimension saw you through a portal and loves you. A half demon or devil changeling has decided you are their true love. An attractive elf from the other side offers you eternal life in elfland if you marry them. An angelic being or arkon or deva fall to earth for unholy love of a grubby mortal like you. A deity in disguise really wants to have way with you which always produces a baby. FILENAME: EMO_Roadwar_InterzoneEncounters.ipt Header: Interzone Encounters for Murder Highway Surrounding the great sprawling cities of Sydney and Melbourne are increasingly desolate wastelands. Around the walled cities are the Slumburbs, remains of the old suburbs filled with mostly unemployed and criminal classes. Then there is the Interzone, a semi-controlled space mostly between the electrified razorwire zombie fences and the huge concrete defensive walls protecting the real city. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-interzone-encounters-for-murder.html
prompt: Show me: {About Interzone|Interzone Districts|Slumburb Districts|Occasional Locals|Quick Interzone Antics|Interzone Encounters } Interzone Encounters table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]& {$prompt1}
& [end]& [@{choice}] table: AboutInterzone [#{rep} AboutInterzone2] table: AboutInterzone2 Surrounding the great sprawling cities of Sydney and Melbourne are increasingly desolate wastelands. Around the walled cities are the Slumburbs, remains of the old suburbs filled with mostly unemployed and criminal classes. Then there is the Interzone, a semi-controlled space mostly between the electrified razorwire zombie fences and the huge concrete defensive walls protecting the real city. Inside the real city, law is absolute and only those employed by corporations and their spoiled families are permitted. The CBD is a luxury paradise mall megaplex, a playground for the rich that death racers will seldom see unless they make the A-league. Air transport is prefered for most important goods by airship freighters or hypersonic aircraft launch from the urban zone, allowing the rich to never soil themselves or see the poor. & & Interzone is more interesting. A chaotic hive of criminals, corporate agents and lawmen. A maze of cyclone wires, cargo containers, cables, warehouses and garbage. Where shifty deals and black ops are commonplace. Factories and common industrial workers are commonplace. The workers are expendable casuals many who live in the sprawling slums. Many technical staff live in tiny cargo crate apartments or factories dormitories. Managers live in the city. Many who live in the interzone in industrial facilities not allowed within city walls. & & Most of the Interzone is inside superstructure of the walls. The sky is seldom seen. Metal girders, frames, metal walkways and stairs cover walls. Air and drain lids and metal staple ladders are common. Many spaces are poorly lit with areas public gather in are the best. & & Many death races start from such areas. Garages and transport bays for cheap land transport are based within interzone. Bus depots, truck stops, parking garages, auto factories are all based in the Interzone. Some rail lines especially coastal lines and underground trains still function and stations are operated from the Interzone also. Most rail lines in the wasteland have been destroyed by gangs and have been abandoned. These yards and abandoned factories within Interzone are full of gangs and unregulated persons. Occasionally rumours of plague carriers and zombies bring in the clean squads to kill everything but the inhabitants know where to hide. & & Possibly there are ways under the walls in sub tunnels but they are dangerous, with bars, fans, toxic waste, steam and boiling water. Black market dealers can provide temporary false ID. Rumour has it gangs in the abandoned districts might help you for a fee. Corporations can provide temporary passes. If your rich enough or famous with a sponsor you might buy citizenship. Yoy could also lose citizenship if you are broke or contaminated. & & The law operates several huge districts for highway patrols. Plainclothes secured compounds and seized goods take up acres of warehouse space. Customs operate their own district and who gets in and out. Private security corps also have compounds. The military operate forts with barracks and weapons to fight zombies and occasionally corporate security when tax evasion or emergency nationalisation of assets is required. & & While crime and scams and fights do break out in the Interzone no participants want the ultimate force on hand to eliminate all combatants on hand. Elite armed forces, choppers with miniguns and even drones can be called in to end a fight. A few stray pistol shots might be ignored away from a secure point. & & "Now mind your business and don't make any trouble while you're here. Otherwise you might never be let back in or you might never leave" Choice Vehicles & Cars in interzone tend to be new models or refurbished old models and look clean and highly decorated. Scooters and bycycles common for working residents. Police vehichles like patrol cars, interceptors and APCs are common. Unkept filthy wastelander cars are refused entry frequently or admitted temporarily for repairs only. & & Vehicle Arms & Many vehichles well armoured, machine guns and more advanced modern weapons available but in fact almost any weapon can be found in black market or corp or military compounds. & & Weapons of choice & Pistols are common arms among commoners as are knives. Mostly oficial lawmen or security use machine pistols or SMGs or bullpup assault rifles. Tear gas grenaides and other chem agents are frequently employed in riots or cleaning out abandoned areas. & & Food & More modern and international cusine is popular here compared to outsider slumbs. Very little food resembles anything natural food. Most poor eat soylent, algae and yeast based foods with added nutrients. Truckstop diners stock hamburgers and vat grown meat as may riggers reward a cross country haul with a big budget meal. Beer and boxed wine are popular and homebrew and still mad hard liquor popular. Better food is found outside the zone. & & Tech & Mostly clean, modern and working order but rundown increasingly in worker habs and abandoned areas. & & Dress & Uniforms and overalls and high vis work wear are common. Helmets and work goggles, knee pads are common. Heavy protective coats common and bullet proof vests or flack armour common with lawmen. T-shirts and track suits are common casual wear. Fine fashion or feral wear stands out. Abandoned areas are increasingly feral. & & Hair & Short back and sides and shaved heads common with law makers and workers and lice outbreaks in worker housing make clean shaven an advantage. Lots of truckers and older engineers like big beards. Trendy hair or gang cuts stands out. Ferals in the abandoned areas increasingly punk or with dreadlocks. & & Footwear & Industrial work boots and sneakers mostly. endtable: table: InterzoneDistricts Secure Checkpoint - for personel with metal detectors, xray baggage scanner, drug dogs, APC Secure Gateway - for vehicles, gun turrets, truck weigh post, car traps, combat troops Truck Stop - full of trucks, diners and garages, death race teams and sanctioned op bases Redlight District - prostitutes, casinos, nightclubs, street stalls, black markets and drug dealers Warehouse - most secure corporate storage, some more run down with squatters and gangs Industrial - factories, work shops, refineries, sweatshops, recycling plants and worker barracks Residential - apartment blocks, shanty towns, homeless shelters, street sellers, Law Enforcement - secure bunkers, compounds, barracks, motor pools, airfields, prisons NoGo - fenced off areas with wrecked cars and buildings, law shoot intruders on sight Abandoned - ruined rail yards, empty factories, burned buildings, garbage dumps, table: SlumburbDistricts Shopping - decaying shopping malls, rows of shops, produce markets, black markets Parks - overgrown parks, with rusty playgrounds and feral children, gangs playing sport Ruins - housing areas often burned and wrecked, crawling with feral gangs Ghetto - densely populated apartments and houses, with additions built with garbage Gangland - gang districts, often fortified and lawless, burning oil drums in street Waged - housing for corporate workers who work in interzone factories Boxtown - homeless humpies, shacks and shelters built from garbage for semi homeless Sprawl - a expanding new highly dense antonymous slumbland independent of city Public - ruined remains of community centres, hospitals, schools, gyms and other facilities Agricultural - reclaimed as farm land with poly domes and crops, usually well guarded table: OccasionalLocals Riggers and truck crews in work gear, usually struggling business owners and contractors Factory workers in uniforms with tools mostly residents from corp apartments or outside Shifty criminals lounging about looking for deals, often representing gangs or syndicates Prostitutes strutting about dressed to impress, serving all tastes and the best dresses Urchins scarpering about cracks and spaces, many living on the streets Police or security on patrol looking for trouble makers or performing search and seizures Corporate class managers, suits and investigative agents touring corp interests Ferals from abandoned areas or on day passes for business, usually tring not to stand out City visitors slumbing it for business or curiosity standing out in their CBD fashions Freelance agents including sanctioned ops or undercover agents here on business table: QuickInterzoneAntics On their way to work On their way to somewhere to eat and drink On the job, working on something in public Criminal or corrupt behavior, gambling most common Publicly arguing about [|sports|law|TV|bets] Publicly [|drunk|smoking|abusing drugs] Fight breaks out, results in [|murder|shootout|robbery|gang fight] Public Gathering - [|strike|riot|kangaroo court|angry mob] Watching TV [|sport|death race|disaster|election] Public games - [|aussie rules|cricket|beer drinking|shooting] table: InterzoneEncounters Miserable workers loading into huge elevator to work Police searching people in the street Gangs have a quick shoot out then flee A man is stabbed in street and attacker flees bleeding victim Protester complains about unfair conditions makes a speech then flees Police beat a person in the street with truncheons Famous death racer signing autographs Street urchins fleeing cop run down a drain Police gun down armed terrorists in the street Mob have rounded up a mutant and call for hanging Everyone talking about latest death race Everyone drinking and cheering about sort result Mob form around bare knuckle boxers and make bets Urchin throwing shit at security guard Suit wearing managers with security detail on tour Under cover cops shoot criminal in street Priest gives speech warning about apocalypse Old hysterical drunk complaining about tentacled thing in drains Man with no limbs begging Man selling car parts from box in street Drug dealer asks if you wanna get high Prostitute asks if your lonely Suit jumps from upper pylon of superstructure to death Deathrace recruiter from C-grade league asking Man selling plague antidote claiming a secret of corp classes Eyes staring you from air vent in wall Bounty hunter dragging captives Security guard watching taped off crime site Woman with child begging Man selling bootleg 8-track cassettes and reel to reel tapes and beta tapes Junior suit selling income and health insurance Police with dogs searching for drugs or bombs Several mechanics with signs looking for work Farmer recruiting road warriors to battle a gang Mobsters intimidating a rigger to haul dodgy goods Huge rats run among crowd starting a panic Cyborg war vet telling stories of the zone wars Legless road warrior collecting money in tin cup for new legs Accident with emergency crews, ambulance and crowd Cigarette company girls giving away samples Worker knife fight with crowd cheering Hunter posing for photo with mutant animal kill strapped to car hood Riot breaks out over poor food quality or beer shortage Biohazard troops and medics make spot blood scans for plague carriers and mutants Woman handing out photographs begging for help finding loved ones Family with bags evicted with security herding them to slumb gates Deathreace fans from CBD taking photographs Japanese and American tourists with video beta hand cameras News crew trying to film every day life between walls Police arguing with prostitutes Off duty police and security and military drinking beers and telling stories Police transporting chained prisoners Police confiscating drugs and firearms from gang Street cleaners scraping up a dead body Sounds of dozens of revving engines cheer crowd Mutant dog chasing urchins, crowd panic and scatter Police moving trolleys of body bags from sweeps in abandoned districts Crowd and media following soap opera star Cyborg vets playing two-up and drinking beer Corporate recruiters looking for workers in outback compound Samples of new protein bars being given away by market researchers Security drones fly overhead Scrawny dogs following hotdog cart Ratburger stall with crowd gathering, burgers almost out Public vehicle auction with excellent price Public auction of seized tins of spam from $100 starting price eack Factory Manager making speach to angry mob Scab labour being harassed by striking workers Strikers fighting security at factory gate entrance Roo shooters selling mostly contaminant free meat from back of truck Police warning public of serial killer seen living in air ducts Preacher of new puritanical cult recruiting settlers Protesters complain about new security measures Mob demanding manager be hung for terrible behavior Protesters complaining about corporate threats of cloned labour Mad homeless man ranting on soap box about mammon Clerk selling orphans to company labour managers Robot runs over child and mob tear it apart, child ok Politician kissing babies and giving away cigarettes Prisoners attempt escape and are shot by guards Ferals attempt to flee police and are shot Man selling second hand clothes from CBD Gang leaders having public discussion with crowd Union leaders argue with corporate reps and managers Protesting worker preaching go slow and sabotage workplace Game hunters preparing expedition Settlers preparing to re colonise outback Road train of trucks preparing to cross wastelands with escort Postal delivery handing out packages Scientists looking for escorts for wasteland expedition Child catcher with cage of feral children Police snipers fresh from abandoned and Nogo districts Flag waving thugs clash with protesting filthy hippies Temporary lock in, all gates closed Police evicting all unemployed and ferals to wasteland gate New police cyborg or drone on patrol Gene mod humanoid dog men being field tested by police Bio dress troops spraying chemicals for public health Bio dress troops spraying anyone they assess as filthy or looks like from wasteland All you can drink and smoke party with low entry price put on by union FILENAME: EMO_Pyschon_FlawedUtopias.ipt Header: Flawed Utopias As utopias by definition don't have problems they basically boring. Most of their books read like tour guides and point out moral ideals. Some utopias might be hidden or exclude the unworthy. Such places regard themselves as superior to others and are suspicious of strangers. Some might trade, others might hide. An interloper from outside might bring problems by questioning and clashing with the culture and introducing new ideas. Another problem might be the utopia is under threat from nonutopias outside and need help. Otherwise the more popular option is the utopia is a lie and behind the scenes; cannibalism, murder, monsters or something horrible. Basically this is in fact a dystopia. Many dystopias are obviously hellish and horrible. The dystopia could be a failed utopia, have some kind of questionable philosophy, or literally be operated as a cruel and unfair living hell. These tables are useful for my Planet Psychon or gamma world, but also could be used for isolated space habs or colonies or bunkers in other SF games. A military or scientific base left alone for a long time might adopt utopian style culture too. You could place several of these in an area and watch sparks fly. Adventurers often precipitate a fall or might be used as scapegoats. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-flawed-utopias.html
table: start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Location[@Location]& [when]{1d2}>1[do]Secret Door Location[@SecretDoorLocation][end]& Defenses[@Defences]& Population[@UtopiaSize]& Government[@Government]& [when]{1d2}>1[do]Who Really Rules[@WhoReallyRules][end]& {numTech=={1d4-1}}& [when]{numTech}>0[do]Featured Technology
[!{numTech} FeaturedTechnology >> implode
]
[end]& [when]{1d2}>1[do]Secret[@SinisterSecrets][end]& Problem[@FlawedUtopias]&
table: Location Underground Bunker Undersea habitat Hidden under ruined city Hidden in forest Hidden in desert Under huge monument Ruined military base Toxic wasteland Ruined civic buildings Ruined grave yard Orbital habitat Lunar or asteroid habitat table: SecretDoorLocation In old cave Mine tunnel boarded up Elevator rises from pool Huge sealed vault door Concealed door in ruins Holographic disguise In huge dead tree In battered phone booth Sewer entrance Monument table: Defences Automated weapons Contaminated Robots or Androids Bunker militia Mutant scum Mutant beasts Force Field Mines or booby traps Advanced locks Holographic illusions table: UtopiaSize {d10+5} {2d10+10} {d100+20} {d100+50} {d100+100} {d100+200} {d100+500} {d100+750} {d10*1000} {d10*10000} table: Government A charismatic leader A despotic leader A council of elders A council of scientists Corporate committee Benevolent anarchy Communist committee Participatory Democracy Automated system AI computer table: WhoReallyRules Mad scientist Cult leader Secret despot Criminal gang or foriegn agent Alien race Monster Mutant freak Replicant or android Defective AI or Robots Dimensional horror table: FeaturedTechnology Reproductive - [|use of clones|bioprinting|eugenics] Drug Therapy - population [|sedated|kept euphoric] Surveillance - population monitored constantly Security - [!{1d2} SecurityTech >> implode] Mind Control - unusual social control tech - [|psionics|implants] Servants - [|slavery|androids|uplifted animals|robots] Nutrition - [|recycled protein vats|food printers|cannibalism] Defence - [|holograms|force fields|shield drones] Offence - [|stunners|energy weapons|weapon drones] Execution - bizarre means of terminating citizens table: SecurityTech locked vault doors retinal scanners DNA scan table: SinisterSecrets Secret societies plotting in secret Sinister secret purpose society created Lie about outside world to keep population inside Troublemakers vanish or reprogrammed Utopia in decline do to habitat decline Agents have been in contact with outside Infiltrators subverting society and hab systems from elswhere Insanity spreading in society Something or someone is killing people buy covered up Some life form or something living in crawl spaces of hab table: FlawedUtopias Drug addled hedonists have monsters living in secret under the floors who eat people Kindly patronizing old people secretly harvest organs and blood from the young Enlightened civilization hide degenerate mutants roaming in ruins under city AI dictates everyone daily actions, work and love life over immortal simpletons Subjects of crystalline citadel obey psychic emanations of great crystal Happy people eat ooze that bubbles up in secret chamber and makes the people one People live in harmony but savage ape men attack often, really they are exiled citizens Citadel rich in water features welcome newcomers to join secret amphibian hybrids rites Appear happy and welcome visitors but actually they carry insectoid parasites Mostly hapless morons sleep in seed pods connected to a great tree Happy drug addicts learned to convert another species into dangerous narcotic Population long ago replaced by androids waging war with ugly humanoid brutes Every citizen has a automaton companion who monitors them and advises them Citizens have become moronic cretins and secret cannibals from inbreeding Strange bestial behaving citizens are uplifted from animals by hidden scientist Colony infiltrated by androids and highly paranoid about strangers Citadel has a serial killer disrupting local order, actually is a alien being Civilization served by unruly ape men ready for revolutions, masters are ignorant Highly bureaucratic society imprisons petty violations and harvest organs Science bunker society have discovered alien wreck from millions of years ago Isolated settlement has been secretly dominated by vampires who use people as cattle Settlement has just begun sighs of undead plague which they blame on newcomers A shape shifting monster plague has stricken someone in contact with outside world A despot plans to kill current rulers and blame visitors so they can take over Colony is a former military unit mellowing out but conservatives want old ways back Learned colony of scientists but black lab unit seek to take over using new creation Decadent shrinking colony unaware of lower levels crawling with horrors awaiting release Bunker live in good conditions but military secretly oppress local outsiders Slowly deteriorating bunker conditions have created factions about to explode Contamination has killed several levels of the complex and truth kept from survivors Complex leader is actually a alien hybrid experimenting on bunker dwellers Black lab converting excess population to cyborg troops and kept in stasis Athletics obsessed community bullies and kills the weak, deluded belief in superiority Community of alt energy vegetarians preach free love but enemies gather Bunker contains doomsday device with regressive personnel worshiping the weapon Bunker contains doomsday device controlled by cult who will set off if attacked Bunker contains doomsday device but population are mostly ignorant of it's powers Bunker contains missile silo but personnel dispute if weapons should be used Bunker of frozen personnel recently awakened and clueless as to how to help the world Colony over run by barbarians who exploit original people as slaves Harmonious sterile colony vulnerable to disease and contamination Large colony has developed a mutant strain of dominating telepaths taking over Entrance is sealed and population goes batshit mental Swarm of carnivorous [|roaches|bats|rats|frogs] get in bunker Devolutionary compound contaminates bunker turning people into prehistoric horrors Complex mostly unaware of cult monster breeding pits in elder ruins in sub levels Aquatic areas in complex allowed fish men hybrids to infiltrate and take over Tentacled horrors living in air vents responsible for disappearances blamed on outsiders Android applicants infiltrating colony to prepare for android take over Colony worship demon god in basement actually a war borg programmed to kill all life Colony in peace but of late some strange disappearances since a star fell nearby Colony needs equipment lost in abandoned sub levels now flooded and full of critters Colony ruled by brain in a vat growing insane, seeks to replace people with something AI rules people who live like ignorant children, strangers must conform or be lobotomized AI rules colony as if a mental hospital with android orderlies, AI disbelieves in outsiders AI rules as a penal colony and kidnaps new prisoners to repopulate depleted inmates Colonists long ago replaced by hideous shape shifters who farm ignorant humans Colonists all became undead plague victims long ago but AI has no idea Colonists under certain conditions turn into mutant horrors then back with no memory Bunker at war with rival complex, AIs have modified humans to look different Complex has teleporter to other world where chosen are sent by AI each year AI is paranoid runs clone complex and constantly rooting out traitors and infiltrators Colonists have mutated into goblin like beings due to AI altering conditions of complex Colony is occupied by alien hybrids training for invasion plan, secrets in sub level Colony controls a kaiju for defence keeping area a forbidden wasteland Colony is a biological habitat where population and food born from walls Colony is cloned from same individual few families desperate for outsider mates Colony is a military prison camp run by robots and AIs who arrest any strangers Colony live by medieval feudal romantic code and AI hides technology from them Colony over run by mutants led by dominators planing to attack local humans Mutant colony force human slaves to make stockpile of mutation bombs Bunker residents are all psionic but pacifistic and afraid of outside world Bunker residents are all psionic but hope to conquer inferiors outside Colony residents ruled by psionic mutant minority hivemind using illusions and telepathy Colony belong to single gender and find opposite gender alluring and threatening Complex believe they are on a star ship travelling to a new world they will never reach Complex believe they are on a star ship really leaders building terraforming weapon Complex believe they are on a star ship, lab growing prehistoric life to fake new world Colony devolving into ape people by AI to restart human civilization Colony occupied by obvious service robots with personalities of long dead humans Uplifted animal labourers took over colony long ago, AI reared a advanced civilization Colony is a corporation surviving since the big one, plan to dominate local economics Colony are fanatics of ancient religion who plan to spread fanaticism over area Colony being over run by mutants, AI cult take chosen pure ones for parts in brain borg Colony sends secret agent to help outside world but evil leader plans to turn to conquest Colony operate a museum and send out explorers for relics, barbarians want to plunder Colony of scientists plan to use bio weapons on non pure humans including mutants Bunker are a secret society planing to replace regional leaders with disguised agents Bunker believe they are superior gods and only interested in outsiders for organs Bunker desperate for biological raw material, pretend to be tribal gods for sacrifices Colony controlled by telepathic giant spiders hiding in sub levels, feed on law breakers Elites of utopia are possessed by over space horrors who need fresh bodies often Huge biohab with dinosaurs and cave men monitored by deluded AI Black lab complex creates new species of monster and release them for study Colony scientists turning personnel into mini shoggoths in robot bodies for conquest Disease control lab complex of dedicated scientists, a plague leak causes lockdown Huge ark complex of bio habitats has gone feral with mutants and primitive survivors AI mind hacks kidnap victims to believe they always lived in flawed habitat Mould growths and fungus have taken over with only a small trapped population left Sprawling ruined underground city where mutant races battle, humans hide in secret FILENAME: EMO_OSR_DungeonSectionBarriers.ipt Header: Dungeon section barriers For connections, hubs and crossroads that divide dungeon sections or levels apart, barriers help justify differences and isolation of levels. Locals often have means to bypass these barriers, or they are very experienced at crossing. Possibly a barrier could mark the border between factions, a warzone no mans land, or a neutral area used by all factions. It could justify stylistic and aesthetic variation in a dungeon complex. Any such area not dangerous enough can have wandering monsters also. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-dungeon-section-barriers.html
table: DungeonBarriers A winding corkscrew staircase twisting to lower level A deep shaft with a long ladder or carved into stone or iron staples Grand palatial stairs seen better days for grand proscessions Worn smooth old brick stairs some with creeks running through them Natural flow stone or volcanic formations form stone stairs Worn battered dripping tunnel sloping down Stairs are actually connected by magic to dungeon far away Stairs are a escalator [|down|up|both up and down|, broken] Stairs with slide trap, drops into [|water|pit|rocks|lava|spikes|lair] A elevator for 3d4 passengers possibly unsafe A sinkhole has opened a great shaft into the darkness into cavern A flowing river of lava in bottom of a canyon can almost be jumped over A great pit with jagged stones and broken skeletons A pit over a cavernous monster lair, possibly for sacrifice A great pit but with safe island path you hop onto path through A gaping canyon with a single line across where some cross A huge pit crawling with giant bugs and worms and slime and webs at bottom A chasm with fast flowing waterfall cutting through path dangerous to cross A fragile ice or crystal bridge spans a great gulf Span blocked by [|old pillar|megalith|spider web|huge log] Old bridge guarded by [|trolls|ogres|giants|horrible ape creatures] Natural stone archway with long worn passage Two or three cables over gulf used as crossing Flimsy rope and plank bridge over chasm Wooden bridge only a bit wobbly with mounts and waggon loads Stone bridge allows carts and mounts to cross easily Covered stone bridge with shops, apartments, sweatshops and pubs Bridge over pit heavily fortified chokepoint Bone and sinew bridge with strange totems and signs Bridge has bound being from other plane guarding it begrudgingly A wooden gatehouse with great log door A stone wall with a great iron reinforced wooden door A highly decorated metal clad wooden door A gate house with portcullis gate Entrenched area with crude palisade wall defence structure A huge creature blocks passage but occasionally moves or you may crawl through it A huge crude stone secret doorway made with magic or camouflage A door is really a gate transporting users to door in far away land Door opens into a pocket dimension with doors elsewhere A impregnable magic crystal wall or force feild with a secret doorway Roof set to cave in or deadfall of rubble prepared A log or beam sweeps area then returns to position Swinging razor pendulum or several Swarm of missiles - [|arrows|darts|magic|poison needles] Explosive trap with gunpowder, incendiary or magic blast Kobold trap team camping to deploy fresh traps and repair old ones Capture based trap - [|nets|snare|animal trap|pit] Trap releases enraged horror from confinement Magic device if triggered summons supernatural defender Chemical attack - [|poison gas|acid|troglodyte musk|disease] A pile of filthy bed rolls, empty bottles and several indolent guards of a faction Scaffolding up walls and on roof provide fire platforms for archers Shack and checkpoint where faction guards check your papers Tax collectors camp awaiting violates so they can press gang adventurers A camp of filthy dirty murder hobos keen to kill anyone more wounded than them Several guards with a tame monster camped here overlooking passage Hidden guard watches and sends messengers through gremlins or tiny animals A squad led by a charismatic leader are here to stop rumoured intruders A camp of evil knights and templar clerics who demand single combat or payment A boss monster and entourage is here for great battle priest said comming A tower overlooks open area and a wizard runs a magic shop A crumbling ruined base of tower is home to a witch who demands service to pass A wizard threatens travellers from inside a huge statue giving them safe view to cast A wizard appears as a phantom to threaten travellers, will alert local bosses A sorcerer has built a pleasure dome of drugs and other vice for sale A psionic squid wizard or chaos doppelganger uses spells to delude and infiltrate party A cult of sorcerers have remained hidden here and are paranoid about strangers A mighty elf lord with guards is camped here but are willing to share A bard here challenges visitors to tests of ability, knowledge and might A wizard on other side of bridge demands a riddle to pass or payment Horrible umberhulks lair in cave with scattered corpses Aggressive Ankhed are giant carnivorous burrowing bugs Purple worm breeding tunnel with huge chamber and huge sleeping horrors Spider lair covered in webs with various types and a evil magical queen Dragon lair or lair of a draconic creature with hoard feared by all factions A filthy wet it with froghemoth or several giant frogs all hungry A pool with aquatic horror blocks the passage with possible fish men hybrid followers Undead have congregated here to block passage A mixed gang with ogres, trolls and giants live here mostly sleeping A ancient automaton juggernaut has kept this area free of people A demonic cult attend their shrine and a demon will come to aid them Underworld cultists with undead slaves bar this place demanding money and blood Hunting party of humanoids here hiding and camping and ready for a fight A shrine attended by old prriest and a d4 assistants A wizened monk hermit will not let any pass A small temple here has several priests, some guards and several loyal cultists A group of pilgrims to see the holy place on the holy night and outraged by intruders A graveyard defended by a d6+6 priests and some servants A ruined monument guarded by a senior priest and a dozen followers A religious monument like a ziggurut staffed by a small town of clergy A bound demon manifests here to bar any forbidden mortals A land spirit appropriate to location manifests and lives here as a human A area where elementals or related beings pour through and attack Attractive shape shifters here lure travellers to their doom Judgmental Archon slays any impure or false persons or a flaming balrog demon Ruined temple of old ones with hungry tentacled outer god guardian Pool of protoplam spawns creatures and monsters to defend itself from mortals Underworld non corporeal spirits, ghosts or spectres lurk here A serpent folk shrine where ancient priests sleep guarded by dinosaurs A petty god is currently lurking here and they can be un predictable at best FILENAME: EMO_TerribleLettersFromHome.ipt Header: Terrible letter from home Terrible letters from home are distractions from fighting wars and are often demoralizing. Family could be friends or your own household. Designed to be good in DnD or WW1 Cthulhu or other settings. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-terrible-letter-from-home.html
prompt: Show me: {Terrible Letters|Boring Nice Letters} Terrible Letters table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: BoringNiceLetters A pet or farm animal had hilarious anecdote-worthy tale Someone is getting married hooray! Someone has found true love A cheer raising letter of love and praise Someone back home tells of cute petty problems Someone has recovered from a near death situation Justice resolved some problem in a fair manner Someone has had a baby Weather is nice Business is good table: TerribleLetters Older relative has committed murder and run away pursued by the law and leaving family Younger relative committed a crime and has run away and joined a gang Member of family murdered - [|child|youth|adult|old] Member of family cheated someone shaming you all Member of family was conned and lost a fortune through dirty tricks Family member in prison for accident or mistake Child or youth kidnapped and carried away Blood feud has been ruining your kin and rival families power Family member went to prison now out a labourer or servant Something valuable stolen from clan Family member become depraved evil drug addict alcoholic and abuser Family member in debt to gambling and has now sold a child as a servant Family member is a sex maniac even disguising self as a prostitute and getting caught Family member dies abusing drugs or having accident while high Kin are involved in grip of petty organised crime and trapped Kin member is a serial killer, a family secret scandal failing to happen Kin member is sadist and abuser tormenting animals and or people Family sexual pervert sexually assault a family member and has exiled them Family member has turned sophisticated attending orgies, theaters, artist parties Family member been seduced by amoral organisation secret lodges, club or cult A relative died in their shack of exposure and hunger A relative has been locked up in a mad house and is tormented by institution A relative has gone to debtors prison where they are constantly ill A relative has been sold under contract to pay off debt in a terrible high risk job Several kin have joined the military life and abandoned their families Mob killed someone collecting loans from gang Bank came and took everything from a relative ruining them Several kin have fled homes and departing to frontier or new territories Someone killed on the job and families left paupers Landlord abusing family with beatings and abuse Family involved in border dispute in court Family member has trial for murder seeking money to buy freedom if defense fails Family having fight over messy divorce and return of dowry Family being evicted by landlords battled in court Family having dispute with church elders Family fighting over claim of found treasure (possibly cursed with greed) Family engaged in constant petty legal feuds with other family Family has members killed and imprisoned fighting rival family Family has mystery bastard arrive claiming family property Family legally maneuvered into subordinate role to other clan The fairest youth in clan ran away with trusted person and both missing A widowed parent has found new younger and poorer love Everyone gossiping about affairs and who is into who Former lover from home tells you about their marriage to someone else Former lover has gone crazy and disapeared Former lover joins some far away military or merchant service Former lover wants to see you and get married Former lover now has a child from somewhere Recent lover informing you about terrible disease they have Letter from most recent serious lover saying your dead to them now, it is all off Family killed due to war related disaster or attack Family members killed in a bizarre massacre Family killed in natural disaster like flood, mudslide, cold Family disappeared nobody knows where Family killed transport accident like train, plane or auto Family home burned down killing and injuring several members Family robbed and house looted and smashed Family blamed for [|starting fire|poisoning well|witchcraft|cowardice] Family wealth and leaders lost transporting precious goods bankrupting all Feud has started with great vindictive family over law, money or love gone wrong Someone having a terribly not secret affair that will cause clan trouble Family members miserliness resulted in deaths of other family Family members revealed to be actually married Bizarre love triangle between several families Someone married someone foreign or of a different class Family members death causing succession feuds and legal battles Terrible mismatched marriage with horrible stranger Someone wants a divorce and is causing a scandal Someone has started gossiping about family member and their live in friend Someone in family is vain, rude and thoughtless and starting blood feuds with other clans Plague killed many in your home area, all avoiding that place Patriarch or matriarch of family dies of pox causing power struggle to be the next Someone you love crippled by a injuries from an attack or accident Your vd test results come in and you have big problems Your dearest childhood friend in terrible fever no doctor can explain Someone personally close wasting away in coma Kin who survived plague driven away by jealous neighbours mob Several children of clan died of the scarlet sickness Friend with plague symptoms kills self News from home naming the many deaths from a sickness A relative has been caught performing public sexual perversion and now in prison Kin has used law to ruin someone to make a profit and locals all unhappy Family leader has been working as a fixer for a criminal gang Family member been imprisoned for injuring married partner Family member performed a crime and blamed a homeless traveller A kinsman stole something and made self rich while original owner had life ruined A family member robbed a kinfolk and splitting the clan Family wasting savings on frivolous status symbols of wealth Family member gave fortune to church while close kin left ruined Family member outlawed for sexual crime and is now seeking a boat far away Family member convinced home is haunted Kin tells of a seance by a witch and the amazing secrets they were told by spirits Family member saw something on the moors one night now broken person in fear A priest has been forming a strong influence on your loved ones Someone in family joined some strange club or fraternity which worries the elderly Long lost relative returned but was really a fraud after money Kin has taken residence in strange old house full weird books Family member lost in war has been seen among the criminal classes of a city Family member went mad took up strange practices, odd friends and collections Family member had awesome religious vision on deathbead FILENAME: EMO_OSR_Prisons.ipt Header: Horrible Prison Convicts (and more!) These horrible guys turn up in dungeons and all kinds of places. They are the freaks who make players' stays in prison more memorable. Sometimes they're taken out in public or even trusted with a chore outside. An escaped band is desperate; often the escapees will join bandits or become murder hobos. Convict names stick; usually a name starts as an insult and pretty soon the prison staff records it as a legal name. Some prison governors could be women. In some cases the wife of a governor might take up the contract or a woman might work her way up ranks in prison or government admin. Also see: elfmaidsandoctopi.blogspot.com.au/2016/07/d100-prison-carousing.html from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-horrible-prison-convicts.html
prompt: Show me: {Prison Convicts|Prison Production|Prison Features|Governors|Escape Plans|Common Punishments|Most Popular Executions|Convict Location|What Is Inmate Doing|Quick Favorite Thing|Marks Of Experience|Skills Learned In Prison|Why In Prison} Prison Convicts table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: TypesOfPrisons Sherrifs Lock Up in country village d3 Ruined tower d4 or sometimes a huge tree stump or hollow tree Ruined old house with walls 2d4, some might be kept in basement or tower Country Prison with wall and shed 3d4 used as labour Castle ruins with intact dungeon 5d4 mostly shackled up in dark Prison Hulk chained out at sea or small island prison d6 lots of ten inmates City Prison with courtyard d10 lots of ten man cells Sealed inside sprawling mine complex d4 lots of 100 inmates Horrible over crowded old fortress near city d10 lots of 100 inmates table: PrisonProduction bribery for the managers, black mail, hostages and corruption Vice selling sex slaves, booze, gambling and drugs and forbidden goods Mining often dangerous Road building or quarry work Land clearing and logging Building houses and walls Farming some kind of crop Gladiator battles run by staff Manufacturing often dangerous like manure, dyeing, smelting Sending them into explore new found dungeons table: PrisonFeatures Amazing torture engine with own famous name Famous horrible confinement cell with cruel torture Prisoners killed frequently by staff Abandoned sub level Haunted by spirit or creature Dangerous hidden creature lurks in prison Famous gang with outside connections Death place of famous criminal Nobody has ever escaped alive Staff are a cult who murdering inmates in secret rituals table: Governors Injured war hero with strict discipline and punishment Overweight corrupt glutton can no longer leave gatehouse Kindly reformer ineptly creates problems Religious reformer wants church and marriages for inmates Medical doctor convinced drugs and surgery can help inmates Strict bureaucrat obsesses with legal minutiae and slow to act Brutal sadistic madman took job for the torture Religious maniac believes is here to punish wicked and force religion Doddering school master thinks torments are jolly good for the lads A cruel governor is ruthless and oversexed, with delusions they are artistic table: EscapePlans A secret tunnel being dug Planning a riot at vulnerable riot and Take keys or use home made lock picks Take weapons and kill way out by night Obtain or make uniform or disguise Blackmail staff by having family kidnapped Corrupt staff with vice and debts and favours Help from outside gets escape supplies in Use corruption, bribes or favours to have staff release table: CommonPunishments Birching or whipped with bundles of sicks Cat-o-nine-tails whipping Beaten by guards with wooden truncheons Locked in solitary Locked in with violent offender Locked in with violent sexual offender Starved in solitary Chained to wall or in gibbet and exposed Torture session in dungeon Conversation with governor table: MostPopularExecutions Torture with implements and or exposure Beaten and torn apart by angry mob Torn apart by machines or animals Bloody ritual organ removal with knife Strangulation considered merciful by authorities Burning at steak especialy for witches Drowned but worthy might survive Hung from a tree or gallows till dead Decapitation on knees with sword Decapitation on block with sword table: ConvictLocation Chained to rock exposed Locked in cage Shackled in a pit Strapped in gibbet or chained to wall In public stocks being humiliated by poor Cage in wagon or boat Working as hard labourer cracking rocks Working in prison factory sweatshop Chained in castles dungeon Locked in death row cell near chopping block table: WhatIsInmateDoing On the run Plotting escape Plan to shank fellow prisoner Trying to score goods Plan to shank a guard Distracting guards Having a fight Intimidating someone Gorging self on food (possibly cannibal) Trying to be on best behavior with guards table: QuickFavoriteThing Tattoos from gang and underworld Shank d3 stabbing implement or good for digging Knuckle Duster d3 blunt damage Wire Garrote d4 can also be a saw Lock picks set Drugs, alcohol or pipe and weed Ring in nose or ear or nipple Cards, dice or d3 coins Love letter or Death threat Stolen key table: MarksOfExperience Tattoos all over with gang signs Scars from stabbings Scars from arm and leg irons Scars from torture Whip marks Rope burn scars on neck Self cutting on wrists and legs Pox or flea scars all over Mising body part d6 1=finger 2=hand 3=nose 4=scalp 5=ear 6=eye Parasites like intestinal worms table: SkillsLearnedInPrison Crafting (some specific type) Labourer Farmer Miner Streetwise Theif skill or Escapology Improvised weapons Servant Brawling table: WhyInPrison Drunken violence Petty theft Debts unpaid Rude conduct Fighting lawmen Disrespect your social betters Striking your social betters Accused of petty witchcraft Accused of robbery Accused of murder table: PrisonConvicts Sticky Stab Fingers a gang enforcer and violent hitman, has prosthetic hands Clancy Wolfburn A skilled woodsman and suspected bandit, has tried cannibalism Kaligra The Strangler a gypsy and circus strongman, prison owners enjoy his hard work Mandy Scrubpox A prostitute and extortionist carries exotic diseases Corny Hole Gouger A stab happy giggling thug likes candy and shanking Slappy Hamfist A chubby greasy thug always eating and enjoys cooking new animals Myra Clawhand A grizzled old woman prone to rage and psychotic strength bursts Danny Hotspur A violent drunk who thinks he is a swashbuckling charmer Barron Muck A huge smuggler covered in tattoos with dozens of huge bastard sons Oxjaw A huge lumberjack, injured many in a violent frenzy, has killed bears with hands Nostro Magnum A tattooed wizard who likes to live in prison and lift weights Corman Muskrodent A mustached dandy pugilists who fights for money Ingrid Shankmadchen A topless sword fighter and boxer in trouble for lewd behavior Ivana Grumpfrut A maid turned thief and prostitute who didnt bribe the lawmen Laramie Allydog A former street urchin turned theif and criminal courier Slippery Gordon A cat burglar and black mailer crossed the wrong people Gregory Slapknuckle A seedy rat faced punk who likes to smoke and teaze Mabel Hackvine Injured her mean husband with a hatchet and has adapted to convict life Ronson Blackbuck Was a shepherd who worked with goat men to tear up a town Billy Blackbeedle A corrupt court guard took bribes and beat confessions from innocents Leftie Brickspittle A violent drunken labourer has been diagnosed as evil left handed Tamzin Sprinkles Notorious vice queen said to get anyone anything, is hated by dwarves Donny Dumbmallet A huge easily offended dumb brute some say is part hobgoblin Eliza Neckscissors Slashed her pimp in the street and is a brutal inmate boss Donard Flumph An obese corrupt merchant imprisoned by king, dreams of old life Izra Kameran A sad foreign merchant guard turned bandit who stabbed a sherrif Coolah Borignan A huge jolly man who can brew rotgut grog even in prison Jimmy Stabweasel A passionate knife man for hire slashed several prostitutes faces Vamry Toolsnadger Was a child kidnapper who sold poor kids to nobles but messed up Ginny Lumpen Was a "skinner" who caught children with candy and stole their clothes Blarny Winetaint A beetroot like angry man who screams and beats weaker people Blue Ptior A tattooed sailor has all his brutal crimes illustrated on his skin, likes knives Short Oleg A short blonde shifty man a thief and conman who tried to kidnap a girl Bloody Ivan Enslaved victims for secret attic sweatshop, when too weak he killed them Conrad Stabfang A famous stabber who works for the governor to silence troublemakers Lucy Crampsie A barmaid who killed a rich man in self defence, well liked by inmates Meg Strumpetrazor A prostitute who murdered and robbed clients and kept their ears Mrs Mulligan The pie poisoner and cannibal who sold human meat and ran extortion gang Clarence Pikerington Merchant who beat horses and workers to death, broke from fines Klaus Wonderbender Happy well dressed maniac who lives for thrills and corrupted youth Sammy Clubfingers Beat her husband to death in the street in fit of rage, doesnt talk Johan Baneblood A duelist from continent who picked fights for cash, killed wrong person Barron Blackblood Locked in iron mask claimed he was real Barron before tongue cut off Horrace Wimploe Published vice and political pamphlets and arrested for treason Lord Moneybags Claims was a noble here for debt but nobody believes his wild stories Billy Bloodfist Claims he never done nothing wrong but is a brutal pugilist for hire Father Stormhand Was exposed for his troubles in orphanage for boys he built Lucy Lirrips Was a vampires slave and spared death sentence most inmates fear her Cannibal Bill Lived in cave robbing and eating people near a road for decades with family Harris Knockmount Was a knight but lied about ancestry and now in prison for life Granny Glinder Accused of witch craft but given mercy for naming other local witches Morgan Warmonger A weary former mercenary captain on wrong side during war Flint Snapwrist A crafty fighter some say was a monk, he could escape but doesn't Iron Andy A huge dark skinned ex blacksmith who once skinned a cellmate alive Stumpy Clubfoot A deformed man the mob demanded be imprisoned as a witch Kolden Caldoon A smooth frontiersman with delusions of nobility, killed a man Snippy Fingers A thief with a temper who murdered people who annoyed him Glinda Grimghoul A pretty wench who killed several employers who fell in love with her Flathead Randy Has a deformed skull and likes to headbutt any who point it out Dorian Skinner A merchant sold human skin leather goods he bought from orcs Earnie Fartpants A flatulent thug who gets angry if any mention his problem Dame Plumpbottom Amassed a fortune as prison prostitute, of indeterminate gender Judge Bent Former officer of law corrupted by bribes in land disputes, old and crazy Googly Pete A voyeuristic creep who was ruined by taste in secrets of rich women Fran Fliechcraft Butchered twenty slaves following lords orders and taken the blame Dame Muskrat An old woman who served a vampire noble slain by adventurers Borris Bloodyaxe A bear of a lumberjack man who killed his wife and her lover Zoran Teargleaner Served an evil wizard for years and thrown here when master killed Magda Halfmoon Acused of witchcraft by her husband so she broke his arms Hagad The Spook took fall for cult and never squealed about his coven Lorian The Elfstruck abandoned whole family looking for elfmaids and they all died Raddad The Short is actually a dwarf just governor orders him clean shaven Gorion The Fool was a wizard who failed to make a pact and was taken by the mob Lyra Daggereye Killed a gang of wealthy youths attacking her with just a dagger Emil Gordaz Served a mad wizard whose monster got loose and Emil was blamed Timmy Bookburn Was an apprentice charged with breach of contract with master Alice Savage Killed all other women in island colony, men brought her to prison Corrion The Pretty has a huge knife scar on face he got first day in prison Zog An ugly google eyed thug found eating a hobo, freak actually is part fishman Lorna Strangecraft Accused of witchcraft for bad hings happen to her enemies Dockland Ripper A former serial killer but caught for evading rent payments Hilderbrant Giest A charismatic cleric imprisoned and excommunicated for heresy Digby Doublebutler Was a servant who sawed his senior butler in half Godvinia Golden Paraded naked protesting against clothing too many times Doc Sawbones Was a quack medic whos goat testicle implants failed killing patients Steven Weird Lived as a recluse and mob insist he is a witch and part faerie Pam Weldshrew Made to wear an iron mask to teach her not to be so foul mouthed Barney Hackmeister Killed neighbor fighting over farm tools and ran from the law Elizabeth Scarlet Murdered six suitors who harassed her for marriage Tabitha Salamander Accused of witchcraft and arson, spared due to family connections Godwin Knifeglisten Successful murder hobo jumped a dungeon claim and killed a party Rawin Hogsfetter Was a barbarian farmer who killed three men in a bar fight Elon Hawkfear Tells beings from the stars told him to murder all those people Brolga Crusheart Was a prison cook who slept with inmates and ran black market Don Marowhawk Left travellers to die in wastelands selling inferior equipment and mules Ebron Cleanskin Sold poison grog and fraudulent goods by changing goods Jimmy Ratman Ran a secret sewer market and was tken for tax evasion Demented Tom An obese idiot who sometimes hears voices from his invisible brother Scaly Jim An obese sailor with peeling scaly skin is of course a hybrid fish man cultist Mamma Brass Jugs Elderly barmaid who married and killed a dozen men for money FILENAME: EMO_Supers_VillainHQ.ipt Header: Super Villain HQ Super Villain HQ is a system for randomly generating bases for super heroes, spies or other modernish genre games. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/super-villain-hq.html
prompt: My base is for: {Supers|Realistic} Supers prompt: Show me: {Hidden Locations|Personnel Types|Typical Base Rooms|Strange Base Rooms|Outside Security|Inside Security|Whole Bases} Hidden Locations use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt2} >> replace / /\/]'}& {desc=='{choice}_Desc'}& [when][{choice} >> at Security]>0[do]{desc=='Security_Desc'}{choice=='{choice}_{$prompt1}'}[end]& {secDice=='1d2'}& [when]{rep}=1[do]{$prompt2} [@{desc}]
[end]& [@{choice}] table: WholeBases_Desc Bases of course will have a lot more typical rooms than are listed here. Think of these as idea generators, or maybe places where traps are laid or specific effects might take place.\n& For similar reasons, I've eliminated personnel types from this listing entirely; a base would normally have most if not all personnel types. table: WholeBases ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Location[@HiddenLocations]& Outside Security
[!{1d4+1} OutsideSecurity_{$prompt1} >> implode
]
& Inside Security
[!{1d4+1} InsideSecurity_{$prompt1} >> implode
]
& Typical Base Rooms
[!{1d7+1} TypicalBaseRooms >> implode
]
& [when]{$prompt1}=Realistic[do]{sbr==1d2-1}[else]{sbr==1d3+1}[end]& [when]{sbr}>0[do]Strange Base Rooms
[!{sbr} StrangeBaseRooms >> implode
]
[end]&
table: HiddenLocations_Desc Bases are either hidden or in isolated places but mostly have some cover like a corporation to explain. Really weird villains might have a pocket dimension. table: HiddenLocations Mountain top - [|on peak|subterranean] Underwater - [|submarine|habitat|sunken ship] At sea - [|coast|cliff|ship|under lighthouse] Swamp - [|complex|under mud] Jungle - [|complex|under hill] Island - [|complex|under ground] Desert - [|complex|underground] Space - [|orbit|asteroid|moon] Under City - [|sewers|bomb shelter] Icefields - [|complex|under ice] Isolated castle - [|inside|under ruins] Under sleepy village Inside industrial complex like factory Under pre modern ruins - [|castle|fort|prison|temple|church] Under abandoned complex - [|film studio|theme park|power plant] Volcano - [|surface complex|underground] Huge brownstone building - [|house|casino|museum|town hall|university|school] Underground - [|cave|abandoned mine|bunker|missile silo] Skyscraper - [|possibly hotel|corporate hq] Prison - [|underneath|inside] table: PersonnelTypes_Desc Personnel in base usually boil down to several main types. In many cases wear distinctive uniform and operate like a caste system. Some cases there may be a prison uniform for captives. Some operate like colonies and demonstrate the new world order in microcosm. table: PersonnelTypes Front of house uniformed - pistol and truncheon Plainclothes undercover - pistol and knife Boilersuit internal security - smg or rifle Special forces elite troops - anything Administration suits, track suits or boilersuits Technician - boiler suits or cleansuits Scientist - lab coats or cleansuits or nbc suit Agents - equipped as mission or off duty Specialists in unique fields often more individualistic Command - usually in more distinctive uniforms table: Security_Desc Security system are covered by outside or inside. Cameras and locks are commonplace. Security guards are standard of course. A villains main goons are usually in a position of authority.\n& \n& Security ratings\n& Green - normal\n& Yellow - non essential personnel go to rooms, all security personnel report, guest lockdown\n& Red - all doors sealed, security sweep and destroy intruders table: OutsideSecurity_Realistic Minefield Ground radar for personnel Machinegun nests Barbed wire Electric Fence Sniper post Large walls Guard dogs Ground vehicle patrols Air vehicle patrols[||| (drones)] table: OutsideSecurity_Supers Minefield Ground radar for personnel Machinegun nests Barbed wire Electric Fence Sniper post Large walls Guard dogs Ground vehicle patrols Air vehicle patrols[||| (drones)] [|Security robots|Androids] Guard creature Force field Energy field Hologram Fear ray Pain ray Missiles Superhuman guards Battlesuit guards table: InsideSecurity_Realistic Electric floor Gas trap Pit trap in floor Automated guns Hidden doors close and seal sections Motion Detector Guard dogs Netguns Surveillance drones Acoustic stunner table: InsideSecurity_Supers Electric floor Gas trap Pit trap in floor Automated guns Hidden doors close and seal sections Motion Detector Guard dogs Netguns Surveillance drones Acoustic stunner Hypno ray Laser sentry guns Freeze ray Radiation emitters Robot guards Monster guard beast Hologram projector Force Field trap Superhuman guards Battlesuit guards table: TypicalBaseRooms_Desc \z table: TypicalBaseRooms Reception Quarantine Security Foyer Airport lounge Cafeteria Gymnasium Med bay Hospital ward Computer pool Open plan office Kitchen Repair workshop Computer lab Motor pool Hanger or helipad Garage Chemistry lab Genetics lab Electronics lab Janitor store room Biology lab Barracks Stateroom VIP luxury apartment Office cubicle pool Communications room Holding cell Prison Bathrooms Greenhouse garden Hydroponics lab Air con plant Industrial freezer Power plant Security vault Meeting room Lecture theatre Bar & grill Library Swimming pool Stadium Cinema Bowling alley Shooting range Mock city block Flight control room Commando course Nightclub Coffeeshop Mail room TV lounge Table Tennis club Casino Bingo Hall Dance Hall Dojo Museum Video arcade Drill hall Spa and Sauna Classroom Fire station Fabrication plant Water recycling Storage lockers Warehouse Document archive Snooker or Billiards Hall Music room Transport tubes Stairwells Elevators Hazardous material store Satellite map analysis lab Launch control room Counterfeit lab Disguise lab Surgery Printing press Golf cart pool Armoury Weapon lab Wardrobe department Physics lab Chemical plant Fuel plant Personnel dept Test chamber Flotation therapy tanks VIP dining room VIP board room TV & radio studio Propaganda lab Economist lab Foundry Morgue and crematorium Medical imaging lab Observatory Weather lab table: StrangeBaseRooms_Desc \z table: StrangeBaseRooms Hologram chamber Pipe organ room Throne room Harem room Roman orgy room Clone lab Earthquake machine Weather control ray Missile silo Mind control lab Robotics lab Replicant lab Death ray satellite control Battlesuit lab Cryogenics vault Nuclear lab Submarine pen Mecha hanger Force field generator Hologram generator Occult lab Relic depositary Super soldier lab Imprisoned alien Advanced containment cells AI control centre Mole machine pen Rocket launch pad Germ warfare lab Teleport station Float tank with enthralled psychics Android factory Danger room Global monitor room Organ bank Torture dungeon Dinosaur vats Temporal lab Dimensional lab Ninja dojo Cyborg lab Monster pit Simulated suburb in dome Gene bank Secret society temple Assassin brainwashing centre Failed genetic freak tunnels Astronaut training lab Monster lab with growth vats Nano assembly pool Bunker survival colony Military base Resurrection chamber Monster plant vivarium Zoological Arc Shark aquarium Palace complex for VIPs Particle accelerator Doomsday weapon Espionage lab Alien vivisection lab Mutant specimens bank Trophy room Chamber of occult idols Experimental portal lab Giant holographic globe of world Huge indoor dome for spectacles Huge statue of the master with memorial Extradimensional prison Stolen art gallery Drone fighter bay Tankbot pool Statues of enemies gallery Dirty weapon stockpile Zombie soldier lab Terraforming Device Mutation bomb lab Sleeping kaiju pen Gauntlet complex for punishment Executive office with trapdoor for guests Large ventilation system for escapees Carnival with creepy automatons Villain's loved one in guarded luxury apartment Giant corpse filled pits Dangerous animal pens with quick release doors Gladiatorial battle ground Lava pit Corpses around board room table Monorail station Think tank of specialist scientists Crime school Self destruct device Money vault for wallowing in cash Huge drug lab Hanger for airship or space ship or yacht Gadget lab Bomb shelter Biodome habitat module Model room with city maps Holographic training centre FILENAME: EMO_OSR_InterestingStatues.ipt Header: Interesting Statues This is quick dungeon dressing; you could put an interesting and differen statue in each room of a dungeon. Various statues could have multiple features. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-interesting-statues.html
table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& {numFeat==[|0|0|0|1|1|1|2|2|3]}& {numMinor==[|0|0|0|0|0|0|1|1|1|2]}& {numMajor==[|0|0|0|0|0|0|0|0|0|0|0|0|1|1|1|1|2]}& Statue[@InterestingStatues]& {rowName=='Features'}[@MaybeRow with {numFeat}, CommonFeatures]& [@MaybeRowProperties]&
table: MaybeRow {roll=={$1}}& [when]1>{roll}[do]\z[else]& {rowName}& [when]{roll}>1[do]
[!{roll} {$2} >> implode
]& [else][@{$2}][end]&
[end] table: MaybeRowProperties [when]{numMajor+numMinor}>0[do]& Unusual Properties[@ShowProperties]& [end] table: ShowProperties [when]{numMajor+numMinor}=1[do]& [@{numMinor} MinorUnusualProperties][@{numMajor} MajorUnusualProperties]& [else]&
& {typ=='Minor'}[@ListProperties]& {typ=='Major'}[@ListProperties]&
& [end] table: ListProperties [when]{num{typ}}>0[do]
[!{num{typ}} {typ}UnusualProperties >> implode
][end] table: CommonFeatures Water trough Fountain Plaque with text Additional animals Vegetal motifs Secret symbols Repair work Piece missing Skulls and funeral motifs Coat of arms and heraldic signs Braziers or urns of flames Furnace oven or hotplate Sacrificial altar with food or blood laid out Braziers of flowers and herbs Severed heads Statue is a shrine to a specific cult Fine quality material with high value Marks of a famous artist or clan A stove is lit smoke exits statues mouth or nose Graffiti possibly useful name or faction table: MinorUnusualProperties Is viewing point for a scrying object Secret compartment and spy hole Has secret compartment with treasure Secret compartment with clue or map Can talk if asked right question Can be manipulated to open secret door Has clue like a secret map or inscribed text Is trapped Is a alarm mechanism for a boss Has Protection spell attuned to a exact alignment table: MajorUnusualProperties Can animate and fight Can cast cure light wounds once a day Poisons first person to touch it Causes fear within 3" to hostile persons Calls wandering monsters to investigate strangers Occupied by a lesser spirit like a poltergeist Shoots magic missile at intruders d4+2 missiles a day Casts sleep to any group of enemies within 3" of front once a day Produces fog cloud and magicly laughs Glows with faerie fire when enemies approach table: WeirdUnusualProperties Was a petrified and could be restored to life Is alive and can animate occasionally Has a spirit and can animate objects to fight Has a major spirit within Calls a planar being if touched or damaged Contains a liquid like monster like a shoggoth or mimic Can be used to contact spirit of who it depicts Produces stinking cloud once a day if intruders near Watched by a major planar or spirit entity Calls chaos demons in return for sacrifices table: InterestingStatues Statue of king from long ago, semi precious stones stolen, surface scratched all over Statue of old king on throne holding regalia with coat of arms Statue of king badly vandalized by treasure hunters with gaping holes Statue of king standing with head removed holding ceremonial mace and baby animal Statue of king in armour with weapons as if for war Statue of royal on horse back dressed for pageant Statue of queen or princess from long ago in a big dress with crown and sceptre Statue of noble born knight hero in full plate with sheild Statue of armed knight noble or royal in full plate Statue of male and female royal couple with figures standing or seated together Ceremonial archway with imperial regalia and soldier figures Equestrian soldier on mount in military dress with imperial flags of old empire Monumental altar with statue of god of the empire with piled armour and weapons Gateway with soldiers of old empire infantry as guards either side Huge statue of standing emperor or empress from ancient times Imperial noble on mount with processional military dress Statue with slaves holding palanquin with decadent imperial noble reclining on Statue of heraldic beast of the empire Statue of imperial official of region long ago Statue of imperial hero from ancient times Local Religion monument featuring mythic entity Statue of a saint of a local religion Statue of famous prophet or preacher Statue of animal important to religion Statue of famous martyr of religion Statue of important church leader Statue of obscure petty god Worn statue of old god from past aeons Statue to obscure feared god of old times Shrine of religion with many carved characters and texts Statue of wealthy merchant guildsman of long ago Statue of banking patriarch of long ago Statue of merchant prince of olden times Statue of explorer of the guild states Statue of ox or horse wagon of produce or cargo Statue of a ship or featuring nautical symbols Statue of mercenary general who purchased noble titles Statue of one of the warring princes of city states Statue of early governor of region or city mayor Statue of guildsman founder Statue of Death god possibly in chariot or on mount Statue of funeral wagon or barge Statue of angel or devils gathering souls Statue of of horned god from olden times Statue of one of the necromancer kings from aeons ago Statue of planar being or beings escorting soul next life Statue of a great healer who angered death Statue of guardian monster of the underworld Statue of a gargoyle standing on pillar Statue of suffering god or hero or saint Beast gate with pair of animal statues either side Statue of hero fighting a monster Rampant beast column Ancient deity statue with secret priest hole and speaking tube Ancient hero sacrificing person or beast Ancient beast god statue Monstrous hybrid beast sphynx or chimera Statue of hero mounted on fabulous monster steed Statue of a draconic being or dinsaur A heroic warrior king with fanciful arms and armour Statue of famous adventurer Statue of famous monster slayer Statue of Famous knight who completed a quest Statue of a famous wizard or sorcerer Statue of a local leader revealed to be a cult leader Statue of a generous criminal mob boss Statue of hero who rose from common ranks to nobility Statue of explorers party that opened area long ago Statue of heroic leader of forgotten adventurers decades ago Statue of dead merchant in prayer Tribal ancestor of famous ancient clan Tribal ancestor a great beast lord Tribal ancestor a great tribal warlord Tribal ancestral deity riding sacred mount Tribal ancestor god standing holding a defiant weapon Tribal war monument made after great battle long ago Tribal ancestor in chariot pulled by great beasts Tribal ancestral matriarch with children or animals Tribal ancestral maiden love goddess Tribal ancestral heroic trickster and cunning man Dwarf hero king who overcame famous foe Elf hero on a mound made as a warning to enemies Hobbit statue of chef or merchant or mayor Dryad or minor earth goddess of the dawn age Ogre statue of horrific humanoid Orc warlord statue from ancient horde Heroic statue of extinct ancient race of troll civilization Gnome statue seemingly rising from the earth Reptilian statue from some elder dynasty Beast man statue of a warrior hero who led a horde Statue of amorphous horror covered in mouths and eyes Statue of the serpent god father of reptiles Statue of the black horned beast, a demon said to posses evil men Statue of sea captain or merchant trader with bulgy eves and bowed legs Strange abstract sculpture of one of the many angled ones Statue was worshiped as a living god in ancient times Primordial human like ape creature with spear or club Statue of the monster whale with many trapped inside Statue of alien god that helps you contact it's spirit Statue of abstract art opens gateway to beings of overspace FILENAME: EMO_OSR_PlantCausedMutations.ipt Header: Plant mutations These taints could be used in fantasy setting or gammaworld really. Vegetal creatures, symbiotes, plant gods, elfy curses could all cause these. Will try to do a fungi version too but until then thus will probably be starting point. Plant mutations might also be symbiotes or parasites that can be separated from the host. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-plant-mutations.html
prompt: Show me: {Where taint came from|Minor Mutations|Major Mutations} Where taint came from use: common/nbos/Tools.ipt table: Start [#[{$prompt1} >> left 3] ChooseTable] table: ChooseTable type: Dictionary Whe: [@TaintCameFrom] Min: [@MinorCosmeticMutations] Maj: [@MajorMutations] table: TaintCameFrom Ate a strange seed or mushroom Strange spores or pollen blew on you Attacked by plant monster Cursed by elves or goblins Given goblin or elf fruit to eat Pricked by a thorn Strange unguents rubbed on you by elves Ancestor ate a strange herb Ate fruit from a dryads garden Ancestor mated with tree spirits or elf Fairies sprinkled magic dew or pixie dust on you Saw procession of vegetal deity table: MinorCosmeticMutations Green eyes Leaves or flowers covering face filters dust and smoke Nose is orchid like Aware of slow time scale plant lives Flower petal eye lashes Cheeks inflate and deflate Coloured ridges on forehead Motion sensitive plant antennae Extra visual receptors but b&w Extra smell receptors sensitive to plant hormones Green skin photosynthesis half food requirements Leaves growing on skin Bark like rigid skin Vines growing over skin Thorns or needles growing from skin Flowers growing from skin Bristly vegetal hairs or moss growing from skin Berries or nuts grow from skin Taste hideous most creatures will not eat Taste delicious and sweet and attract insects Vegetal mouth in chest Drum like acoustic chambers rattle when aggressive or scared Vegetal eyes in chest Vegetal vine like tentacles Vegetal tendrils floppily hang from chest Rows of thorn like growths Vegetable like growths ripening Spicy chilli like fruit growing from sides Spikes on spine or sides Inflating and deflating sacks on sides Odour of fragrant scent leaks from plant like orifices Animated nightmare flower genitals Spray pollen or spores a few times a day Delicious syrup drips from a floral organ Sticky extrusion smells of rotten meat attracts flies Insect attracting and eating orifices half food intake Insect repelling musk odour from plant like glands Seed or bean pods grow on skin and drop off when ripe No longer excrete waste food and eat half as much Insect pheromones lure in potential food or pollinators Flexible fingers like rope Shedding plant needles Flexible double jointed limbs Pointy thorn tipped fingers Sharp thorny bristles on arms Dagger like thorn can retract from wrists at will Flower petals on arms Small prehensile branches growing under arms Flower fingers Strands of ribbon like razor edged vegetation growing under arms Feet terminate in single root that can run as normal and can grip like a hand Flexible legs that can uncannily bend Additional smaller tendril like legs Flexible rope like prehensile toes Thorn covered legs Thorn toe hard feet good for climbing or kicking Legs can elongate height one yard Legs covered in leaf like scales Enjoy burying lower legs in good soil, do not require food Eat dirt by the handful a few times a day equals one meal in food Mouth dribles slime Plant tendril whiskers around mouth Insects attracted to mouth half food needs Foot long tendril toungue Huge thorn like teeth Enlarged mouth with plant like lips Puffy jowls with pitcher plant like bulging neck Multiple rows of thorn like teeth Bugs living in mouth Sideways mouth Bulging skull forehead Vegetable shaped skull Horn or antler like hard wood branches from head Spiked skull growths Plant growing out of head instead of hair Skull covered in vegetal brain like tissue Jaw dislocates can swallow whole cat or lamb or rabbit Semi transparent green tinted skull you can see worm covered brains inside Holes in skull where worms pop out of occasionally Roots growing out of skull like hair Plant like heart with strange low blood pressure increases life span 25% Can shut down into state of hibernation in extreme cold or air low for months Vegetal lungs function of rebreather double how long you can hold breathe Blood is thick sap resin that sets hard Blood is mildly toxic or carries disease Blood is mild narcotic Blood is delicious and good for cooking Algae in gut processes food to energy can eat grass or wood or leaves Liver filters out all plant based toxins from food lets you eat poison berries Very little water leaves plant like organs needs half as much water Go into torpor trance instead of sleep like animals Calm never loses morale and ignores first magic fear attack a day Plant empathy feels more concern for plants than animal life Can remain still for as long as please, can sleep standing up Urge to propagate as much as possible without passion Urge to devour or enslave animals life Animals always eating and eating, they are your enemies and will eat you Improved memory and recall with new plant slower but better neurons Can evaluate best soils and climate conditions for plant growth Can sense well being or taint or magic of any plant touched table: MajorMutations IR vision UV vision Can grow blank face mask yet senses and talks through normally Beard of prehensile face tentacles Nose is a prehensile trunk a yard long Can smell sick plants or bad soil Can change face once a day by growing a plant mask Sense living beings in 3" through up to 3 foot of dirt Face is a lovely flower +1CHA Seed depositing tube comes out of nose to implant animals with plant mutations Self sealing wounds only bleed one round Scale leaf armour +2AC Irritant in skin unpleasant to touch or eat Ablative ignore first 10 HP fire damage per day Shed skin and recover 10 HP once a week Photoreceptive skin regenerates a HP per hour in sun Grow 2d4 goodberries that heal a HP each if eaten once a day Grow fruit or nuts that act as one days food, grow a d4 per week, 7 maximum Spiky thorns d3 damage to any who make a bare hand attack or bite mutant Sticky waxy hard skin use half water and +1AC Extra huge mouth in torso d6 damage extra attack Can fire arrow like thorns from chest d6 as a light crossbow per round Vegetal armoured plastron +2AC If you die a smaller clone sprouts from corpse taking 1 hear to regain height Body parts of you buried grow into small offspring if planted a month Regrow lost limbs or digits, eyes or ears or nose Mouth in chest opens with a 1" tendril that can make a grappling attack Body can survive without head, will eventually run away and grow a new head Shoot explode seed 3d6 grenade once per level per week Inflatable gas bags inflate or deflate ten minutes can fly as levitation spell Pollen bursts covering area in choking dust like stinking cloud once a day Air filled with fine floating seed pods like fog cloud once a day Regenerate 1 HP every hour Increased damaged resilience Plus d8 HP Wooden muscles Increased STR +1 Vegetal fortitude Increased CON +1 Lithe like a plant Increased DEX +1 Every time take a poop useful plants grow rapidly from it Silk worm colony live on you producing 3d4 gp a month Can shake loose 1d4 meals worth of bugs once a day Can shoot a d4 dart once a round blowpipe range from each hand Hands have horrible mouths can make two 1d6 bite punches a round Huge thorny blades come from wrists at will can make two 1d6 stab punches a round Vines shoot from palms and allow you to swing or entangle with 3" range Arms are flexible and ropey like snakes or vines can elongate a yard Extra fully functional vegetal arms +1 melee attack Tendril vines 1" long can be used to grapple Stinger vine extra attack on eyes of enemies, save or blinded if hit -4 Fire a 1" across bundle of entangling vines up to 6" once per level per week Seed if dropped turns into a 1HD midget vegeman once per level per week Bury lower legs in good soil heals 1HP per hour Legs are a cluster of roots, hard to fall over and +3" speed Legs are flexible and ropey like snakes or vines can elongate a yard Legs roots can climb almost any surface Feet have mouths that lap up gore or eat small critters, extra d4 kick attack Feet roots can tap into plants and heal them a d4 HP once a day per plant helped Feet plant seeds every step in soil sprouting grass and flowers Feet detect water within 3" Feet feel movement of others walking on ground within 2" Can track by vegetal smell and taste receptors in feet Face is just a thick lipped vegetal mouth d6 bite extra attack Acid wretch 2d4 or save for half once per level per week 1" range Pollin breath causes nausea to a target in 1" once per level per week Spit a thorny seed pod roll to hit for 2d6 once per level per week Vile Spew covers victim in diseased vomit once per level per week Spit venom 2d6 poison save for half once per level per week Spit web 1" is a entangling web like goop for one person once per level per week Spit incendiary acorns d4 each 3 per round as a dart once per level per week Vomit up a green slime per month Can cough up a shambling mound seed once a month Flexible neck can elongate a yard Head will survive if cut off dead body and over a year grows a new one Vegetal horns or antlers extra d6 attack Beautiful hair releases 3" glowing cloud of spectacular airborne seeds once a day Floral crown skull +1AC Floral hair flows like rainbows and grows a inch a day Edible fruit or vegetables grow from head or hair for a d4 meals a day Extra plant heads d4 tend to copy main head d4 bite each Detachable head can be removed, left then re atatched Tiny offspring bud from head each month Blood on attackers weapons turns to sticky resin -1 to hit cumulative each hit Blood damages attackers -1 damage per hit for non magic weapons or 1HP damage Drinking animal blood and/or eating meat can heal 1hp three times a day Internal organs glow producing light 1" radius per level, blood glows Release rain activating spores from skull once a week Sonar with subsonic vegetal drum organ and delicate listening bristles Cold resistant sap can operate in arctic climate -1/die cold damage Fire resistant sap prevents burning -1/die fire damage Addictive narcotic sap produces mild euphoric hallucinogenic high Small animals love you and want you for euphoria they get from scent Plant brain Increased INT+1 Plant mind Increased WIS+1 Can sense life in 3" through up to a foot of stone Plant empathy can communicate by emotions 1"/Lv with plant like beings Telepathy can communicate with 1"/Lv with plant like beings Can extract random memories by eating animal brains of meat beings Can enthrall plant beings with charm plant once per day delivered by pollen Can animate plant matter once per day effect 1HD or 30lb per level Can create a thorny hedge yard thick x 1" wide x3 " per level once per level a week Can charm a human with charm person once a day FILENAME: EMO_OSR_PlantMutations.ipt Header: Plant mutations These taints could be used in fantasy setting or gammaworld really. Vegetal creatures, symbiotes, plant gods, elfy curses could all cause these. Will try to do a fungi version too but until then thus will probably be starting point. Plant mutations might also be symbiotes or parasites that can be separated from the host. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-plant-mutations.html
prompt: Show me: {Where taint came from|Minor Mutations|Major Mutations} Where taint came from use: common/nbos/Tools.ipt table: Start [#[{$prompt1} >> left 3] ChooseTable] table: ChooseTable type: Dictionary Whe: [@TaintCameFrom] Min: [@MinorCosmeticMutations] Maj: [@MajorMutations] table: TaintCameFrom Ate a strange seed or mushroom Strange spores or pollen blew on you Attacked by plant monster Cursed by elves or goblins Given goblin or elf fruit to eat Pricked by a thorn Strange unguents rubbed on you by elves Ancestor ate a strange herb Ate fruit from a dryads garden Ancestor mated with tree spirits or elf Fairies sprinkled magic dew or pixie dust on you Saw procession of vegetal deity table: MinorCosmeticMutations Green eyes Leaves or flowers covering face filters dust and smoke Nose is orchid like Aware of slow time scale plant lives Flower petal eye lashes Cheeks inflate and deflate Coloured ridges on forehead Motion sensitive plant antennae Extra visual receptors but b&w Extra smell receptors sensitive to plant hormones Green skin photosynthesis half food requirements Leaves growing on skin Bark like rigid skin Vines growing over skin Thorns or needles growing from skin Flowers growing from skin Bristly vegetal hairs or moss growing from skin Berries or nuts grow from skin Taste hideous most creatures will not eat Taste delicious and sweet and attract insects Vegetal mouth in chest Drum like acoustic chambers rattle when aggressive or scared Vegetal eyes in chest Vegetal vine like tentacles Vegetal tendrils floppily hang from chest Rows of thorn like growths Vegetable like growths ripening Spicy chilli like fruit growing from sides Spikes on spine or sides Inflating and deflating sacks on sides Odour of fragrant scent leaks from plant like orifices Animated nightmare flower genitals Spray pollen or spores a few times a day Delicious syrup drips from a floral organ Sticky extrusion smells of rotten meat attracts flies Insect attracting and eating orifices half food intake Insect repelling musk odour from plant like glands Seed or bean pods grow on skin and drop off when ripe No longer excrete waste food and eat half as much Insect pheromones lure in potential food or pollinators Flexible fingers like rope Shedding plant needles Flexible double jointed limbs Pointy thorn tipped fingers Sharp thorny bristles on arms Dagger like thorn can retract from wrists at will Flower petals on arms Small prehensile branches growing under arms Flower fingers Strands of ribbon like razor edged vegetation growing under arms Feet terminate in single root that can run as normal and can grip like a hand Flexible legs that can uncannily bend Additional smaller tendril like legs Flexible rope like prehensile toes Thorn covered legs Thorn toe hard feet good for climbing or kicking Legs can elongate height one yard Legs covered in leaf like scales Enjoy burying lower legs in good soil, do not require food Eat dirt by the handful a few times a day equals one meal in food Mouth dribles slime Plant tendril whiskers around mouth Insects attracted to mouth half food needs Foot long tendril toungue Huge thorn like teeth Enlarged mouth with plant like lips Puffy jowls with pitcher plant like bulging neck Multiple rows of thorn like teeth Bugs living in mouth Sideways mouth Bulging skull forehead Vegetable shaped skull Horn or antler like hard wood branches from head Spiked skull growths Plant growing out of head instead of hair Skull covered in vegetal brain like tissue Jaw dislocates can swallow whole cat or lamb or rabbit Semi transparent green tinted skull you can see worm covered brains inside Holes in skull where worms pop out of occasionally Roots growing out of skull like hair Plant like heart with strange low blood pressure increases life span 25% Can shut down into state of hibernation in extreme cold or air low for months Vegetal lungs function of rebreather double how long you can hold breathe Blood is thick sap resin that sets hard Blood is mildly toxic or carries disease Blood is mild narcotic Blood is delicious and good for cooking Algae in gut processes food to energy can eat grass or wood or leaves Liver filters out all plant based toxins from food lets you eat poison berries Very little water leaves plant like organs needs half as much water Go into torpor trance instead of sleep like animals Calm never loses morale and ignores first magic fear attack a day Plant empathy feels more concern for plants than animal life Can remain still for as long as please, can sleep standing up Urge to propagate as much as possible without passion Urge to devour or enslave animals life Animals always eating and eating, they are your enemies and will eat you Improved memory and recall with new plant slower but better neurons Can evaluate best soils and climate conditions for plant growth Can sense well being or taint or magic of any plant touched table: MajorMutations IR vision UV vision Can grow blank face mask yet senses and talks through normally Beard of prehensile face tentacles Nose is a prehensile trunk a yard long Can smell sick plants or bad soil Can change face once a day by growing a plant mask Sense living beings in 3" through up to 3 foot of dirt Face is a lovely flower +1CHA Seed depositing tube comes out of nose to implant animals with plant mutations Self sealing wounds only bleed one round Scale leaf armour +2AC Irritant in skin unpleasant to touch or eat Ablative ignore first 10 HP fire damage per day Shed skin and recover 10 HP once a week Photoreceptive skin regenerates a HP per hour in sun Grow 2d4 goodberries that heal a HP each if eaten once a day Grow fruit or nuts that act as one days food, grow a d4 per week, 7 maximum Spiky thorns d3 damage to any who make a bare hand attack or bite mutant Sticky waxy hard skin use half water and +1AC Extra huge mouth in torso d6 damage extra attack Can fire arrow like thorns from chest d6 as a light crossbow per round Vegetal armoured plastron +2AC If you die a smaller clone sprouts from corpse taking 1 hear to regain height Body parts of you buried grow into small offspring if planted a month Regrow lost limbs or digits, eyes or ears or nose Mouth in chest opens with a 1" tendril that can make a grappling attack Body can survive without head, will eventually run away and grow a new head Shoot explode seed 3d6 grenade once per level per week Inflatable gas bags inflate or deflate ten minutes can fly as levitation spell Pollen bursts covering area in choking dust like stinking cloud once a day Air filled with fine floating seed pods like fog cloud once a day Regenerate 1 HP every hour Increased damaged resilience Plus d8 HP Wooden muscles Increased STR +1 Vegetal fortitude Increased CON +1 Lithe like a plant Increased DEX +1 Every time take a poop useful plants grow rapidly from it Silk worm colony live on you producing 3d4 gp a month Can shake loose 1d4 meals worth of bugs once a day Can shoot a d4 dart once a round blowpipe range from each hand Hands have horrible mouths can make two 1d6 bite punches a round Huge thorny blades come from wrists at will can make two 1d6 stab punches a round Vines shoot from palms and allow you to swing or entangle with 3" range Arms are flexible and ropey like snakes or vines can elongate a yard Extra fully functional vegetal arms +1 melee attack Tendril vines 1" long can be used to grapple Stinger vine extra attack on eyes of enemies, save or blinded if hit -4 Fire a 1" across bundle of entangling vines up to 6" once per level per week Seed if dropped turns into a 1HD midget vegeman once per level per week Bury lower legs in good soil heals 1HP per hour Legs are a cluster of roots, hard to fall over and +3" speed Legs are flexible and ropey like snakes or vines can elongate a yard Legs roots can climb almost any surface Feet have mouths that lap up gore or eat small critters, extra d4 kick attack Feet roots can tap into plants and heal them a d4 HP once a day per plant helped Feet plant seeds every step in soil sprouting grass and flowers Feet detect water within 3" Feet feel movement of others walking on ground within 2" Can track by vegetal smell and taste receptors in feet Face is just a thick lipped vegetal mouth d6 bite extra attack Acid wretch 2d4 or save for half once per level per week 1" range Pollin breath causes nausea to a target in 1" once per level per week Spit a thorny seed pod roll to hit for 2d6 once per level per week Vile Spew covers victim in diseased vomit once per level per week Spit venom 2d6 poison save for half once per level per week Spit web 1" is a entangling web like goop for one person once per level per week Spit incendiary acorns d4 each 3 per round as a dart once per level per week Vomit up a green slime per month Can cough up a shambling mound seed once a month Flexible neck can elongate a yard Head will survive if cut off dead body and over a year grows a new one Vegetal horns or antlers extra d6 attack Beautiful hair releases 3" glowing cloud of spectacular airborne seeds once a day Floral crown skull +1AC Floral hair flows like rainbows and grows a inch a day Edible fruit or vegetables grow from head or hair for a d4 meals a day Extra plant heads d4 tend to copy main head d4 bite each Detachable head can be removed, left then re atatched Tiny offspring bud from head each month Blood on attackers weapons turns to sticky resin -1 to hit cumulative each hit Blood damages attackers -1 damage per hit for non magic weapons or 1HP damage Drinking animal blood and/or eating meat can heal 1hp three times a day Internal organs glow producing light 1" radius per level, blood glows Release rain activating spores from skull once a week Sonar with subsonic vegetal drum organ and delicate listening bristles Cold resistant sap can operate in arctic climate -1/die cold damage Fire resistant sap prevents burning -1/die fire damage Addictive narcotic sap produces mild euphoric hallucinogenic high Small animals love you and want you for euphoria they get from scent Plant brain Increased INT+1 Plant mind Increased WIS+1 Can sense life in 3" through up to a foot of stone Plant empathy can communicate by emotions 1"/Lv with plant like beings Telepathy can communicate with 1"/Lv with plant like beings Can extract random memories by eating animal brains of meat beings Can enthrall plant beings with charm plant once per day delivered by pollen Can animate plant matter once per day effect 1HD or 30lb per level Can create a thorny hedge yard thick x 1" wide x3 " per level once per level a week Can charm a human with charm person once a day FILENAME: EMO_OSR_CastleSecrets.ipt Header: Horrible Secrets In the Castle Castles both old and crumbling ruin or vital bastion of the nobility have their secrets. Every slightly spooky castle deserves a few odd things. Even the nice palace in a good kingdom might have a secret nobody wants to know. Spice up any overnight castle visit. Will end up in my gothic compilation update. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-horrible-secrets-in-castle.html
table: HorribleCastleSecrets Secret doors with tormented skeletal remains Concealed trapdoor to secret tunnel Signs of old passage or room bricked shut with skeleton prisoner Hidden trapdoor to oubliette with prisoner somebody has hidden Secret small torture dungeon recently used Secret chamber has slab for prisoners with bladed pendulum Secret well under slab with insane immortal fish hybrid boy Secret door to iron maiden holding a wight Altars have secret panels with pagan fertility or demonic idols inside Secret entry to grotto with delightful pool for bathing Secret cave filled with skulls and evil idol Spyholes with secret doors to access often behind artworks At least one gargoyle is secretly alive observing and dropping occasional rocks Gremlin colony eating rats and pranking humans In subground level there is a slab with a wraith asleep underneath Old tree stump was a dryad, her spirit might appear to a handsome hero Old porter remembers where a staircase was covered up Huge fur rug is actually a cursed were beast cloak turns wearer to monster Tapestry contains spirits of old dead dynasty, they invite explorers inside A mirror is a entrance to a pocket universe with a lesser demon or succubus inside Secret hidden sex dungeon with art, wine and obscene furniture Secret rooms with niches for severed heads Curse on this place graffiti marked in hard to find place, research to break Small faerie folk like pixies or brownies or leprechauns hide with treasure Slime monster lives in drains keeping them and dungeons clean Someone summoned a demon here long ago and people have nightmares since Several goblins live between walls and have made secret doors to move about In a hidden place is a diabolic sacrifice dagger sacred to devils who's cultists seek it Four identical carvings hidden if pressed open a secret door with a treasure chest A hidden crypt where a lost dynasty buried royal remains and a ancient crown Stray kittens live in castle air and drain vents Black ravens lurk around a tower until a prophecy is fulfilled Kobolds are living under the the floorboards off spilled crumbs and rats A poltergeist likes to grope guests in their sleep or pinch bottoms Chains rattling and moans can be heard in dark parts of the castle A strange translucent spectral woman in coloured gown is seen in corridors A shadowy misty phantom is said to spread sickness here Bat colony has taken roost in ruined walls and dungeons A small idol tucked away is worshipped by rats, a shrine to the demon rat god A ghost child walks the castle at times and will not rest till doll buried with A witch lives here in disguise as old woman or maid with a cat A large hellcat lurks here in the dark corrupting generations to diabolism A Imp or quasit lives in the castle invisibly or in animal form causing mischief A huge gecko has grown giant sized hiding and feeding here for decades A book is hidden in ceiling with amazing recipes from monsters and human flesh A hidden journal in box describes a cult leaders increasing corruption A hidden book of confessions of horrible murders by past castle tenant A secret door with a rust starving rust monster inside A naked old man chained inside wall space sealed for years and fed daily by someone Secret witch marks scrawled on walls in hard to find spaces Hearts or toads impaled by dozens of thorns hidden in chimneys as part of a witch spell Giant centipede nests inside several walls will swarm out if walls tapped or smell food Several dragons teeth were hidden around castle according to old scroll found A old grandfather clock with a modron inside acting as a mechanism in secret A vampire child lives under rubble in castle ruins and occasionally comes out for blood Squealing sound heard occasionally from underground, sometimes angry pig men too Sounds of rat swarms rumbling through the walls squeaking and scratching One of the rats has a human face and is actually a evil familiar spirit of a witch Several large toads living in holes in walls are witch familiars spying for mistress A secret chamber with dental tools and hundreds of teeth in display cabinets Several secret cache of banned printed political pamphlets and pornographic prints A secret room with armour and weapons in good condition and greased A headless phantom walks the night looking for or carrying his head A secret rich bedroom abandoned for years with chained maiden skeleton A secret chamber with blood stained bath and remains of dozens of youth skeletons A secret room with a demonic altar and statue with black tallow candles in candelabra A secret room with model of castle and region with toy soldiers and tennant plots marked A secret chamber with erotic paintings and human size cages A secret chamber with small stove, huge slab and human skeletons hanging from hooks A secret room with morgue slab, desiccated body and anatomical charts and tools A secret chamber with display cases of taxidermy, fossils, old tablets and skeletons A old box filled with hundreds of scandalous love letters by former occupants A secret shrine of good defiled with blood, feces and evil graffiti A secret chamber with large unknown monster eggs in straw stuffed crates A chained and gagged immortal has been here for hundreds of years as punishment At night a evil black goat kid roams about, actually a evil imp familiar A secret chamber with human size rending cauldron and hundreds of tallow candles A secret room with cabinet of severed hands with magical insignia once used by witches A secret room with wolf skeletons and scratch covered walls A secret room with dozens of coffins leaning on walls as a makeshift mausoleum Small secret tunnel in room leading to a crushed old man who tried to dig way out A secret room with spinning wheel, mannequins and several expensive ballgowns A secret childrens room with wooden toys, tiny beds and skeletons A secret chamber with table, altar and robes hanging on a hook A secret room with paintings of evil forgotten aristocrats of fallen dynasty A secret room with a well, chain, barrels and a marine troll hidden underwater A secret room with corpse in coffin on altar with stake through heart and head missing A secret room with workshop and several incomplete golems and notebooks A secret room with treasure chests guarded by animated armour with swords A long lost family crest in a chest with a reward on offer for decades A secret room with a well with several water weirds with coins in foul well A secret door with dead young noble skeleton, spirit begs for proper burial A secret alchemist lab, damaged and abandoned in a explosion A secret library with a dozen occult tomes in secret cyphers and dead languages A secret chamber with lab, strange salts in jars and caged pit with horror trapped inside The castle has a strange custom which curse those committing a certain ordinary act A old witch lives in secret room with her pets, stove, bed and her guard hellhound A ancient alter in secret room creates monsters occasionally A secret room with ancient pagan cauldron which undead exit from occasionally A secret room with a mirror that lesser demons enter the world through occasionally FILENAME: EMO_Supers_ContactTrouble.ipt Header: Contact Trouble This is for contacts who probably don't have powers but annoyingly need the hero to help them. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-contact-problems.html elfmaidsandoctopi.blogspot.com/2017/03/d100-problems-for-agent-contacts.html elfmaidsandoctopi.blogspot.com/2017/03/d100-science-contact-trouble.html elfmaidsandoctopi.blogspot.com/2017/03/d100-magic-contact-trouble.html
prompt: Who's in trouble? {General contact|Agent contact|Scientist contact|Magic contact} General contact table: Start {choice=='[{$prompt1} >> replace / contact/Problems/]'}& [@{choice}] table: MagicProblems Housing troubles Relationship woes Resources in danger Legal problem Friend in trouble Criminal problems Slandered reputation Mundane accident Medical problem Strange family legacy discovered Visitors ask to be your student Creepy loner asks to be your student Reading a crumbling old magic book Reading a dread elder tome and left disturbed Seeking advice from a master Seeking markings on ancient ruins Visit library in far away place Seek book in strange private collection Study exotic dead language Search for lost relic Accidently freed a ancient spirit Accidently summoned a demon Accidently summoned a elemental Accidently opened a planar rift Accidentally contacted a lost spirit Accidently made a magical curse Accidently communicate with a demonic lord Accidently communicate with someone stranded on other plane Accidently released a entity from overspace Accidently called a planar conqueror Explore a haunted house Archaeological dig of ancient ruins Trade relics and books at a occult auction Investigate strange disappearance Investigate supernatural death Investigate occult related crime Seek a mysterious and hard to find adviser Find out why a nightmare thing is scaring people from a place Explore a ancient cave system Explore spooky graveyard Investigating a cult Rescuing victim from a cult On the run from assassin cult Ruining ritual of a cult Wiping out a whole cult organisation In a race to beat cult to a relic In a race to stop cult with kill list Confronting a cult leader in battle of wits Sneak into cult HQ during a ceremonial trance Steal favorite of the obsessive cult leader A sorcerer wants to trade research or books A sorcerer challenges you A former magical peer has turned to a enemy A planar being sends it's champion sorcerer to duel A old mentor sends a SOS message A alien sorcerer comes to duel for the Earth A evil wizard tries a robbery or relics or books Mad wizard on public rampage Wizard deceived into calling a terrible elder power Wizard of elder magic seeks to waken old ones Haunting reported in media Magic creature sighting gossiped about on internet Missing children in area, survivors tell of supernatural being Some one contacting the dead causing problems Haunted street shunned by locals A spirit tries to contact through non direct means Spirit of a dead friend makes contact in a dream Phantom drink driver hits and runs Spirits disturbed by meddler using a relic Primordial spirits of pleistocene arise angrily Fraternal brotherhood seek new members Brotherhood or wizards demand join us or die Secret society after artifact to grant them power Secret society obfuscating a important discovery Secret society have a hidden citadel of secrets Confrontation with inner circle of a secret society Stalked by secret society kill team Found paper trail of ancient secret society Being watched by secret society Protecting a potential love interest from secret society A liogor in hideous draconic form is entering the world and forming a cult A elder beast is awoken by destruction of it's magical prison Tribal wizard calls one of the great elder beasts to avenge his people A druidic wizard calls great elemental god to punish civilization Alien wizards release a monster of their nightmare world A monster is murdering people every night A shapeshifting dire wraith warlock or witch calls it's kin from the stars A aquatic sea behemoth is awoken by fish cultists A mutant creature has been dabbling in sorcery Magical construct on rampage set off by wizard Studying a ancient gateway A manual gives secrets of contacting a being from beyond Hospitalised by pressure increase caused by planar interlopers Exploring another dimension Laws of reality breaking down Nightmare realm breaking through from the other side Exploring dreamlands as self therapy Interdimensional raiders from the other side Dream visions sent by otherworldly lover Something from beyond is slipping through into our world table: ScientistProblems Drowned in difficult office work right now Involved in office romance Bullied by co workers Love struck by co worker but too shy Moving office right now On mandatory paid leave Conference interstate or overseas Sent on expedition or field trip Responsible for interns or student training Everyone squabbling for promotion Important research deadline Trying to get access to special equipment Trying to get access to special materials Ethics enquiry committee presentation Applying for extra funding Feud with rival for resources and attention Busy preparing budget and funding applications Arguing with peers in journals Sitting on consultative committees Sitting on departmental procurement meetings Studying under pile of books and journals Working on important paper Drawing on chalk boards Entering data into computer Devising experiment Drafting plans of project Researching simila work by peers Proof reading new book or paper Researching pre modern methodology Thinking in armchair important new project Rival calls you and a quack Terrible reviews of recent work University offers honorary degree Accused of unnecessary cruelty Accused of sexism or sexual harassment Accused of racism or biological ableism Blackmailed by co worker or boss Work slammed as dangerous by meddling peer Meet a attractive flirtatious brilliant student Work publicly acclaimed as among world best Lab reconstruction needs supervision Lab destroyed in accident like fire or explosion Lab work at crucial stage requiring supervision Lab being shared with angry rival Lab specimen opens exiting research Lab test subject escaped Lab accident hints at new project Lab experiment yields amazing results that need study Lab assistant destroys research project Lab tech requires urgent overhaul Invited guest lecturer at prestigious school Invited to speak at conference Invited to chair academic panel Invited to teaching position with tenure Invited join evil science brotherhood Invited to join a super villains research team Invited to join think tank Invited to edit important journal Won a famous prize for work with endowment Invited to present or appear on television program Experiment results in new hypothesis or prototype Experiment attracts attention of government agents Experiment attracts interest of greedy investors Experiment kills someone by accident Experiment creates a rampaging monster Experiment attracts interest from science villain Experiment attracts jealousy and sabotage from peers Experiment accidently creates something wrong but interesting Experiment attracts interest of aliens or things from beyond Experiment gone wrong provides origin for superhuman Enemy agents try to steal research or invention Secret society try to steal research or invention Rival scientists or corporation tries sabotage Activist protesters attempt sabotage or leak secrets Science villain or secret societies kidnapping project staff Spies infiltrate experiment from many agencies Security scare has lab on lockdown and staff debriefings Secrets or prototype stolen and for sale on black science market Hacker spying on computer network Agent caused accident during theft, triggering origin event for superhuman or monster Supervillain rampage damages work Supervillain demanded research using blackmails Superhuman fight seen on project site but no answers Villain's goons try enter project but stopped Superhuman crackpot demands research cease Superhuman claims research wronged them and tries sabotage Superhuman murdering project staff Superhuman offers to assist the project Superhero battles a mysterious secret society near project Superhumans battling on project site Superhuman from alternate timeline visits Time travellers meddling in project Some strange phenomena is scaring staff Meddling kids try and stop experiment Corporation, syndicate, gov agency or rivals try hosltile takeover of project Mysterious death near lab A strange gateway opening or closing in area Beings from alternate universe visit project Beings from deep space visit project Elder entities slowly leaking into our continuum from experiment table: AgentProblems Training exercise kills a student Near death in training excercise Training test goes too far Performed poorly in tests on notice Tests scores result in department change Tests have agent marked for special assignments Tests results get agent investigated Test needs to be reset due to someone cheating Trained in operating new equipment Drowned in homework for annual exams Asked to kill someone you agent knows Asked to produce fraudulent documents Asked to steal documents that seem to hurt innocent people Corrupt co workers try to implicate you in their crimes Corrupt faction cell try to get you to join them Asked to spy on corrupt co workers Asked to spy on friends Asked to cause terrible disaster Realize a close co worker is a enemy agent Suspicious about a leaders loyalty Hospitalised for minor gun shot wound Hospitalised for knife wound Hospitalised for car accident Hospitalised for fall off building Hospitalised for multiple gun shot wounds Sent to mental health clinic Off duty while recovering from exotic disease Poisoned somehow treated in hospital Hospitalised after plane crash Sent to resort spa to recover from stress Agent being pressed by boss for more results New manager sends agent somewhere far away and dull Acting new manager hates you Suspect a manager trying to kill agent Being sent away on special assignment Sent on suicide mission Manager demotes agent to admin role Temporary promotion to command Boss invites agent to social function Boss invites to secret meeting Shot at in street by sniper Armed gunman tries to kill agent Armed gunmen try to kidnap agent Violent high speed car chase Fight inside aircraft or train Barfight with dozens of thugs Brawl in public in knife wielding thug Shoot out in alleyway Brawl in industrial area with dangerous machinery Attacked in home or public by assassin Caught in multi car explosion Caught in plane crash explosion Caught in burning building Caught in industrial accident Caught in massacre by crazed gunman in public Caught in huge chemical spill Caught in building or structure collapse Caught in flash flood Caught in electrical or nuclear accident Caught in military battle lines Sent to exotic postcard foreign country Sent to isolated location rarely visited Posted to infiltrate rival faction Posted to spy on a organisation Search and destroy a enemy agent or target Sent to recover goods stolen by rivals Sent to recruit a target to your faction Sent on raid to rival factions base Sent to infiltrate a complex for intel Bodyguard VIP or escort goods Research public information Analyzing reports and data Taken off duty pending investigation Being observed by co workers Mountains of paperwork and stock control Debriefings of last mission Interrogation of suspects Involved in internal investigation, weapons recalled Imprisoned temporarily Detained and tortured in security check Sent on operation to destroy rival organisation Sent to foreign country to network ally orgs Send to make deal with former enemies Sent to uncover new organisation Join team hunting secret society Join team hunting a traitor Join team engaged in violent blood feud with rivals Join team infiltrated with enemies Investigating organisation for infiltration Join operation where treated as traitor to uncover traitors Obfuscate a hero investigating a organisation secret Observe a super human target Observing target you suspect not human Investigate horrible murders seemingly inhuman Join operation to spy on superhumans incognito Infiltrate gang of goons working for a villain Infiltrate a secret base of superhuman villains Sent to mentor a new superhuman for the org Terminate a superhuman with extreme prejudice Kidnap some super human children for the organisation table: GeneralProblems Family feud with members not talking Family get together turns toxic Family member in trouble with law Family member needs caring for a while by contact Family member behaves dreadfully offending everyone Family member reveals shocking life style secret Family member has a secret partly exposed Discover long lost relatives New children born or adopted Pregnant relative needs support Boss threatened to sack Working for promotion Trouble surviving on pay Hours cut or demoted Workplace in crisis overtime needed Co worker a bully Co worker or boss performs illegal activities at work Discover fraud at work Discover work connected to criminals Business almost bankrupt Trouble with partner with a dark secret Partner wants marriage Partner is cheating Partner is secret plant by evil organisation Partner is a criminal Partner has dangerous job Partner hates super heroes Contact miserable, shy and lonely Contact bitter and twisted from last life gone wrong Contact busy with work avoids romance Contact has a car accident Contact falls from building Contact in burning building Contact injured by building site or poor maintenance Contact chased by dangerous animals Contact drowning Contact trapped in building Contact lost somewhere Contact injured blooding Contact desperate for money Tempted by questionable get rich scheme Robbed by con man Hit with huge medical bills Audited for tax, very stressed Offered criminal money Found some money criminals want it back Hackers emptied accounts Assets frozen during investigation Nigerian prince used fake ID to steal everything Food poisoning requires treatment and care Possibly contaminated awaiting tests Tested for incurable fatal condition Put in a mental hospital for evaluation Ambulance took to emergency in fragile condition Put on new medication but reluctant to take Terrible fever and flu symptoms Poisoned in hospital on observation Relapse of old serious medical condition Contact has dying relative in hospital Contact held up and used by hostages Kidnapped for blackmail or hostage Violently beaten by gang Home invaded by hoodlums Threatened by organised crime Held up by mugger, now scared to go out Hit and run driver ran over contact Stabbed by formerly friendly youth Car or valuables stolen House burned down by arsonist Been over using legal medication Abusing street drugs more and more high Increasingly drinking and drunkenness Has become hooked on gambling Has been involved in risky sex life Always out partying going broke Mixing socially with dangerous bad people Developing weird taste in pornography Increasingly attracting abusers in life Increasingly becoming abusive to loved ones Has been harassed by super criminal Has been dating a agent or villain Under investigation by secret agency Stalked by creepy villain or monster Has been replaced by android or robot Has been replaced by agent in disguise Attempted target of serial killer Exotic crime gang developed interest in contact Injured in super battle they witnessed Witnessed a criminal and police and mob want contact Haunted by supernatural emanations Has seen flying saucers Has seen some horrible creature in public Menaced by strange voices Feeling they are being watched by constantly Occult paraphernalia has been left to scare contact Seen a doppelganger of someone close like hero or self Haunted by dreams of dead loved ones Mysterious benefactor giving gifts to contact Weird stranger following them just wants to talk FILENAME: EMO_OSR_DungeonWonders.ipt Header: Dungeon Wonders & Spectacles Wonders are not meant to be attacked or destroyed just amaze from afar and not get too close. but you might. I will be doing some cave and Xor geomorphs soon and will design some big chasms as spaces for stuff like this. I have done wonder tables for my hells and other places from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-dungeon-wonders-spectacles.html
table: DungeonWonders Dragon hatchery with at least one elder dragon and many smaller ones with eggs Manacled demon [|lord|godling|titan] chained up, often being tormented by something cruel Ziggurat covered in bloody skulls while tribe of chaos humanoid worship and sacrifice A gigantic [|statue|monument] with its own complex and temple inside A gargantuan pit of filth and garbage with formarians wallowing like a pool on a summers day Dozens of beholders swarming around a pit to the netherworld A glowing fleshy lake forming eyes and mouths and spawning dungeon monsters A great pit swarming with ghosts, spirits and other undead horrors A mighty battle between dungeon humanoids with hundreds being slaughtered Two huge golem like walking temples of different faiths slamming against each other A huge pit is swarming with purple worms, a island with a pyramid is on island in the middle A slumbering Kaiju curled in a ball hibernating for a aeon Titanic slumbering monsters from the end of the dawn age awaiting the apocalypse A great throne where Orcus sits with his wand being surrounded by a thousand zombies Mountain of shattered statues accumulated over thousands of years by spirits Drunken sleeping giants, napping after game of boulders and megaliths Huge monolith engraved with fantastically complex battle scene of law and chaos Huge glowing stone egg awaiting the end times to hatch into a kaiju Headless titan bleeding out into a pool for millennia A great mushroom keep populated by [|goblins|giant bugs|dark elves|trolls] A giant devil mouth guarded by greater devils used as a gate by the lords of hell Gigantic stone skull used by cult for great ceremonies and sacrifices A chaos witch gathering where hundreds cavort naked with goat men and demons Gurgling great lake with misty phantoms struggling to fly free of moaning in pain Titanic clockwork automatons dancing eternally in concentric circles A transparent ice titan lays fallen with a village of goblins visible in digestive tract A hanging cosmic void floating in air left over from creation of the universe Titanic tentacled ice ape elemental lord of chaos searching snowflakes for sets of two Enormous godlike burning phoenix sitting on mountainous nest made of metal Mega kraken writhing in pool of slime writhing tentacles around a incredible jade monolith A small castle built from glittering rock, a planar intrusion from psionic humanoids Huge semi ruined statue of evil lord of fire actually remains of a past manifestation in world Millions of rats swarming into a mound supporting gigantic greater rat demon lord A giant stone head vomits into a foul pool where vile imps of plague gods bathe A thousand mummified crucified corpses on poles on a mound of skeletons A faceless hermaphrodite titan with saggy skin pleasuring itself sitting on huge stone cube Landshark breeding pit makes the cave shake as dozens of beasts grind away relentlessly A cave with dozens of great frozen hideous beasts of the deep posed in battle A necromancy cult assembling a titanic flesh colossus with scaffolding and tonnes of corpses A wondrous fungus garden where mushroom men ans sprites dance amid the psychoactive spoor A great ancient mighty mousoleum full of cursed relics and undead kept by the underworld lord A great earth god on a throne surrounded by cavorting mountain nymphs and beast men A huge illusion of tempting nymphs offer gold and sex covering a bottomless pit A stone sphinx enigmatically staring into space, hidden [|tomb|reliquary] inside A titanic ice sculpture with hundreds of taunting ice apes living within guarding a ice temple Colossal tentacled one eyed idiot god flails about uselessly in his pit with no mouth to scream Two mimic demi gods having mind blasting shape shifting contest that has lasted aeons Gibbering demon lord of filth wallowing in mush playing with huge slime beasts Fragment of prehuman ruin of mighty monster god temple, to gaze on it is mind troubling Giant spiral crystal steps leading from depths into ceiling, many steps are trapped Titanic bronze astrolabe indicating alignments of world and the seven lords of hell A great lake of fire where salamanders and dragons and fire snakes cavort playfully A great lake of boiling blood where goblins push crying spirits under surface with magic poles Eternally burning castle in a time loop, if you get inside you must escape before loop traps you A gasping mineral encrusted pit releasing a huge cloud of diseased miasma with glowing eyes A gorilla kaiju manacled with chains to huge stone sacrificial altar full of unconscious maidens A fort of bronze full of cyclops orcs and ogres led by a wicked efreeti guarding huge metal eggs A rotating glowing polygon crystal constantly changing numbers of facets and arcing electricity A swarm of fluttering modrons experimenting to assemble a lost god of law by merging A colossal heap of quivering flesh with patches of tentacle tumours and oozing orifices A [|star fairy|demon] trapped in a sigil flooding area in searing light begging for release A bound god bound and tormented by dripping venom claims he tried to help humans A patch of growing crystals and pools with crystal megaliths engraved in magic runes A enormous lamprey trapped in a pit where cultists throw victims into it's mouth A rude fungus covered amphitheater where hundreds of goblins watch giant beetles fight A ramshackle goblin market with a hundred or so tents and tiny wagons for goblins stalls Filthy mountain of organic garbage where shambling mounds battle for the best scraps A giant bronze bull with fire pit underneath and hundreds of burned bodies inside A crumbling citadel from the monster age crawling in creatures, curses and ancient loot A demon lord raging trapped in giant chunk of amber by a sun god long ago A grove of petrified giant trees around a tar pit are now homes for twisted creatures Remains of giant size ancient ruins with fragments of murals and several hidden man size doors Illusionary echo of ancient scene of the gods repeating in a endless loop Titanic apparatus holding huge glowing crystal doom seed built by a mad god aeons ago A wicker man woven from spider silk filled with moaning sacrifices being prepared by cult A chasm filled with giant webs roaming with giant spiders and a minor spider god shedding skin A black basalt citadel of the snake men with dinosaur and reptilian mercenaries and monsters A titanic stirge sucking blood through beak stuck in ceiling, its body a foul swollen sack A human shaped titanic golem operated from inside by dark gnomes building a fortress A titanic toad god squats here hibernating and eating the odd purple worm on mound of ruins A god head floats and drips incredibly slowly into a bowl of rubies guarded by a dragon A titanic statue of a forgotten weird god with cultists throwing selves from it into a pit A sprawling monster feast where dungeon bosses and retinues feast on neutral ground A huge mound of candy with gingerbread golems and honey cake witch house in the middle A huge stone maze covered in vulture like gargoyles that kill cheaters and guard secret treasure A lake of green slime with creaming titans chained within as torment for forgotten sins A whole village populated by statues arranged by medusa sisters like collectable toys A giant mermaid goddess corpse being eaten by giant crabs picking her clean of meat slowly A huge pile of grave goods with a lesser deity in dragon form asleep on top having a nice dream A bubbling lake of raw chaos in form of bubbling energy with imps dancing among the flames A great ceremonial ground where vampires of all ages and clans meet every hundred years A dead kaiju being eaten by giant maggots with screaming human baby faces A titan size weapon suspended in brackets guarded by cyclops giants from grubby mortals A golden great tree on a mound of luscious earth with beasts and humanoids living in branches A graveyard of monster bones including titanic sea beasts and kaiju somehow gathered here A huge burning crater fueled by [|natural gas|the elemental plane of fire] A walled citadel occupied by race of sentient magician goats with charmed human servants A inverted citadel hanging from ceiling of cat-bat people who worship the dukes of hell A giant vampire demon godling hangs from the ceiling cultist pilgrims come to feed him A great ruined silver pyramid citadel populated by mutant wizards and silver automatons FILENAME: EMO_OSR_VillageLocations.ipt Header: A-Z Village Location key Village life is lots of fun and a good place for beginning adventurers. I realized my A-Z dungeon key will be handy system for village creation also. This is for rural villages mostly surrounded by woodlands. I would do different one for coastal settlement. Basically roll a random building type and define detail yourself or pick or roll one of the ten examples of each type. Should be able to create lots of villages using this. Most businesses and government have heraldic like painted wooden signs for the mostly illiterate public to find them. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/a-z-village-location-key.html
prompt: Show me: {Random|A Head Person House|B Tavern House|C Sherriff House|D Traders Store|E Industry|F Crafter Workshop|G Shrine|H Healers House|I Store House|J Woodsman House|K Wise Person House|L Oldest Persons House|M Magicians House|N Cult Hall|O Graveyard|P Camping Green|Q Abandoned House|R Idiots House|S Farmers House|T Rental House|U Haunted House|V Villains House|W Water Feature|X Ruins|Y Unusual building|Z Farming Shed} Random use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /_/]'}& [when]{choice}=Random[do]& {choice=='[#{1d100} ChooseAny]'}[@{choice}_Desc]\n\n[@{choice}]& [else][when]{rep}=1[do][@{choice}_Desc]
[end][@{choice}]& [end] table: ChooseAny type: Lookup 01-04:A_Head_Person_House 05-10:B_Tavern_House 11-13:C_Sherriff_House 14-20:D_Traders_Store 21-24:E_Industry 25-30:F_Crafter_Workshop 31-33:G_Shrine 34-36:H_Healers_House 37-38:I_Store_House 39-41:J_Woodsman_House 42-45:K_Wise_Person_House 46-47:L_Oldest_Persons_House 48:M_Magicians_House 49:N_Cult_Hall 50-54:O_Graveyard 55-60:P_Camping_Green 60-61:Q_Abandoned_House 62-64:R_Idiots_House 65-80:S_Farmers_House 81-85:T_Rental_House 86:U_Haunted_House 87:V_Villains_House 88-93:W_Water_Feature 94:X_Ruins 95:Y_Unusual_building 96-100:Z_Farming_Shed table: A_Head_Person_House_Desc A Head Person House & Every village has a head person who acts as a leader to represent the comunity. They deal with the lord they owe fealty to, perhaps with religious authorities, bandits, merchants and even to solve petty disputes and lead village assemblies. The do their best to deal with problems without bringing in more senior authorities. Some villages are more independent or have an assembly typically comprising of everyone over 40. Some might only include men or land holders or persons of a certain class or faith. Head persons might even face punishment from higher authorities. table: A_Head_Person_House A mean spirited head who puts his masters before the village and thinks they are superior A corrupt greedy money grubber who deals with bandits and unfair tolls and tariffs A sleazy hedonist who lives for pleasure, gluttony and vice, vulnerable to gifts and flattery A proper hard but fair head who follows strict religious and legal doctrine A jolly head who likes feasts and parties, tries to be peoples friends, very diplomatic A head who meets weekly with assembly of elders and tries to follow their lead A head who is a farmer and listens to assembly of land users about borders land division A head who is old and wise and is supported by elderly for conservative ways A head who seems able but more interested in secret cults and dealing with strangers A head who serves secret interests and interested in all strangers comings and goings table: B_Tavern_House_Desc B Tavern House & Most villages have a tavern where farmers and labourers enjoy a quick one before going home after work. Some villages spend far more time in the tavern than their families would like. Most taverns just serve drinks but might let you sleep on the floor for a copper. In more developed villages on better routes will have accommodation, some are sponsored by the kingdom to accommodate messengers, change of horses. Many have live entertainment and games and even operate as meeting place for the village table: B_Tavern_House A sly grog shop from a tent under a tree where people sit about drinking A small tavern with mostly just local beer and locals getting drunk A medium tavern with accommodation on the floor at night and simple meals A large tavern with good food, full and festive with many locals and travellers An Inn with a small stable with shared and private rooms where a weekly coach service A state sanctioned inn of good quality with royal messengers rooms and spare horses A Large in with many rooms and a good stable with many visiting traders A coach house inn where regular carriages services stop for accommodation and food A huge sprawling Inn with many floors and some permanant residents as guests A sad old battered inn has seen better days but is quiet, sprawling drunks lay about on floor table: C_Sherriff_House_Desc C Sherriff House & Local lawman usually with several bailiffs and beadles and a cell for those awaiting trial. Mostly prisoners are held awaiting trial by travelling magistrate or sent to a larger prison in a castle or town. Some have facilities for punishment and execution. Sheriffs are elected by locals or appointed. A sheriff house ins pretty normal but includes an office and weapon locker for use by village self defence militia. A sheriff may have up to two bailiffs who in turn may have two beadles who typically carry clubs. A Sherif might also command a sergeant at arms who trains and commands up to a dozen armed militia men called on for man hunts or village is openly attacked. Mostly the cells holds drunks or prisoners awaiting trial or being transported table: C_Sherriff_House Has executioners block and a professional axeman Has gallows and a local volunteers as hangman in such cases Has stocks where petty criminals are locked in as humiliation Cages or gibbets hanging from trees where victims are exposed Huge rock with manacles and a small amount of poor shelter for prisoners An one or two person cell with wooden bars for temporary holding A large iron bar cell can keep six persons A basement cell with torture paraphernalia that muffles screams A small stockade or wall with several small cells for up to a dozen prisoners A huge hollow tree or tree stump with barred door capable of holding one or two prisoners table: D_Traders_Store_Desc D Traders Store & Most villages have a general store that handles trade for the whole village. The store keeper is pretty important and influential. Some goods are for sale on behalf of farmers especially livestock. If you cross a shopkeeper you might get your whole family banned and this will force them to travel miles. table: D_Traders_Store Tiny hut with basic farm supplies and tools with humble old shopkeeper Small store with all kinds of basic goods some are a bit old and shop keeper a mean miser Crowded store with standard goods and livestock run by friendly fat merchant Mean cheap store with high prices especially for strangers and most of village in debt Rugged and rough store with second hand weapons and armour run by ex soldier Charming country store with bulk preserved food goods and jolly ex farmer couple Cramped overcrowded store run by crazy old person full of all kinds of junk Shifty store with some unusual dungeon goods and second hand stuff run by ex theif Cluttered store also acts as pawn shop with guards and barred windows Filthy shop run by drunken ex murder hobo with lots of old maps table: E_Industry_Desc E Industry & Most villages are farming communities but many are partly supported by other industries also which often employ workers. They tend to be noisy eyesores with waste products polluting down stream. Often the facility is also home for itinerant workers and add a d30 workers not counted on village population. Wagon loads of minerals are frequently hauled away. Precious materials might require guards and a strongroom. Locals mostly do not mix with labourers and owners of industry usually have local power and influence table: E_Industry Mill usually water or muscle powered grind the grain crops farmers harvest Lumber yard with stacks of logs, oxen, worker shacks and machinery to cut wood in a shed Mine with mounds of soil, miners shacks, storage sheds, old pits and mine entrance Abattoir where animals are slaughtered and processed then shipped away to butchers shops Tanners yard where leather cured, boiled, dyed and toxic waste washed away Charcoal burners gather wood and convert into charcoal for other industries Smelter where ore is cooked and refined in stinking furnaces Smoke house where fish and meat are smoked and shipped away Sweatshop or workhouse where crafters make common goods like rope, rugs, or wool Quarry with open pit, piles of rubble and workers cutting and carrying stone table: F_Crafter_Workshop_Desc F Crafter Workshop & Every village has several crafters who toil in their home workshops and sell their own goods mostly by barter. Crafters are important and respected as are their children and apprentices. Evil villagers might cripple or imprison important craftsmen or keep them as slaves. Nice villagers often include them in assemblies. Many belong to town trade guilds and travel yearly to visit them. Crafters often have complex guild symbols and secret signs to identify members and bewilder everybody else. table: F_Crafter_Workshop Blacksmith works simple metal goods and fixes horse shoes, weapons, tools and armour Carpenter works with wood and makes all kinds of goods including shields and weapon hafts Leatherworker makes often ornamental goods from hide and leather including clothes and armour Jeweler makes artistic items with metal and mostly semi precious stones for local use Clothier makes cloth and can also act as a tailor often has several workers helping Dyer colours cloth and leather with often toxic materials and has several workers often slaves Butcher cuts and sells meat as well as cures and preserves food stuffs and slagters farmers livestock Baker makes bread, cakes and and other items and uses huge ovens for fests and festivals Brewer makes beer from grain and wine from fruit or herbs and mead from honey Potter makes ceramic goods with some making fine trade goods for far away markets table: G_Shrine_Desc G Shrine & Shrines are small religious sanctuaries with often a wood or stone idol under a shelter at the least to a fully staffed chapel. The regional villagers may operate older forms of worship frowned on by city folk. Some have a shrine for travellers which is a welcome site. A shrine might have local significance and include footprints from a giant or marks made by a saint or hero, a sacred well or tree or grave. Most villagers have one obvious one and possible a few more out of common sight. table: G_Shrine Pagan stone megalith with ancient rock carvings cared for by a local druidic acolyte A stone statue of the high church tended by a local acolyte A wood or stone pagan idol with offerings left to it attended by a local part time druid A stone or totem pole circle cared for by several druid local acolytes and used at festivals An idol under a wooden shelter where religious travelers often stay or shelter under A bell rung by high church acolyte for weekly service or danger to the village A small shack where monk or acolyte lives in with altar and lives off offerings left A tiny quality old house where a respected acolyte lives dealing individually with locals needs A tiny crude chapel often used as village meeting place dedicated to one of the gods table: H_Healers_House_Desc H Healers House & Healers vary from religious magicians to simply skilled medics or herbalists. Healers might sometimes be oppositional to priests using different methodologies. If they become too popular a priest might acuse them of witchcraft. Some have good relations and might also be the holy person. table: H_Healers_House War veteran has treated many wounds with first aid and hospital care Old person herbalist often able to treat wounds and recovery with know how Country surgeon trained in the city possibly a student, a bit too modern for most locals Former alchemists assistant can make a few weak and affordable potions A druid healer of the old way expert in skills and with some magic An old witch lives just outside of town, who knows what she can do with her forbidden wisdom A missionary priest with lots of experience and prayers to sooth the sick and cursed Former hospitalar from the crusades skilled in surgery and medicine with combat experience Craftsperson has experience with wounds and has come to be relied on for toothache and cuts Local farmer makes a good living off treating animals now locals come to him for human ailments table: I_Store_House_Desc I Store House & Country folk make food and need to store it some simple others complex. Other goods and items might be stored also. Large wooden sheds are commonplace. They can be communal or owned by a person in the village. The local lord might own shed and the headman leases it out on lords behalf. Outsiders might store goods in out of the way places and merchants might hire them to ply market manipulation schemes. A dog or a few locals will keep an eye on them typically telling strangers to "clear off" and/or call the sheriff. table: I_Store_House A storehouse used by village to store goods to be sent to market by merchants in sacks or barrels A warehouse used by the local store who sublets space to others who require long term storage A storehouse used by local tradesman or crafter for goods, materials and workshop An old murder hobo lives here storing stuff from a party went missing in dungeon a while ago A criminal guild from town or city uses this to cool off goods and have d4 gang caretakers A warehouse used by merchants to manipulate city markets and stockpile goods A warehouse used by townsman to store belongings mostly furniture and trade goods A mostly empty spider filled shed where murder hobos, drunk labourers and youths hang out A shed filled with old waggons, ox sleds, saddles and carts and possibly a homeless person A warehouse used to store military equipment and rations by militia and passing military table: J_Woodsman_House_Desc J Woodsman House & Every village has a specialist who makes a liking from the wilderness rather than farming. Such persons also warn see threats to the village first and help lead rescue attempts, mobs or deputised manhunts. They also tend to deal with dangerous animals and watch the villages forest resources. Hunters are often poor and loners but many belong to secret societies. Most think of hunters as loners who avoid living among people but plenty are quite popular and sociable. they tend to win archery contests. table: J_Woodsman_House Hunter pursues dangerous and valuable animals living near the village Furriers use traps to catch animals for hide and leather to stretch on frames to dry Woodcutter wanders the forests gathering hood for locals and cutting best trees for carpenters Ranger is a devoted guardian of the village from monsters and humanoids part of a secret order Scout working with regional authorities looking for bandits and enemies fakes being a hunter Prospector looks for minerals, ruins and dungeons in the wilderness and sells locations Bard watching area and composing works in solitude living as a woodcutter Druidic acolyte on the lookout for the order for evil works as a hunter and herbalist Lone woodsman is actually a lycanthrope who hates everyone and keeps their distance Woodsman is in fact a cultist monitoring the area for some sinister purpose posing as a hunter table: K_Wise_Person_House_Desc K Wise Person House & Every village might have a wise person which could also double as another villager role. Wise persons offer useful advice in a crisis and are often consulted when problems develop. Wise people are less stuck up than church clergy but they would rather help a common innocent than a rich warlord. Wise people usually have a line of d4 locals wanting a d4 hour consultation. Some of the crazier ones table: K_Wise_Person_House Kindly old washer person mostly by water gives advice to the good and needy An elderly artist spends time in studio selling a work a month has thoughtful ideas A philosopher from the city spends time in a trance or drunk or writing philosophising or poems A cunning old person used to be a street urchin gang member as a kid who made it out of ghetto A wise old homeless woman on the fringes of town lives with her pet, knows strange things A robed future gazer dwells here with occult paraphernalia and magical looking stuff A school teacher from the city come to help the wretched bestial poor of the wasteland Pilgrim on religious tour has been attracting followers and now is laying low here in shack Local hermit living in abandoned shack has helped many local people with advice about future Hideous cackling old person who lives in a semi ruined house is a good listener seems to help table: L_Oldest_Persons_House_Desc L Oldest Persons House & Oldest villager might have some clues or be just crazy. On a good day they remember some story or event from the past. They might be head person or wise person also. Typically many have huge families but some are loners who rist having the mob or witch hunters investigate them some day. table: L_Oldest_Persons_House Blood thirsty old murder hobo scares children with horrible stories of dungeon days gone by Kindly and beloved villager related a third of the village a surrounded by good family Cruel great grand parent controls family with threats and abuse and rude to strangers Fragile old person cared for by family mostly rits and tells rambling stories of old days Machiavellian old timer seeks to control village needs some new dupes Old person tells erotic tales of being a prostitute in the big city many decades ago Retired weary sailor lives alone with servants he kidnapped on travels as an explorer long ago Old slave retired and free lives happily in squalid shack, inspires other with cool fighting spirit Decrepit but healthy old timer is an important secret society leader and always lying and scheming Old person sole survivor of a bloodline exterminated by the state decades ago table: M_Magicians_House_Desc M Magicians House & Not every village has a spell user but plenty have one. Often failed apprentices settle down in lonley rural places and get t be big shots. Other spell users might retire or settle down where they were born for a life away from everyday occult life. table: M_Magicians_House Bumbling old wizard likes to entertain children and bumpkins with illusions Kindly wizard teaches local students and prepares them for scholarship exams In hiding from old enemies, wary and suspicious of any outsiders who might be assassins Necromancer up to private research and helps with local funerary rites Cult leader sorcerer ran away from lynch mob with faithful favorite followers and in hiding Cult leader on retreat with favorites mostly high and drunk and screwing Young wizard with telescope out here for silence and star gazing away from city A clerical scholar is here to study, write and teach in silence of the countryside A vicious miser studying magic and trying to catch fairies to make potions from with his cat A wizard studying books and mapes seeking lost dungeon in area and looking for help table: N_Cult_Hall_Desc N Cult Hall & Cults operate even at the village level and many secret societies cross national borders. Demanding loyalty and setting men against each other is par for the course. Sometimes the cult meet in another village other than home to throw off suspicion. Cults also rent abandoned houses for this purpose and many are haunted by evil rites and vile rituals held inside. Such hell houses are often left with traps and guardians. Some cult halls are secret or disguised or buried. Sacrifices do happen but sometimes are for feasts or just cult business. table: N_Cult_Hall Older person most children afraid of, occasionally has guests over for secret occult rites Kindly villager has dug complex under house with secret doors for cult to meet in secret Scary old abandoned house full of traps and lesser creatures guarding attic cult meeting hall Ruined house occupied by a d4 homeless madmen guarding secret cult basement Burned barn conceals cave entrance to cult meeting place guarded by monsters House of cultist maintained as cover for entry to hidden prehistoric temple complex House of cultist covers a mine entrance to maze with a monster and a shrine in the centre House inhabited by family of serial killers who also accommodate travelling chaos pilgrims House seems abandoned but private well leads to caves and chaos cult mutant monster House of legitimate private club who use it for drinking or feasting with caretaker table: O_Graveyard_Desc O Graveyard & Every community has graveyards. Some have multiple types from older religion or perhaps remains of an exotic foreigner. Several villagers care for the graves and help with funeral rites with an elder or head or holy person. Bigger villages might maintal a part time caretaker (probably a homeless drunk or old person). table: O_Graveyard Crude wooden grave posts staked out in a field Fenced off graves in sanctified soil Stone wall around graves with cold iron spikes Graves capped with bricks Graves with sanctified head stones Several clan tombs and a few scattered headstones among them Mausoleum building keeping all the town dead sealed and sactified Stone sarcophagi and tombs Mix of modern headstones and crude ancient megaliths A hill surrounded by stones with gravestones of various eras table: P_Camping_Green_Desc P Camping Green & Common green is where festivals and public outdoor events are held and travellers who don't use the inns use to pitch tents on. A stone lined bonfire pit is common possibly several smaller ones. On well travelled routed the green will be used uften. In quieter villages the locals will be more curious and suspicious. Some travellers are not welcome and villagers might drive them off or worse. table: P_Camping_Green Carnival folk camping for festival with circus acts, fighting and tame monsters Flagellants on pilgrimage gathering and getting drunk with local youths Leprous pilgrims on way to be healed at holy festival but locals not happy Children being led off to crusade by robed men claiming to work for church Pilgrims traveling around holy sites defended by templars Labourers working on short term project clearing land and building on just on way Army searching for bandits camping here while searching area Theatre troupe or travellers willing to put on a show for some coins or food while on break Merchant caravan with ox carts camping here briefly Drunken crusaders on way to port city but willing to kill anything foreign they see on way table: Q_Abandoned_House_Desc Q Abandoned House & Many old houses become abandoned. Occasionally some one repairs and resettles them and the headman will arrange the sale or lease. If you repair it yourself the rent is usually cheap. Sometimes these places are occupied by vagrants or even criminals or cults. More often youths like to hand about in them to drink stolen beer. table: Q_Abandoned_House Burned out semi ruined house long forgotten Dusty old but repairable house with low rent House is covered in mould and giant fungus with a few giant bugs Dusty old house has several goblins living under floors eating local chickens by night House overgrown with vegetation with trees inside with root mass everywhere Crumbling brick house full of spiderwebs and rubbish The murder house where cannibal cult died leaving poltergeists Old house with white sheets over furniture, probably not sheet phantoms Gang of delinquent youths hanging in old house to kiss, drink, get high and summon demons Inside covered in cultist graffiti and chaos beast man feces table: R_Idiots_House_Desc R Idiots House & Every village needs an idiot. It is bad luck to not have one. They double as scapegoats and entertainers and all kinds of uses. Villages are competitive of their idiots and hold regional contests. If an idiot dies the village will seek a new one. If a new idiot arrives they will compete for love of the village and drive loser away. Idiot houses are oddly decorated and ramshackle messes. table: R_Idiots_House Common idiot likes to chase bugs and laugh Former city jester come to the country to take it easy as village idiot Built like an ox, murder hobos keep trying to recruit him for dungeon crawls Likes to tease murder hobos by dressing ineptly as monster Likes to dance in the street especially for strangers Followed by billy goats they talk to constantly and seem to understand Idiot likes to torment priests with theological riddles Bedridden idiot being cared for by locals who are wondering if they need a new idiot Two idiots sharing house and battling for hearts and minds of area Local idiots gather for a village idiot contest and people from far away come to see table: S_Farmers_House_Desc S Farmer's House & Most houses in rural villages fit into this catagory housing typical families even three generations. table: S_Farmers_House A sagging shack with leaky roof and several unlivable rooms lived in desperate looking family. Most are one room but some have two to five. Most have a fireplace and stove and some have a cellar for storing food or even an attic. Some have an outhouse or shed and most have a cottage garden. Many have a dog, goat or pig or cat around the house. A tiny poor wood shack with large young family living in overcrowded family Tiny workers stone cottage with just enough room for a family in a single room Family farm cottage, thatch roof quaintly decorated with folk art and well maintained large slightly weathered farmhouse with four generations under one roof Nice pioneer log cabin with one room and young family Wattle and daub cottage painted residence of older residents Stone house with turf roof with old couple with cats Stone cottage with slate roof and an extended family Ancient brick house with tile roof in the old empire style with a courtyard Shambling old house with extensions in different styles and materials table: T_Rental_House_Desc T Rental House & These are good condition houses rented out to mostly outsiders by the headman rather than letting empty houses go to ruin. Most are harmless tenants seeking a break from towns or cities but some troublesome tenants come to the countryside to hide. Occasionally a suspicious tennant alarms the village and demands the head person evict them. Worst cases a mob forms. table: T_Rental_House Fugitive from city hiding from enemies tries to keep to self Killer from city on the run from law trying to resist murdering again Criminal guild spy or bandit agent watching for opportunities Dandy brats on holidays want to taste local food and grog and fun Magician friends taking a holiday far from prying guild eyes Towns woman and teenage pregnant woman in hiding till baby born Townsman on holiday with mistress Bard here for genuine rustic village life experience with several lovers Knight taking a boozy holiday possibly an adventure Merchant liked the area came for a stay to observe trade table: U_Haunted_House_Desc U Haunted House & These old houses were abandoned and people fear them too much to re occupy them. Many have strange manifestations and locals have many tales telling of the cursed place. Sometimes criminals or cultists take advantage of such places. table: U_Haunted_House Burned out sagging old witch house feared by children Old rental house site of a tragic murder love story and strange lights by night Ruined cultist meeting hall where voices are heard at night Crumbling old wood house with sounds of huge rats in walls Prospector house where things from below took him screaming while village watched Haunted house with cells in the basement and lab and restraint benches Tattered remains of books from old professor's house where his bloodless corpse found Retired carny folk settled here then disappeared, locals know nothing Old merchant townsperson retired here then died was actually a necromancer they say A hero of the goblin wars lived here and one night when he was old goblins came and took him table: V_Villains_House_Desc V Villains House & A local evil doer dwells here plotting evil schemes. Some prey on the locals others use them as cover and plots concern other places. Villains don't like nosy strangers or meddling kids and might plot to remove them. table: V_Villains_House Cannibal cult family live in secret worshiping ghouls and demons Enemy spy and assassin disguised as poet or artist on retreat, reports with pigeon post Demonologist and his mutant asistant have come to quiet place to conjure dark powers Lady bard professional spy, mistress and assassin has come here to watch village Cult leader has moved here to corrupt the village with chaos demon magic Criminal agent selling vice to merchant teamsters and labourers Grave robber and corpse thief pretending to be a resting murder hoba recovering from wounds Sorcerer with stash of drugs plans on starting a new cult here after being chased away from town Pretends to be a woodsman but cavorting with beast men and goblinoids and helping them Smuggler agent warns friends and stores duty and toll free goods, scares off medling kids table: W_Water_Feature_Desc W Water Feature & Most villages require a body of water for drinking, livestock, irrigation or livelihood. Some waters are good for trade or fishing also. Villages fear water being contaminated or poisoned and toxic industries are kept to down stream or well away from clean water. Water might attract ducks also and most keep pigs and sewerage away from drinking water. table: W_Water_Feature Dirty bubbling pool in a hole surrounded by grass Spring pouring into small creek A large pond fed by underwater streams A narrow stream with wooden bridge A narrow stream with stone bridge A Slone lined well with bucket and rope Covered well with winch and bucket Fountain fed with spring with stone trough A stream with small waterfall flows through village Small lake with fishermans boat house Tributary of river pases by with a ferryman and boat table: X_Ruins_Desc X Ruins & Many villages have some local ruins pre dating the local houses from previous ages. Most are avoided and parents warn their children of fairies or goblins or worse lurking on the ruin grounds. table: X_Ruins Crumbling old haunted tower covered in vines Walls from long burned down manor hall Prehistoric dry stone wall and rings of stone house foundations Stone walls and archway from ancient fortress Long emptied lone tomb floor covered in garbage Old ruined millhouse overgrown with vines Remains of old temple walls with mosaic floor Crumbling statue badly damaged from ancient or prehuman age A great artificial mound with sealed stone entrance A prehistoric stone altar worn smooth with ages table: Y_Unusual_Building_Desc Y Unusual Buildings & These buildings are not normally what you would find in a rural village table: Y_Unusual_Building Country orphanage where children from town are brought to become country labourers Vice house run with casino, prostitutes, bar, stage, drug dealers and shifty folk for hire Magic shoppe often run by old minor wizard or an apprentice selling petty items to travellers Small stage where local plays, puppet shows and other acts are attracted to mostly for festivals Hunters Hall where huntsmen of region meet sometimes hired to noble hunting parties Freak show and curiosity museum in shed charging traveller coin for a tour run by old person Schoolhouse where teacher has set up to educate locals literacy and other disciplines Temple or church of unusual size and quality for village with d4 permanent staff Monster pen where a troll or ogre or other beast is often put to work turning a wheel10 Locked shed covering entrance to underground caves possible some goods stored inside table: Z_Farming_Shed_Desc Z Farming Shed & Farm sheds are used for various goods and livestock. Farmers maintain them well as animals might escape or be injured. Where thieves and predators abound such pens will have locks and barred windows. Higher fences and spiked wall in worst cases. Often communal or belong to the richest farmers or administered by the head man for the local lord. Villagers are suspicious of any strangers meddling with livestock or food supplies. table: Z_Farming_Shed Woolshed where sheep are sheared and wool is processed for shipping A granary built from brick or clay in rows of cylinders or beehive shapes A barn where livestock are secured from weather and predators or robbers or worse A milking shed where cows and goats line up patiently dawn and dusk for milking A large pig sty where pigs are kept possibly with yard and pit of mud foe wallowing Poultry Shed with at least a hundred birds kept for eggs and meat, ducks like a small pond Dove or pigeon houses kept for meat live odd stray grain and possibly for sending messages Shed with old goods and space for seasonal workers to sleep and cook meals Stable with stall for horses with waggon and riding equipment Shed where the hard working beasts shelter, used for ploughing and hauling freight FILENAME: EMO_Supers_Contacts.ipt Header: Contact Revision For TSR Marvel These are examples of possible contacts. I have set them in tables so characters can roll up npcs easily. The organisation section is the silliest with orgs stolen from many sources I've used over years and most likely to be revised later with lots of specfic type subtables. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/contact-revision-for-tsr-marvel.html
prompt: Show me: {Random|Professional|Dependent|Nuisance|Organisation|Patron|Place|Language|Source|Hero|Villain} Random use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /_/]'}& [when]{choice}=Random[do]& {choice=='[@ChooseAny]'}[@{choice}_Desc]\n\n[@{choice}]& [else][when]{rep}=1[do][@{choice}_Desc]
[end][@{choice}]& [end] table: ChooseAny 10:Professional 5:Dependent 5:Nuisance 5:Organisation 3:Patron 2:Place 5:Language 5:Source 5:Hero 1:Villain table: Professional_Desc Professional & These contacts have a specific job, talents and resources table: Professional Prison Inmate Gangster Mob Boss Dealer Bouncer Black Marketeer Forger Burglar Hacker Gunsmith Homeless Builder Logger Sailor Life guard Stock Herder Miner Fisherman Farmer Park Ranger Newsstand Guy All nite Diner Owner Coffee Shop Owner Garbage Truck Driver Food Truck Guy Publicist Limo Driver Hotel Manager Celebrity Chef Social Worker Lab Tech Factory Manager Repair Tech Pharmacist Engineer Radio Tech Mechanic Electrician Electronics Tech Computer Tech Scuba Diver Mountain climber Extreme Cyclist Extreme Skater Stunt Driver Airline Pilot Ship Captain Race Driver Helicopter Pilot Astronaut Internet Blogger Magazine Writer Newspaper Journalist Radio Announcer TV Reporter Writer Photographer Linguist Actor Artist Writer Archaeologist Historian Anthropologist Biologist Geneticist Chemist Astronomer Physicist Geologist Playboy Stock Broker Salesman Banker Corporate Director Prison Manager Civil Servant Politician Lawyer Customs Coast Guard Emergency Rescue Coroner Rescue Officer Fireman Paramedic Nurse GP Doctor Surgeon Psychiatrist Beat Cop Security Chief Private Detective Special Weapon Police Forensic Investigator Police Detective Army Officer Navy Officer Air Force Officer Espionage Agent table: Dependent_Desc Dependent & (earn you +10 karma a session) Once a session a dependant calls on your help table: Dependent A doddering older [|parent|grandparent] needs help A school aged child is your responsibility A pet requires your attention and occasional rescue or vet trip A family member is a invalid and requires help A charity you regularly support with favours or donations A troubled teenager is your responsibility A good friend you work with requires help and favours A easily influenced youth requires your mentorship A boy/girl friend needs attentions Your [||ex-]partner requires attention table: Nuisance_Desc Nuisance & (earn you +20 karma a session) A influential person who works to damage your popularity table: Nuisance Persistent Journalist stalks you Media boss persecutes you Government investigator after your secrets Private investigator after your secrets Military Leader wants you destroyed Scientist wants to study you in vivisection lab A hate group makes wild accusations about you A political leader publicly scorns you A rich captain of industry wants your secrets A police officer convinced hero up to no good table: Organisation_Desc Organisation & A group that can provides personnel or clues or resources table: Organisation The Syndicate a international italian irish american crime clan with political interests The 108 Dragons a chinese gangster assassin cult using esoteric mind control Tong are chinese gangster clans Yakuza are tatooed japanese gangsters The Bratva are international russian mobsters Maffia are international Sicilian organised crime Green Fist a eco terrorist org formed from dirty marxist hippies of the 60s Local Street Gang Circus of Assassins are a secret society of killer carny folk Black Hand are criminals specializing in kidnapping and hostages Tribal Council Political party University Museum Red Cross A branch of a church Alien Spotters Society or ASS Fire Department Correctional Services Parks and Wildlife Services The Airforce The Navy The Army Federal Police (FBI) World Heritage League City Hospital Emergency Rescue Service Ambulance Service Metro Police Department National security organisation (MI6, ASUS. CIA) United Nations Wold Finance Organisation GROVE Industries a front for pagan occultists calling the dark gods STAR Labs a advanced science research organisation deals with cutting edge tech Cyberdine Systems develop defence industry electronics and cybernetics Temple Industries a secretive legal and financial working behind global politics ARMCO defence manufacturer Miota Incorporated a scientific research firm specialising in pharmacy and hospitals Millennium Industries a wide ranging financial and manufacturing giant Omni consumer Products make many diverse consumer products Tyrell Corporation cybernetics corporation working in androids and robotics Merrick Biotech sell cloned organs they grow in secure black lab bunkers Biotechnica a advanced biotech and agriculture corporation Global Broadcasting Network the worlds biggest new and entertainment broadcaster Safeguard Industries operate superhuman prisons Merco a private military force now conducting own R&D after years guarding black labs Datatel a big data internet and isometrics firm used by industry and government Delos Corporation create consumer entertainment products and theme parks Smith Incorporated monopole and magnetic systems for transport and defence New World Industries a transport financial and construction Gentech Corporation makes universal products for secretive korean-german company Aelita a russian aerospace and robotics corporation, aggressive industrial espionage Kemelkon a petroleum, energy agriculture and chemical company, infamous polluters Kanawa Corporation a financial, eletronics, transport and military manufacturer Exotech Corporation a medical, cybernetics, mind control and genetics company Orion Foundation is a independent organisation working for world peace The Assassins a secret ancient sect providing super skilled assasins The Secret Empire world conquering science conspiracy Zodiac a secret society that deal with espionage, black science and cosmic relics The Brotherhood asian secret society using science and magic with own assassin cult The Hand a demonic occult group with shadowy goals and ninja assassins The Cabal a league of magicians that regulate and cover up Gold Phoenix Brotherhood a benevolent secret society hidden as a computing company Order of the Black Tower a sinister secret society of PAGAN People Against Goodness And Normalcy Illuminated Seers are group constantly generating cover organisations and red herrings Cthulhu cult or mythos sect worshiping alien gods and pre human civilization The Laundry UK occult espionage unit dealing with elder gods and hidden races OSI Office of Scientific Intelligence develop and combat alternate technology FIRE Free and independent inquiry are a secret society of science villains Thule Brotherhood seek to restore lost continent of the master race Cadmus devoted to neutralizing the threat of super humans SPHYNX high tech special technology riddled with conspiricies and tripple agents MAZE international intelligence cell hunts terrorists and security threats to world Guild of Calamitous Intent control hero and villain relations WASP World Aquanaut Security Patrol battle aquatic races and marine science villains FREElancers a experimental inteligence contract firm with enhanced agents WEB World Espionage Network World Espionage Bureau international bad guy spies SWORD Sentient World Observation and Response Department hunt aliens SPECTRE Special Executive for Counter-intelligence,Terrorism, Revenge, and Extortion ODIN Organization of Democratic Intelligence Networks International Rescue private high tech rescue organisation Panther Claw international criminal organisation steals rare and beautiful things AIM Advanced Idea Mechanics sell black science tech to evil organisations85 HIVE Hierarchy of International Vengeance and Extermination COBRA. Criminal Organization of Bloodiness, Revenge and Assassination SPECTRUM United Nations security organisation fighting alien race of shapeshifters ANVIL Asian Nations Vigilance Intelligence Legion chinese & pacific org SABRE Special Alliance Battalion Recon & Espionage PATRIOT Pacific American Tactical Response Intelligence Operation Taskforce SMASH Special Military Alliance Supreme Headquarters Europe, Australia India org HAMMER Hegemonic Autonomous Monolithic Military Experimental Recon, Russian HYDRA are world dominating fascists using espionage, black science and dark magic SPARTAN Secret government superhuman and vigilante taskforce SHOCC Super Human Operational Combat and Command UNIT United Nations Intelligence Taskforce SHIELD Supreme Headquarters International Espionage Law Enforcement Division UNISEC United Nations Intelligence Security org SHADO Supreme Headquarters Alien Defence Organisation Australian Paranorman Intelligence Organisation formerly APIS or Division X //A few Extra //Satanists, Division X (UFO hunters), Cult of the six fingered hand, The Black Lodge, Templars, big tobacco, boyscouts, Scientology, Freemasons, Football Association, Band, soup kitchen, etc table: Patron_Desc Patron & Employer or boss who sends you on missions table: Patron A patron will often give you resources and information A patron will require you perform favours but help you more Many patrons could include organisations Scholar from Prestigious university Officer of law enforcement organisation Officer from branch of armed forces Spymaster from secret intelligence organisation Agent of a secret society Millionaire corporate head Director of prestigious benevolent organisation Director of international aid organisation Secretive hidden patron Manager of your workplace or employer table: Place_Desc Place & Know area intimately and are well known there. table: Place A street where everybody loves you A suburb or districts where locals know and respect you A town where locals consider you part of local flavour A city where you are well known A [|university campus|museum|library|hospital] A [|sewer system|tomb filled valley|lost city] \A [|airport|harbour|spaceport|industrial complex] A [|military base|militarty bunker|secret facility] Wilderness area - a [|park|mountain range|forest] A research base in [|space|Antarctica|the desert|the ocean, underwater] table: Language_Desc Language & Speak read and write a foreign language table: Language 20:[|Spanish|French|Italian|Greek] 8:[|German|Austrian|Dutch|Danish ] 6:[|Swedish|Norwegian|Finnish] 4:[|Russian|Polish|Czech|Slovak] 8:[|Chinese|Korean|Japanese|Vietnamese] 4:[|Indonesian|Malaysian|Filipino|Thai] 4:[|Arabic|Persian|Phonecean|Turkish] 2:[|Hindu|Urdu pr Tibetan|Mongolian|Nepalese] 1:[|Tribal language spoken by traditional peoples] 1:[|Latin|Ancient Greek|Hebrew|Egyptian] table: Source_Desc Source & Contact connected to hero origin and powers table: Source Eccentric expert in powers source Someone with similar powers A negative version with same abilities Combat instructor Specialist talent trainer Mentor of abilities A former user of abilities Creator of abilities Secret research project into abilities source Persistent researcher who's work touches on subject table: Hero_Desc Hero & Contact with a major hero who can offer assistance table: Hero A charismatic daredevil A bitter old hack A popular patriotic hero A brooding masked vigilante A former government super agent A misunderstood monster A sentinel of liberty A mysterious masked avenger A famous hero of yesterday A teenage sidekick of a famous hero table: Villain_Desc Villain & Contacts with a major villain but can cause karma losses table: Villain Foreign dictator who rules a country Dangerous mob Boss Compulsive Cat Burglar Armed Robber uses advanced tech gimmick Creepy magician A mad scientist A evil millionaire Professional killer A terrorist A professional spy //More recently considered alternate universe versions of self or others as contacts too FILENAME: EMO_OSR_RedBrick_DungeonBossAndGoons.ipt Header: A Dungeon Boss And His Goons for Redbrick Dungeons This is about generating various dungeon boss types and their retinues of elite followers, henchmen, relatives and servants. Mostly for humanoids but could be stretched to others. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/a-dungeon-boss-and-his-goons-for.html
prompt: Show me: {Boss Info|Area Bosses|Level Bosses|Dungeon Bosses} Boss Info use: common/nbos/Tools.ipt table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}& {choice=='[@GetInitials with {$prompt1}]'}& [#{choice} ChooseTable] table: ChooseTable type: Dictionary BI: [@BossDetails] AB: {cDice=='1d1'}{fDice=='1d3+1'}{hDice=='1d4'}{bNum==6}[@MakeBoss] LB: {cDice=='1d3'}{fDice=='2d4'}{hDice=='1d6'}{bNum==8}[@MakeBoss] DB: {cDice=='1d6'}{fDice=='3d4'}{hDice=='2d6'}{bNum==12}[@MakeBoss] table: MakeBoss {morale==0}& {bDice=='1d{bNum}'}&
& This Boss is...[#{{bDice}} ClassicDungeonBossTypes]& Special[#{{bDice}} BossSpecialQualities]& Boss Experience[@ExperienceForBossAndRetinue]& {nCmp=={{cDice}}}& Companions[@GetCompanions]& Follower Type[#{{bDice}} FollowerBloodlines]& Henchmen Equipment[#{{bDice}} HenchmenEquipment]& Retinue Field Items[#{{bDice}} RetinueFieldItems]& {nFoll=={{fDice}}}& {nFoll} Loyal Followers, with these Henchmen
[@{nFoll} GetHench >> implode
]
& Underling Morale Bonus[when]{maxMorale}[do]Always 12[else][{morale} >> +-][end]&
table: GetHench {{hDice}} [@HenchmenEquipment] table: GetCompanions [when]{nCmp}=1[do][@CompanionType][else]&
[!{{cDice}} CompanionType >> implode
]
& [end] table: ExperienceForBossAndRetinue type: Lookup 1:Puppet and one of companions is the real boss -4 Morale{morale==morale-4} 2-3:Green has just been anointed and is overconfident and naive -2 Morale{morale==morale-2} 4-5:Boss has seen some action and [|listens to veterans|is talented] +1 Morale{morale==morale+1} 6-10:Experienced and ready for anything and is strong +2 Morale{morale==morale+2} 11-14:Veteran and highly professional against adversity +3 Morale{morale==morale+3} 15-17:Elite and incredibly disciplined +4 Morale{morale==morale+4} 18-19:Fanatic, willing to fight to the death and 12 Morale{morale==12}{maxMorale=='yes'} 20:Berserk in a fight +2 to hit and damage and can fight in negative HP, 12 Morale{morale==12}{maxMorale=='yes'} table: BossSpecialQualities Brute whose underlings live in fear -1 Morale{morale==morale-1} Wears ancient crown +1 Morale{morale==morale+1} Boss has bonus chest of treasure or loot Strongly allied boss will come to aid Boss has a spies in other boss retinues Boss has a [|usurper|spy] among retinue, making plots Made a pact with otherworldly being Beloved by a god who saves their life, might call a petty god Boss has [|{1d4} [|scrolls|potions]|an old wand] Boss has a famous magic item Boss working on major construction project Boss working on secret of magic power table: ClassicDungeonBossTypes //Most are humanoids of same type as clan Warrior concerned with battle and loot and power Warrior protector and idealistic champion of people Warrior dedicated to strict alignment and cosmic struggle [|Warrior|Rogue] runs retinue like a bandit gang Cunning sneaky [|||human] rogue runs retinue like a criminal gang A dark [|human priest|humanoid shaman] dedicated to serving evil powers An evil [|human wizard|humanoid witch] seeking power and forbidden lore Has unusual powers like mutations and revels in freak form Has unusual skills not normal for species Has unusual bloodline as per followers and seeks power A shapeshifter living in humanoid form probably for power A plane traveller or spirit in humanoid form such as a demon serving an alignment table: CompanionType Servant who cares for masters every need and is highly trusted A food taster who checks [||and prepares] master's food Young apprentice[||,a child|, a sibling] A pet monster who acts as a [|familiar| mount|guard|tracker] A herald who blows a horn and makes announcements and introductions A healer who at least knows first aid with some having healing potions and spells [when]10>{bNum}[do][!CompanionType][else]A jester who acts a a fool and entertainer kept, for luck[end] [when]10>{bNum}[do][!CompanionType][else]A consort who is almost as tough as the boss and handles some of the boss duties[end] [when]10>{bNum}[do][!CompanionType][else]A flag bearer who carries a standard or banner of boss +1 morale[end]{morale==morale+1} [when]10>{bNum}[do][!CompanionType][else]A friend who is almost as good as the bossm who is always by his side giving advice[end] [when]12>{bNum}[do][!CompanionType][else]A elder related [|advisor|sage|oracle] [||who knows a few spells][end] [when]12>{bNum}[do][!CompanionType][else]A [|petty godling|spirit|planar being], often disguised[end] table: FollowerBloodlines Squat variety of breed as sneaky as a thief but with next lower HD Prehistoric throwback from cave uses bite/claw/claw attack and can throw rocks or darts Large variety +1HP per level more militant with better armour Cunning thief abilities might act as merchant, assassin, scout, trapper or spy Is a spell caster with priest or wizard powers or other class with next lower HD Hybrid ghoul powers gifted by evil to serve, followers are zombies or skeletons Huge version with +2 HD and +1 hit and damage Mutant outcast with bizarre abilities Ogrish version tall +4 HD and +3 damage three yards tall Shapeshifting spirit folk or doppelganger Giant Version with +8 HD and +6 damage 4-6 yards tall Planar hybrid blood of [|hells|chaos|the elements|spirits] table: HenchmenEquipment Savage hunters with darts, dagger, hand axe, bows, in camouflage paint Tribal skirmishers with darts, javelins, ritual body paint, fur, like to chant Barbaric irregular tribesmen with bow, axe, shield and leather Slingers of farmlands with clubs and slings in cloth Archers of town with bow, hand axe and dagger Town Guardsmen with spear, hand axe, shield, crossbow, leather Soldiers of the city with hand axe, shield, polearm, spear, chain Templars, holy warrior with mace, shield, crossbow and chain Knights of a kingdom with sword, shield, plate armour Town duelist dandies with hose, fancy clothes, dagger and sword in cloth Siege artillerists, can build or operate, hand axe, crossbow, dagger in leather Gunners with [|pistols|muskets|{1d4} iron grenadiers] plus sword, wearing leather table: RetinueFieldItems Fancy banner carried by henchman +1 Morale while held up -1 if seen dropped{morale==morale+1} Beast of [|burden|labour] that enriches the retinue Hunting beast used for tracking handled by a henchman Wagon with draw beast carrying [|boss|goods|slave cage] Superior weapons including [|swords, longbows, polearms|martial art weapons] Riding beast for the boss with someone acting as a groom Sedan chair where boss is carried in [|open booth|covered booth with curtains] [|Warbeast|Monster] requires several henchmen to handle with wagon and cage Carriage pulled by beast operated by follower and several henchmen Chariot used by boss crewed by followers and [|escorted|carried] by henchmen Regal palanquin to carry the boss around on a throne by at least 8 henchmen Wagon with light artillery like ballista, several guns or crossbows or rocket arrows Table: BossDetails [when]{rep}=1[do]& Bosses are often competitive and may even be traitors to the side.\n& Some bosses are magical or religious or cult like; most are warrior leaders\n& Where suitable you could exchange a boss or follower or henchman humanoid for a human murder hobo adventurer\n& \n& A boss will allocate his followers and henchmen missions as they see fit such as:\n& -Form a squad with a follower sergeant and d6+6 henchmen to patrol\n& -Go on a search and destroy mission of stealth and infiltration alone\n& -Scout area for trails or scents of intruders possibly with a pet and d4 henchmen\n& -Follow adventurers trail, take dead and set traps in common passages behind intruders\n& -Infiltration on enemy possibly by allowing to be captured or pretend to betray boss\n& -Counter Infiltration looking for spies or saboteurs or traitors\n& -Guard certain area such as treasure or harem or stores often a d4+3 plus a pet\n& -Manage construction project or boss around slaves usually a d4+3\n& -Counter a specific rival boss or adventurer\n& -Remain with boss as permanent bodyguard\n& \n& Any morale modification shown should be applied to the boss and his retinue within CHA in battlefield Inches\n& \n& Area Boss \n& d6 area boss types per dungeon level with one special companion each\n& 1d4 follower each with d4 henchmen\n& A local boss might be a military lieutenant, sub chieftain responsible for a faction of the force on this level. They might even appear with wandering monsters. Some can be quite competent but due to hierarchy of monster politics are kept down or have had their day. These bosses are the busiest but spend 10% of their time relaxing.\n& \n& Level Boss \n& One level boss per floor with a d3 special companions each\n& 2d4 followers each with d6 henchmen\n& Typically 5 followers 18 henchmen 2 special companions\n& A level boss usually commands a whole level and is captain or chieftain in rank. with own retinues. Spend more time managing the level from a single point and busy making important decisions about level staff and resources. Will often have a court with servants, concubines, a throne and a private fancy bed room and food.\n& \n& Dungeon Boss \n& One Per Dungeon with d6 special companions each\n& 3d4 followers each with 2d6 henchmen\n& Typically 8 followers 42 henchmen 4 special companions\n& The dungeon boss spends 90% of the time in the throne room or palace area and 10% of the time visits the courts of level bosses and rarely deals with local bosses or lesser ranks. The are the commander or high chief or king of the dungeon. They spend time talking to advisers, having sex, feasting, making speeches, performing rituals. holding court, meeting diplomats and other deeds. The Dungeon boss has the best the dungeon has to offer and his retinue get his scraps which are better than the level boss gets.\n& [end] EndTable: //Each boss has several types of men in their personal retinue\n& //Each boss has several loyal heroic followers who obey him to the death\n& //Each follower has some regular henchmen goons subject to morale\n& //Each boss might have several special companions including pets, servants, magicians\n& FILENAME: EMO_Xor_MeatMurderMaze.ipt Header: A-Z Xor Meat Murder Mazes & Subdermal Dungeons I'm glad I got back into the idea of generic A-Z dungeon keys again and for other uses like villages, so I thought I would try a Xor one. It should make the whole dungeon part of the book work well, and it offers more ways of generating content. Anyway this will make the adventure section of Xor easier to get on with. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/a-z-xor-meat-murder-mazes-subdermal.html
prompt: Show me: {Random|A Alien|B Bones|C Crossing|D Digestive Tract|E Eyeballs|F Fluid System|G Gelatin Chamber|H Hazard|I Trap|J Giblets|K Glands|L Liquid|M Mouth|N Neural Cluster|O Orifice Gates|P Meat Pit|Q Bacterial Colony|R Reproductive Organs|S Secret|T Tentacles|U Utility Chamber|V Trench|W Waste Products|X Weird Esoterica|Y Small Chamber|Z Large Chamber} Random use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /_/]'}& [when]{choice}=Random[do]& {choice=='[#{1d100} ChooseAny]'}[@{choice}_Desc]\n\n[@{choice}]& [else][when]{rep}=1[do][@{choice}_Desc]
[end][@{choice}]& [end] //[#{choice} ChooseTable] table: ChooseAny type: Lookup 1:A_Alien 2-6:B_Bones 7-9:C_Crossing 10-14:D_Digestive_Tract 15-19:E_Eyeballs 20-24:F_Fluid_System 25-28:G_Gelatin_Chamber 29-34:H_Hazard 35-39:I_Trap 40-42:J_Giblets 43-45:K_Glands 46-49:L_Liquid 50-54:M_Mouth 55-57:N_Neural_Cluster 58-61:O_Orifice_Gates 62-65:P_Meat_Pit 66-68:Q_Bacterial_Colony 69-71:R_Reproductive_Organs 71:S_Secret 72-74:T_Tentacles 75-77:U_Utility_Chamber 78-80:V_Trench 81-83:W_Waste_Products 84:X_Weird_Esoterica 85-94:Y_Small_Chamber 95-100:Z_Large_Chamber table: A_Alien_Desc Alien & Something not made by Xor often by humanoids deliberately to make a habitat or something that fell from the stars or was brought in by outsiders. Thongs alien to Xor might get attacked by the immune system of Xor. Others get grown over by tissue and might form cysts or boils. Other things might be smothered and slowly sent to surface or might absorb or move into the digestive tract. Xor has visitors from many worlds. Some items might be buried for aeons table: A_Alien Remains of wooden shack and tattered tents and fragments of equipment left by explorers long ago A shattered section of a wooden ship or shack partially absorbed or exposed by Xor A series of rusty metal pumphouse shacks connected by pipes with strange ruined machines inside A meteor partly exposed from centuries of being buried often worshipped by locals A series of small rooms adapted as someones home but long abandoned with dried old organs A flesh cave with windows and a living meat flap or mouth door home to tribal family Metal spigots with buckets fused int the walls to tap fluids or from transport tubes Metallic wreckage of transport or base from a advanced possibly steam based civilization Remains of a huge balloon from outside Xor or a skin sack from far away Xorian travellers Campsite of explorers from the outside world have a semi permanent camp and some local slaves table: B_Bones_Desc Bones & Bones make up many buildings and structures and tools on Xor. In places bones breach skin or could be remains of some huge creature. Some areas of Xor are dead bone, possibly whole dungeons, ecologies and civilizations might exist in bone lands. table: B_Bones Skeletons suspended from roof gathered by recycling bugs with fleshy tendrils re growing meat Bone spur tree like growth used for crafting, bone branches make good weapon hafts Bone cage, fenced , gate, bars or spikes some retract into flesh to open or close Bone spur trap stabs victims with erupting barbed spike, often in clusters or guard things Bone caster shoots bone javelins at intruders some appear in clusters or varied size or fire rate Bone gate lowers from roof or rises from floor, a ridged bony portcullis Broken wall with piles of loose bone bricks in piles, fleshy walls starting to grow over the edges Calcium formations like fantastic chasm with coral like fragile formations some very delicate Interlocking martly meat covered rib structure can open or close disgustingly like a trapdoor Bone Complex with tunnels and chambers made entirely of bone, teeth and calcium growth table: C_Crossing_Desc Crossing & A hazard usually a pit, chasm or body of fluids. You could roll up or choose a hazard but a awesome and dangerous piece of scenery to span is the standard. The random elements here describe the crossing rather than thing crossed. table: C_Crossing A tightly stretched flap of sinew or skin like a trampoline A bridges of bone and gristle possibly inhabited A slimy rubbery mass of gelatin or tissue A spinal column with vertebrate, sinew and scraps of flesh A elongated tongue crosses gulf like a draw bridge from a huge mouth A swarm of worms or bugs or squirming vermin form span by clinging with each other Inflated gasbags of skin form bridge A great fleshy slide tube with mucous A living bridge creature you enter mouth and exit the anus or climb over the top Bridge is flaccid mass of saggy tissue that becomes erect when blood engorged to use table: D_Digestive_Tract_Desc Digestive Tract & These include esophagus to the stomach and intestines which resemble many structures inside Xor. Acid is usually mild and causes 1 HP damage per minute. Some areas this might be weaker or stronger. Many creatures live inside Xor and feed in the digestive tract. Sometimes Xor eats a universe or planet or just bites off a peninsula os scrapes off a few hectares top soil. So anything could be found including buildings, ruins and survivors. Some tribes live in these areas too. Many things come to here just to eat then leave. table: D_Digestive_Tract Ridged surfaces covered in mucous area can compress and squeeze people through into corridors Stomach chamber filled with ships and ruin strewn islands in a sea of stomach acid A lake of acid with fleshy fortified building on island with a footbridge of bone and sinew Lake of stomach acid with tons of food mass floating and slowly dissolving Chamber filled with mashed and crushed food garbage and crawling with bugs Area formed from a mass of squirming semi transparent parasitic worms Huge creature corpses laying unconscious in corrosive slime slowly being digested over aeons Stomach chamber flooded with a man who ferries passengers on his giant worm Feces covered mass with glacially slow moving river of turds crawling with creatures feeding Sewer like waste deep viscous river of shit, occasional swimming creatures table: E_Eyeballs_Desc Eyeballs & Eyes are usually inputs and sensors for local sub system neural clusters but in a sense they are the means Xor observes and spies on everyone. Some other organisms use eyes or are disembodied eyes. Some eyes act as alarm systems and identify threats. Some eyes can have their visual information hijacked by intruders or parasites. table: E_Eyeballs Huge googly buoyant eyeballs hanging by flesh muscle that quiver if anyone gets close Hundreds of eyes covering every surface blinking, tear and close when you walk on them Gigantic gazing eye makes a entire scowling from wall occasionally twitching Area covered in floating eyeballs like balloons drifting about in hypnotically beautiful dance Tiny spying clusters of eyes in clusters in all corners Eyes stalks with tentacle clusters that manipulate goods and hold prisoners Eyeballs with slug like feet that crawl about surfaces directing less intelligent organisms Area heavily surveilled by floating eyeball spies that follow intruders and cluster in dead ends Ground is a mass of eyeballs squirming in gelatin Round chamber with giant aggressive eyeball that rolls over intruders table: F_Fluid_System_Desc Fluid System & Xor is filled with liquids and various structures to transport them. What is described here are ones accessible in interiors but there are more completely flooded. The aquatic areas of Xor require the ability to breathe water or not breathe at all. Creatures live in and travel in vessels some like ochre jellies act as defences to remove unwelcome creatures. Larger bodies of come under liquid and digestive tables. table: F_Fluid_System Canal of blood sometimes used by inhabitants as transport with scab rafts and boats Area riddled in vessels, tubes and pipes full of blood or plasma Scab sealed damage possibly weeping blood or pus or serum A swollen red mound ready to burst filled with pus prone to bursting with infected ooze A stream of slowly flowing clear lymph or yellow serum Huge veins like massive pipes that are difficult to climb over and almost block area Hanging bundles of wet ropy veins hanging from the ceiling Pillar or waterfall of flowing blood pouring down from ceiling into a sinkhole Tree like structures of blood vessels drawing in oxygen like lung bronchili A mass of hege veins entering a filter or pump organ table: G_Gelatin_Chamber_Desc Gelatin Chamber & Chamber or tunnels covered in gelatinous mass often used for spawning Xors defences. All kinds of jellies, slimes and oozes. table: G_Gelatin_Chamber Gelatinous creature spawning pit where slime and jelly creatures are born from Lake of quivering protoplasm where squirming creatures are born from ooze constantly Lake of glowing protoplasm sprouting tentacles, eyes and mouths making gibbering noises Area dripping with slippery mucous with pits and orifices easily slipped into Deep pools of gelatin with embryonic monsters growing, vulnerable to being awoken Sacks of embryonic fluid hanging from ceiling growing humanoids Bubbling shallow slime lake covered in mist and calcium and salt deposits Orifices in ceiling pouring down drool washing away contaminants and filth Gelatinous raft of foam and bubbles blocking visibility and limiting movement Gelatin structures like quivering slime trees and jelly cilia threads covering ground table: H_Hazard_Desc Hazard & These represent obstacles that can often be avoided or might require problem solving to overcome. table: H_Hazard A rapid flowing river of blood or acid or urine Area swarming with parasitic monsters or herd beast grazing on Xor Slippery slime covered area deposits unwary into a tube to a deeper level Walls clench shut gripping and asphyxiating trapped victims Walls clench and swallow victim dropping them into a digestive cavern area A great chasm opens with a shuddering quake A flash flood of mucous pours into chamber flooding it A stinking infected area covered in parasites and crawling with rotting disease Rows of grinding teeth erupt from floor and ceiling and begin to grind everything Highly flammable gas pocket easily ignited and stinks of decay table: I_Trap_Desc Trap & These are common traps in the corridors and chambers within Xor. Many also attract slime creatures to clean up the mess. Traps often guad valuables or you might find remains of old victims that in turn become bait. Local Xorian thieves learn to disarm the traps using hormones and knowledge of triggering Xor nerve spasms. table: I_Trap Acid spitter squirts corrosive fluid like a acid arrow spell Flamer shoots burning gas from a flaccid nozzle in a fan shape like a burning hands spell Bombardier glands ignite a explosion by mixing two chemicals or electrically igniting gas Spore shooter sprays choking particles that grow fungus in corpses Gas emitter sprays paralytic gas and calls some ochre jellies to clean up Quill caster fires porcupine like arrows growing in clumps Bone bolt caster fires ballista made from bone javelins that influct 2 or 3 d6 damage Sticky floor covered in beads of glue that trap victims then calls ochre jellies Electric arc nodules shoot bolts of lightning and can be used to fence areas Web spinnerets can block areas wit web or entangle intruders like a web spell table: J_Giblets_Desc Giblets & These include organs not included or detailed in other categories. All kinds of gut and grisly gore. table: J_Giblets Heart pulsing and beating loudly behind walls twitching rapidly as the great engine pumps blood Kidney huge shaped structures with multiple fluid pipes filtering urea from blood Spleen mass of veins covering surface Chamber for air exchange with increased air pressure and breeze as ceiling expands and contracts Glands secreting hormones that might effect mood and behaviour or effect intruders body Huge liver connected to masses of blood tubes often crawling in worms or polyp growths Sacks of bile grow from surfaces, easily burst staining area and create stinking cloud Grey and pink soft giblets make travelers sink knee deep in slimy viscous warm organs Walls covered in pulsing coloured sacks and organs pumping gurgling fluids Splattered torn heaps of organs scattered and eviscerated by some huge parasite table: K_Glands_Desc Glands & Glands are swollen lumps that produce and excrete precious fluids. Glands can function as traps by making intruders or affect local body of Xor or effect local life forms. Adventurers often seek out glands to use as magical potions. Most glands have one dose of secretion but some have more. Glands can be milked but many require a biological equivalent of lock picking requiring the gland to be stimulated or massaged to release it. Most hormones last a hour after away from gland. Many glands secret hormones that are aerosolized into a musky mist that can be inhaled or absorbed through skin. Many chemical can be found in glands and are frequently used by inhabitants of Xoe even animals. table: K_Glands Alarm gland if triggered release chemicals that attract and enrage wandering monsters Steroid gland accelerates growth of juveniles a d10% closer to adulthood over a hour Clusters of hundreds of lactating breasts in varied sizes that attract creatures to feed or sleep Gland releases a stinking cloud if intruders approach area Gland regulates local sleep cycle or can spray sleep vapour over area to halt intruders A pineal gland stimulates others to see horrors from beyond, once seen the beings start to cross over A hormone secreting gland that causes beings to become aroused and non violent A hormone secreting gland makes local beings crave violence if fails and becomes berserk A gland that has hormones to accelerate healing for a d6 HP per person per dose per day Gland secretes growth hormones increase muscle mass +d4 strength for one hour table: L_Liquid_Desc Liquid & Great reservoirs of fluid within Xor like subterranean rivers with own life forms and are used by local creatures to hunt or travel on. Some bodies attract settlements or colonies even hundreds of animals might seasonally come to these liquid bodies to mate or migrate or hunt other creatures. table: L_Liquid Saliva stream washing away dead intruders, food scraps and hostile life, seasonally floods Blood pools where natural anticoagulants keep pools liquid and creatures come to feed Serum lake of sticky yellow fluid flooding area from infected wound A lake of milk where creatures come to feed, often settlers come to make cheese or yogurt Crusty infected mound oozing out diseased river of puss that attracts scavengers and worms A slimy lake of phlegm and diseased discharges often inhabited by horrible creatures A river of urine with floating turd islands, some used as boats, often crawling with parasites Lake of intercellular fluid filled with floating huge cells awaiting to be assembled Reeking lake of poison dripping from the ceiling with floating corpses of creatures caught A lake of fresh water or salty tears often populated by creatures or humanoid settlers table: M_Mouth_Desc Mouth & Xor has many mouths of varied sizes. Some talk or eat or act as traps or doors or gates. They are very hard to open by force but a experienced Xorian thief knows the nerve ganglia to manipulate to make them open or close. Some mouths even talk. Many will be able to talk about the local area only or come across as insane and enigmatic. Rarely a mouth will claim to speak for Xor but really they are just a fragment. Xor will be more helpful to those who help it with parasites, invaders or corruption. table: M_Mouth Huge Teeth portcullis gateway ready to snap shut to kill intruders Huge sets of teeth clenched shut over every entry or exit in room Huge hidden mouth in floor opens and victims swallowed into a digestive chamber Huge quivering tonsil like sack if tickled then cause Xor quakes over area Huge teeth surround cavern perimeter forming a fence across room making ideal defence Chamber has a huge tongue on the floor if walked on will throw intruders through a doorway Drooling mouths on all surfaces drip fluids on floor and on intruders A mouth on a wall will address intruders speaking on behalf of Xor Gibbering mouths shout abuse or insane screams that cause confusion on failed save Clusters of mouths in surfaces grabb passers like a bear trap table: N_Neural_Cluster_Desc Neural Cluster & These clusters act as electrical based communication systems through Xor networking various sub systems of Xor's body. Brains often collect data or might be employed as controllers of lesser Xor creatures or problem sayers. Such tissues are vulnerable and react badly to injury causing regional spasms and quakes. Some neural structures can defend themselves with electric arcs or lightning bolts. Electrical elementals and other electric creatures often guard clusters. table: N_Neural_Cluster Brain complex chamber with many human sized or giant brains, sometimes might be psionic Electric cluster chamber with nerve nodules that fire electric arcs at intruders Nerve cable bundles cover surfaces and whole chamber spasms if walked on Sacks of brains in fluid hanging from ceiling actually from humanoid tribesmen and explorers Nerve master switch resembling huge nerve ganglion, if switched lights and other systems turn off Huge brain with face fused into ceiling that telepathically warns intruders away Flesh golem holding brain sack in chest cavity guarding area, the brain has a face and directs golem Brain sacks chamber, stored in hexagonal niches, winged insectoid creatures move them about Twitching spasming nerve cluster, area electrified like shocking grasp Area full of nerve clusters and arcs of electricity, slimy volts flying about happily table: O_Orifice_Gates_Desc Orifice Gates & These are doors and gates and portals of chambers which also are fluid tight. One hazard of opening such a door by force or incorrectly is to release a flood. Such gates might also have air pressure differences or gas. Flammable methane is common or oxygen depleted air. table: O_Orifice_Gates Sphincter gates are fluid tight doors that can squeezed through with some effort Flap door is a hinged sheet of skin functions as a one way door Fleshy portal of a gum like ridges that open and close like sliding doors Membrane of thick skin that allows certain materials to pass or needs to be cut through Muscular valve gate very difficult to break through or damage in two or three parts Flesh walls contract and seal opening under certain conditions and may clamp unwelcome visitors A circular ring of muscles compresses to seal the opening, will crush anything caught Convoluted winding cramped passage which many low intelligence beings get trapped and lost in A chitinous iris valve with sickle shaped plates that interlock and can open or close Flesh lid which snaps shut like a trapdoor in floor or ceiling really just a flap with a muscle table: P_Meat_Pit_Desc Meat Pit & These are common obstacles and traps inside Xor. table: P_Meat_Pit Concealed meat pit covered in weak membrane Self sealing meat pit that seals over trapped victims rapidly Acid pit with fog covered stomach acid often used for sacrifices to Xor Monster pit with pacing hungry beast inside desperate to escape or eat Clam like lid covering trapdoor up or down with muscular hinge Maw pit opens under victims and filled with teeth and horrible tongue Tentacle pit grabs those who get near and pulls inside to be devoured Maggot pit with giant grubs writhing in diseased filth and puss sometimes guarded by adults Phlegm pit of thick ropy clear stick slime sometimes home to gelatinous monsters Waxy secretion filled hairy pit with dead creatures trapped in sticky stinky yellow mess table: Q_Bacterial_Colony_Desc Colony & A organism aggregates at this point attracted by safe lair, fresh fluid, reproduction or food table: Q_Bacterial_Colony Plague miasma pool emitting stinking diseased cloud hanging eerily over area Pox pool of toxic bacterium covered in dirty froth and poison Macrobe spawning pit where amoeboids, jellies and Xorian defence creatures are made Mutagen Spoor Chamber a skin membrane covered flower like structure releasing mutagens Area crowded with walrus colony crowded near a pool led by alpha male, attracting predators Adorable blob creatures in hundreds cluster in groups giggling and farting and eating Dozens of creatures resting here with a well of water and food growing from walls Humanoids connected by umbilical cords to walls peacefully live here near their sleeping pods Trading outpost of humanoids selling exotic goods from across Xor and possibly beyond Cultist shrine where band of worshipers dwell communally under a priest or sorcerer table: R_Reproductive_Organs_Desc Reproductive Organs & Xor has various reproductive organs to create minions. It also might capture beings and sample their DNA. Sometimes it lures creatures into mating with Xor to create hybrids or mark them with spores they can transport to another lure or to track them. Xor also extracts genetic samples it might use or study or hold for later. Such areas might be too shocking for sensitive temperaments and bringing children makes you a poor guardian. table: R_Reproductive_Organs Breasts of all sizes and shapes cover every surface and lactating attracting creatures for food Uterus chamber where creatures gestate in skin sacks awaiting birth Penises from human to tree size flaccidly hanging from walls become erect if disturbed Vaginas of varied size on every surface twitch and drip fluids when life enters area Egg chamber where sacks of eggs connected by tubes which carry eggs to birthplace elsewhere Globular huge hairy testacles hand pendulously, with huge flaccid oozing cocks and semen pools Spawning pit where monsters curled up awaiting birth connected by umbilical cords Naked Humanoids connected to walls by umbilical cords offering sex and grunting lewdly Clone creatures growing in flesh vats of amniotic fluid and placentas grown for spare parts Delicate flesh flower exuding hormones surrounded by various humanoids and beasts fornicating Fleshy brain bees assembling creatures from meat in hexagonal wall niches dripping with jelly table: S_Secret_Desc Secret & Stockpiles of resources and goods held in by Xor or stashed by inhabitants. These are usually hidden by overgrown tissue or secret doors. table: S_Secret Hidden chamber with spherical skin sacks holding a d6 potions left by someone Scar where adventurers buried treasure like ivory, metal goods, weapons and outsiders goods Eggs secreted by some creature awaiting to hatch, possibly guarded by creature Concealed rusted metal lid with remains of dwarf exploratory bunker or mole machine Infected mound with a buried treasure chest with a spellbook inside A scab on surface hiding a tribal burial of a warrior with weapons A hollowed out bone extrusion with cache of spears, arrows, harpoons, javelins and darts A flesh flap concealing a secret observation post with food, water and possibly a spy A huge land oyster with a stash of huge pearls A buried chunk of bio resin like amber crystallized with a body inside, valuable as jewelry table: T_Tentacles_Desc Tentacles & Tentacle polyps, creatures and other horrors table: T_Tentacles Tentacle polyps writhing from floors, walls and ceilings Huge tentacle reaches from orifice here to trap intruders Carpet of gently waving serene tentacles like a fleshy carpet Monsters bathing in tentacle filled pits enjoying a massage and defoliation Tentacles playing weird music on bagpipes, bone xylophones, drums and horns Tentacles from walls holding desperate trapped victims begging for help Tentacles stripping clothes and looting from corpses and putting in orifice Transparent giant land hydras waving stinging tentacles, some with dissolved corpses inside Tentacles using tools to craft every day goods with a merchant trading items for food Tentacles dismembering a sacrifice while cultists watch on with fresh victims table: U_Utility_Chamber_Desc Utility Chamber & Various small chambers providing common resources for Xorian life table: U_Utility_Chamber Well chamber where creatures come to drink water safely Toilet pit where all manner of creatures instinctively relieve their bowels and bladders Food chamber where sweet cotton candy like threads of superfood grow from walls rapidly Tuber chamber where root like hairy edible flesh pods grow in bunches from walls to be gathered Bio armoury where bone clubs, javelins and arrows grow from racks and are easily snapped off Healing potion chamber each day a healing fluid drips from ceiling into a floor depression Rest stop with soft pillowy floor and lactating breasts for food and rhythmic soothing sounds Nursery chamber where humanoid babies with gills swim in amniotic pool, if taken lose gills Cleansing chamber where beings come to be decontaminated and to remove traces of disease Translation chamber where two beings can connect heads to brain that translates thoughts table: V_Trench_Desc Trench & Long open pits often bisecting rooms used for waste or warfare or obstacles. Some trenches also have bone fences strewn with stinging jelly protecting them. You might find several trenches facing each other with a no mans land of traps between them like gnashing teeth or land clams hidden among scattered gore where breeds fight. Trenches might be manned and could be engaged in warfare. table: V_Trench Long trench filled with diseased corpses dumped here to remove plague corpses Long trench filled with rotten stinking slime and gor (possibly green slime, acid or diseased) Defencive trench with hardpoints for cover and a bone fence strewn with stinging jelly Two facing trench systems with gore and traps in between possibly manned with soldiers Observation trench with humanoid archers and message runners or beasts Long trench filled with sticky gelatin and soft semi dissolved skeletons Abandoned defensive trench strewn with skeletons being semi absorbed by ground Long trench dug to expose a hidden complex beneath the surface Long trench full of idiotic jelly monsters that have fallen in and cant escape Long trench filled with corpses of experimental test subjects and murder victims table: W_Waste_Products_Desc Waste Products & Rotting feces heaped in mounds with visiting creatures munching away happily table: W_Waste_Products River of urine flowing through floor with crystallized urea Tubes rhythmically pumping feces and urine around Xor Open sewer or filth slowly oozing way into tunnels, often fed on by creatures Walls covered in sensitive sphincters that flood area in diarrhea if disturbed Mounds of bones cover the floor of many species Thick gelatinous mass covers floor several feet thick full of soft semi dissolved bones and flesh Area covered on mounds of dried dead skin mostly powdered but some complete humanoid skins Mounds of shed hair in huge heaps often crawling in ticks or giant drabs Desiccated corpses in mounds that crumble to the touch occasionally haunted by a mummy table: X_Weird_Esoterica_Desc Weird Esoterica & Exotic chambers where weird things happen table: X_Weird_Esoterica Animus Chamber where lifeless bodies assembled or killed can be restored to life every 24 hours Communion chamber where a creature fused into wall acts as a mouthpiece for aspect of Xor Narcotic vapour room where stoned humanoids and monsters lay about peacefully together Pool of liquid flesh where beings form from the dreams of intruders like lost lovers or monsters Demonic enclave where several demons lurk in gore and filth with humanoid slaves Brainbees knitting together flesh golems in assembly line guarded by several complete ones Goblins with bulging brains licking up drops of fluid dripping from gland in ceiling Gate chamber where Xorians are sent to scout new worlds to consume from crystal pedestal Duplicate chamber with pods full of doppelgangers await victims to copy and replace Clone chamber operated by brainbees who extract flesh then grow it over a month into clones table: Y_Small_Chamber_Desc Small Chamber & Rooms with some function often inhabited table: Y_Small_Chamber Tavern of lost souls inhabited by many species, bartender is fused into floor serving odd fluids Shrine to a demon tended by cultists with sacrifices of treasure and a bound virgin Traders stall where a merchant has set up a shop for passing travellers with guardian flesh golem Laboratory of alchemist with monster guards making potions from valuable fluid fountain Blood geyser spraying everywhere where humanoids play with their squealing children Brothel operated by pimp/madam fused into floor offering strange mostly humanoids prostitutes Healer has set up a small surgery with recuperating patients and loyal guards Outpost of strange clothed telepaths with ray weapons studying samples and recording data Party of paranoid murder hobos camped here in between rampage, murder and looting Orphanage where a kindly person has care of a dozen children of various types in hiding table: Z_Large_Chamber_Desc Large Chamber & Chambers hundreds of feet across at least including entire habitats table: Z_Large_Chamber Lung chamber wheezing as it inflates and deflates with noticeable air pressure changes Stomach with fragment of some world or ship devoured long ago with inhabitants surviving A village with buildings and 40-100 inhabitants with animal pens and defencive walls A bioluminescent ceiling above a huge garden 0f plants and animals from some world Lake of fresh or salt water with a few fishermen shacks or cult shrine on shore Great ruined bone fortress now inhabited by monsters guarding some treasure Towering flesh ziggurat inhabited by cult and gibbering horrors Dome of stretched skin over bone frame, inside live naked drugged humanoid hedonists Flesh citadel growing into ceiling inhabited by civilized race of merchants and scholars Gargantuan creature curled up filling most of chamber unable to move and miserable FILENAME: EMO_Xor_HexCrawlTerrain.ipt Header: Xor Terrain for Hexcrawls So I was happy with my A-Z subdermal dungeon key for Xor which with a few geomorphs will replace my adventure section. So following my Hex crawl wilderness terrain types like for Psychon here is the basics of a Xor version. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/xor-encounters-by-terrain.html
prompt: {Random|Skin lands - bare skin plains|Hair veldt - plains of hair|Bone lands - bony protrusions|Flesh mounts - peaks of flesh|Flesh forest - organ and limb forests|Scar lands - canyons and chasms|Wounded lands - open bloody pits|Mire lands - damp areas|Fluid - aquatic flows and coastal liquid|Developed - human settled|Foul lands - infected oozing regions|Tainted lands - apocalyptic chaos wastes} Random use: common/nbos/Tools.ipt table: Start ul \{margin-top: 0px; margin-bottom: 0px;}& [when]{rep}=1[do]{showdesc=='yes'}{showtitle=='yes'}[end]& {choice=='[@GetInitials with {$prompt1}]'}& [#{choice} ChooseTable] table: ChooseTable type: Dictionary R:[@ChooseAny] SL-BSP:[@SkinlandsOne] HV-POH:[@HairVeldtOne] BL-BP:[@BoneLandsOne] FM-POF:[@FleshMountsOne] FF-OALF:[@FleshForestsOne] SL-CAC:[@ScarlandsOne] WL-OBP:[@WoundedLandsOne] ML-DA:[@MirelandsOne] F-AFACL:[@FluidOne] D-HS:[@DevelopedOne] FL-IOR:[@FoulLandsOne] TL-ACW:[@TaintedLandsOne] table: ChooseAny [@SkinlandsAny] [@HairVeldtAny] [@BoneLandsAny] [@FleshMountsAny] [@FleshForestsAny] [@ScarlandsAny] [@WoundedLandsAny] [@MirelandsAny] [@FluidAny] [@DevelopedAny] [@FoulLandsAny] [@TaintedLandsAny] //Colours on Xor //I want Xor to not be a cracker particularly (i cant say honky any more because my asian friends use that for hong kong ppl). Obviously when you skin people the all look the same. Anyway here are random colours for describing things to be in pallette with Xor. Transparent is common too. I might do a version for corrupted areas with pussy yellows, infected greens and more. Plants might grow in some places, usually with human aid but green mostly is sign of corruption. //table: XorianPallette //Scarlet //Magenta //Pink //Salmon //Tan //Russet //Maroon //Mauve //Amber //Ochre //Ivory //Jet // //So these are shortcuts to terrain areas you can roll or fill hexes with. 1in6 hexes overlap with patches or split or fusions of several types. I will make my final encounter tables for wilderness use these. table: SkinlandsOne [when]{rep}=1[do]& Skinlands - These large open areas are mostly easy to cross and and life is sparse.
& [end]& [@Skinlands] table: SkinlandsAny Skinlands - These large open areas are mostly easy to cross and and life is sparse. & [@Skinlands] table: Skinlands Smooth flat featureless skin plane Undulating gentle hills Crinkly wrinkly folds of loose skin Dusty plain of dried skin flakes Dried wrinkly skin plain with crevices Skin plain with red welts, some with swollen pustules Dried scabby plain with reefs of scar tissue Plain with pore pits, some blocked with oily secretions Plains with strange tattooed patterns over huge areas Rigid scaly plates of crocodile like skin Bony skin covered plastron plain Smooth skin plan, moist with sweat table: HairVeldtOne [when]{rep}=1[do]& Hair Veldt - These areas are like savanna grasslands and populated by herds of grazers and carnivores that prey on them. Humanoid nomads and barbarians dwell here and even civilized people come to collect hair for weaving and building.
& [end]& [@HairVeldt] table: HairVeldtAny Hair Veldt - These areas are like savanna grasslands and populated by herds of grazers and carnivores that prey on them. Humanoid nomads and barbarians dwell here and even civilized people come to collect hair for weaving and building. & [@HairVeldt] table: HairVeldt Skin plain with spots of fuzzy moles merging into chocolate velvet Patches of short hair stubble Knee high hair growing like tall grass Sparse tall spindly hair stalks growing three yards tall Thick hedges of spiny quills like porcupines that hook into flesh Tall thick hair forest with trails made by wild life Hard wiry hair stalks difficult to cut or graze Soft fluffy fur a delight to touch and comfortable to sleep on Thin silky hair that sways in the wind Tall stalks of hair sticky with oil from pores at base Forest of sensitive whiskers that twitch when touched Thick beard like undergrowth of curly hairs table: BoneLandsOne [when]{rep}=1[do]& Bone Lands - Areas with exposed bony growths and structures often good for building things or using as homes. Areas can be hard to find food in however.
& [end]& [@BoneLands] table: BoneLandsAny Bone Lands - Areas with exposed bony growths and structures often good for building things or using as homes. Areas can be hard to find food in however. & [@BoneLands] table: BoneLands Porous bony hills filled with caves and tunnels Ground covered in assemblages of skeletal mounds Colossal skeletons of ancient gigafauna life form Ridges of spiny bone growths running in ridges across landscape Bony towers erupt from flesh scape like buildings Interlocking bony plates cover surface like turtle plastron Landscape of broken eggshell fragments and remains of huge eggs Walls of rib like bones with dried skin membranes forming a maze Landscape covered in skulls some titanic in scale Undulating landscape of fused colossal bones Ruins of once sculpted flesh city now scattered bony remains Landscape of gentle hills made from powdered and shattered bones table: FleshMountsOne [when]{rep}=1[do]& Flesh Mounts - Hills, mountains and mounds of flesh mostly barren and silent.
& [end]& [@FleshMounts] table: FleshMountsAny Flesh Mounts - Hills, mountains and mounds of flesh mostly barren and silent. & [@FleshMounts] table: FleshMounts Landscape of pendulous breasts capped with nipples Huge shuddering mountains that erupt bodily fluids seasonally caked with dried matter Mountains with idiotic giant faces, rolling eyes and twitching mouths uttering babble Rolling hills of blubbery quivery soft flesh and fat with loose skin difficult to traverse Flat topped mesas and butes some with mouth caverns, some with buildings on top Rolling hills with giant eyes, occasionally blinking mostly staring solemnly Rolling buttock hills occasionally release gas or waste products Reclining naked titans in deep sleep, fused into land mass forming mountain ranges Brainlike mass hills and mountains, soft and squishy that attract guardians if harmed Hills and ridges formed from colossal internal organs and tubes Hills of inflated skin sacks difficult to travel on except by bouncing like trampoline Hills and ridges of rippling muscles with twitching veins under the skin table: FleshForestsOne [when]{rep}=1[do]& Flesh Forests - These are forests of organs and body parts resembling forests. Often populated with creatures and visited by hunters.
& [end]& [@FleshForests] table: FleshForestsAny Flesh Forests - These are forests of organs and body parts resembling forests. Often populated with creatures and visited by hunters. & [@FleshForests] table: FleshForests Veiny trunks with globular structures exchanging gasses like alveoli Forest of arms or legs occasionally moving in various sizes Forest of fleshy stalks with single huge eye or clusters of eye stalks Tentacle forest of twitching and quivering flesh stalks Penis forest change state of arousal from erect in daylight to deflated by night Fleshy trees hanging with animal carcasses which eventual drop like fruit and run off Huge fleshy trees populated by naked people attached by umbilical cords Fleshy trees with thick damp hair undergrowth crawling with lice Forest of gigantic hands gently swaying that only occasionally grab passers by Fleshy trees growing human organs where shamen come to gather transplant flesh Fleshy tree structures semi submerged in fluid, thick ropy mucous strands in branches Rigid fleshy trunks with silky tufts of of colourful hair and strange flesh sack fruits table: ScarlandsOne [when]{rep}=1[do]& Scarlands - These are areas damaged and recovered but are messes of scar tissue with gouges and ridges. Such areas may still be recovering and provide opportunities for creatures and settlements. High plateaus or deep canyon bottoms might contain pockets of other terrain and micro ecologies.
& [end]& [@Scarlands] table: ScarlandsAny Scarlands - These are areas damaged and recovered but are messes of scar tissue with gouges and ridges. Such areas may still be recovering and provide opportunities for creatures and settlements. High plateaus or deep canyon bottoms might contain pockets of other terrain and micro ecologies. & [@Scarlands] table: Scarlands Plateau topped with thick forest surrounded by scarified cliffs often riddled with caves Huge canyon with fluid in the bottom and caves in cliff walls Huge series of uplifted ridges of scar tissue with tough thick dried skin Rows of cliff faces with hard rough facings often with caves Crater ring of scar tissue with lake in middle and fleshy foliage Crater ring of scar tissue with flesh forest or hair veldt in the middle Crater ring of scar tissue with broken infected tissue inside Scabby mounds regularly spaced with scaly flaked scab chunks scattered about Land covered in blister bubbles of varies sizes from coin to house, some ruptured Purple blotchy bruised landscape with swollen black and green hills Huge puckered wound from where mass gouged ot long ago Ground criss crossed with scars and long healed over cuts and pits table: WoundedLandsOne [when]{rep}=1[do]& Wounded Lands - Areas damaged with open pits, canyons and holes still bloody and unhealed. Often attracting parasites, enemies and defenders of Xor. Also sites of attacks on Xor and possibly exposing buried things beneath Xors surface.
& [end]& [@WoundedLands] table: WoundedLandsAny Wounded Lands - Areas damaged with open pits, canyons and holes still bloody and unhealed. Often attracting parasites, enemies and defenders of Xor. Also sites of attacks on Xor and possibly exposing buried things beneath Xors surface. & [@WoundedLands] table: WoundedLands Land covered in bloody pits 30 foot wide where colossal worms have been burrowing A huge open cut mine where a hostile humanoid race have been toiling for meat Huge trenches filling with blood and serum cut across the landscape A huge bloody crater filling with syrupy blood where something huge fell from the stars Broken titanic bones burst from surface of huge wet torn flesh pits dripping with gore Fresh bloody scabs where grazing monsters have been tearing up shreds of flesh Burst open titanic ribs spread open reveal long hidden subdermal flesh chasm pit Huge bleeding canyons of flesh flooded with blood from huge waterfalls pouring from cliffs Pits filled with giant maggots and the sky black with swarms of flies Huge open pits of gore where army of hungry trolls battle gelatinous antibodies of Xor Gaping bloody pit wounds where animals come to feed and prey on each other A mountain peak of flesh erupting vile puss and blood with rivers of filth pouring down table: MirelandsOne [when]{rep}=1[do]& Mirelands - Lands usually thick with hair, meat trees and rich in life, rank with sweat and humidity. Areas mostly damp and difficult to cross with many hostile life forms.
& [end]& [@Mirelands] table: MirelandsAny Mirelands - Lands usually thick with hair, meat trees and rich in life, rank with sweat and humidity. Areas mostly damp and difficult to cross with many hostile life forms. & [@Mirelands] table: Mirelands Thick wet forests and hair reeking of humid sweat, rich with insects and animals Bogs of thick viscous sewerage with huge tufts of hair, swarming with bugs Thick wet jungle of hair and flesh forest with hidden bone ruins and pyramids Foul stagnant waste fluids with reed like hairs and Islands breaking the surface Filthy water and sweat pools many choked with corpses from a ancient battle Dank sweaty flesh trees and hair tufts infested by dinosaurs wallowing in pools Thick viscous liquid wax pools, bubbling and dripping from crinkly flesh pits Sticky with sweat plains thick with smegma of greasy secretions and dead skin muck Scabby hillocks with shallow pools of sweat with stubbly patches of hair Knobby bone protrusions erupting from thick oily goop Stinking frizzy tall hair patches growing from sweaty mounds Landscape of wreckage and ruins eaten by Xor knee deep in mild acid table: FluidOne [when]{rep}=1[do]& Fluid - Fluid can be in form of ponds, lakes, rivers or sea like bodies of fluid. They can comprise on many bodily fluids or water. Shoreline may have some kind of deposits. Most have some kind of life forms adapted to living in them .
& [end]& [@Fluid] table: FluidAny Fluid - Fluid can be in form of ponds, lakes, rivers or sea like bodies of fluid. They can comprise on many bodily fluids or water. Shoreline may have some kind of deposits. Most have some kind of life forms adapted to living in them . & [@Fluid] table: Fluid Body of salty tears tainted with mood altering hormones and salty deposits on shore Fresh water body of untainted water accumulated from rain Yellow urine springs caked with crystalline urea and minerals on shore Free flowing milk pouring from breasts with creamy froth on shoreline Thick yellow cerebral fluid swimming with brain creatures among cables of nerve tissue Body of blood flowing gently with sticky rafts forming and scabby masses on shore Saliva free flowing with semi digested things floating helplessly in thick ropey liquid Body of liquid bile staining shore green and stinking, foul to the touch Lake of semi digested food in stomach acid with recognisable chewed thing chunks Lake of acid bubbling away with several semi gested things washed up on shoreline Body of viscous lymph crawling with defencive transparent antibody jellies Lake of stinking sweat often attracts giant mosquitoes and other vermin table: DevelopedOne [when]{rep}=1[do]& Developed - These are settled areas where humanoids have been living and developing the surface of Xor for food and defence..
& [end]& [@Developed] table: DevelopedAny Developed - These are settled areas where humanoids have been living and developing the surface of Xor for food and defence.. & [@Developed] table: Developed A rambling village surrounded by herds and hair fields and a well of fresh water A cluster of pueblo like houses clustered together to make unwelcome access difficult Walled hilltop or mesa where local villagers have cultivated soil and plants A village of bone stilt houses often over liquid often connected by walkways Area riddled with caves where subterranean town work the surface and herd animals A walled town with visiting merchants and several large officials halls and temples Great bony extrusions which villagers have hollowed into housing and shelter Ruined village of tattered skin and dried bone long abandoned now haunted A citadel of meat or bone towering into sky with a great gate house surrounded by fields A bone and flesh castle where well armed feudal community work countryside A city of living flesh with various building styles and with various people mixing freely A fortified town of a single race wary of strangers and following own traditions table: FoulLandsOne [when]{rep}=1[do]& Foul Lands - Diseased and infected areas attracting parasites and other creatures with nauseating symptoms of illness .
& [end]& [@FoulLands] table: FoulLandsAny Foul Lands - Diseased and infected areas attracting parasites and other creatures with nauseating symptoms of illness . & [@FoulLands] table: FoulLands Foul pustules easily burst if touched covering area in stinking yellow swollen mounds Volcanic like vents and rifts with flowing infected fluids attracting flies and demons Yellow and green sallow flesh with infected hair roots and serum leaking scabs Ground is variegated sticky with green and yellow stinking secretions Crust scab surface fragile in places weeping puss and blood when broken Bloated white polyps quivering and spasming when touched some with flailing tentacles Intelligent parasite seeks to control area and spread scaly skin and insectoid servants Sulphurous deposits, ammonia pools, giant worm tubes and coloured toxic vapours Horns and antlers growing like trees over hard horny thick skin, difficult to travel through Bloody bone spurs erupting from surface with intermittent infected pools of discharges Bloated mounds of flesh that erupt with stinking gas and rotten guts if burst Rotting green and purple gore surrounded by clouds of flies and giant worms table: TaintedLandsOne [when]{rep}=1[do]& Tainted Lands - Are contaminated by non Xorian humanoids and even invading demons who seek to exploit Xor for selfish or evil ends. Most are eventually wiped out by locals or acts of Xor.
& [end]& [@TaintedLands] table: TaintedLandsAny TaintedLands - Are contaminated by non Xorian humanoids and even invading demons who seek to exploit Xor for selfish or evil ends. Most are eventually wiped out by locals or acts of Xor. & [@TaintedLands] table: TaintedLands A camp of non Xorian humanoids stranded or exploring without a clue Huge camp of foreigners strip mining, rendering oil in vats and well armed Cultist camp here to perform vile rituals and serve demons A foreign wizard has built a tower to perform vile experiments on Xor Shambling mass of ruins devoured by Xor populated by foreign confused peoples Demonic tattoos and stelae being placed by cultists to bring demon invaders A settlement of succubi/incubi offering sex but devour souls instead Demonic temple where cultists worship idols and demonic guardians Demons have brought larvae from the abyss to breed fatten in flesh pits Demons have built a fortified camp and have enslaved locals to toil in flesh pits Demons have excavated a huge pit with cultists, slaves and demonic idols Demonic town populated by cultists and slaves serving demon prince FILENAME: EMO_OSR_SentientMurderMazeEcology.ipt Header: Sentient Magic Murder Maze Ecology I've dealt with sentient and self aware dungeons, or the dungeon as an insectlike colony, a few times, but here is a table of types to consider when those boring old dungeons are just not reactionary enough against intruders. Xor is a bit like this, my redbrick dungeon, long stairs even Psychon on a wilderness scale actively plots against adventurers. Im also inspired by the Dungeon Meshi comic and it's internal ecology and external economics. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/sentient-magic-murder-maze-ecology.html
table: Start [@MagicalDungeonEcologies]\n[@Motivations] table: MagicalDungeonEcologies Connected to the dungeon dimension, the dungeon is infinite and self-aware. The dungeon is the belly of a great beast or a colossal mimic creature. The dungeon is a cursed land with boss monsters and artifacts entwined in the self aware curse. A powerful spirit of ghost has control of the dungeon apparatus and exercises influence. The complex is under the control of a deity possibly an underworld or cthonic one. Centuries of murder has brought the dungeon to life with a twisted animus life force. A creature has filled wall cavities and spaces controlling doors and traps and monsters. Secret sub complex exists where behind the scenes monsters work to maintain dungeon. All the creatures are part of a hive mind which directs them and expands the complex. The dungeon is the unconscious dream projection of someone asleep inside an artifact. The dungeon beings are influenced by a fungus demon through visions and hallucinations. The dungeon is full of parasitic brain worms that control dungeon beings linked by pheromones. table: Motivations It seeks to devour interesting things to increase its power and influence. As part of an invasion, the dungeon seeks to [|expand|multiply|infect other dungeons]. It is a sadist that exists to torture inhabitants and entrap new victims. It is protecting a fragment of a deity it seeks to imprison or protect. It seeks to break captives and convert them to it's slaves to build an army. It is a test and is part of a bet between two cosmic beings for entertainment. It traps victims to play with like toys like a monsterous child. It is a creation of demons to torment human kind. It is a great board game played by higher powers or mighty wizards. It is a gourmet and increases its power and vitality by entrapping powerful beings. It's actually a breeding program seeking strong bloodlines by testing and mating monsters and adventurers. It exists to torment trapped outsiders with dreams like freedom, lost loved and unfulfilled desire. FILENAME: EMO_OSR_FaerieMutations.ipt Header: Faerie Mutations Elf taints comes from contact with the fey -- not those elves born to the mortal world but the kind living forever beyond the veil of sight. Such taints are rare but more common on the borders of elfland or to those with a local elf mound or faerie circle. Earthbound elves and other sylvan creatures or goblinoids might carry this taint also. Most people think of elves as beautiful but the faerie world includes both fair and foul. Goblins and banshees are well known but the faerie taint can even include reptilian qualities. Plant and fungal qualities are well known properties. Possibly, being among the first humanoids, they are more closely related to all manner of beings, even the unliving and immaterial spirits of the dawn age. I guess are elves mostly chaotic in most DnD; I just thought of them as higher law we don't understand like lawful-alien. But in LOTFP they are very chaotic and I can now get calling them chaotic. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/faerie-mutations.html
prompt: Show me: {Where taint came from|Minor Mutations|Major Mutations} Where taint came from use: common/nbos/Tools.ipt table: Start [#[{$prompt1} >> left 3] ChooseTable] table: ChooseTable type: Dictionary Whe: [@TaintCameFrom] Min: [@MinorCosmeticMutations] Maj: [@MajorMutations] table: TaintCameFrom Ancestors were elf slaves Ate strange herb or flower or root Suckled from elf breast Wandered through a faerie circle Ancestor slept with elf Ancestor was replaced by a changeling as a baby Ancestors lived near borders of elfland Ate some magic goblin mushrooms Had sex with a elf Faeries sprinkled pixie dust on you Snorted pixie dust offered by stranger in a bar Caught in a breeze ladened with magic spores table: MinorCosmeticMutations Elongated ears Pointy ears Flower like ears Enlarged eyes Exotic coloured eyes Night vision Thermal vision Perfect snooty nose Detect secret doors as a elf Facial features hysterically exaggerate when emotional Flawless perfect skin Unusual pigment (green, violet, ivory, jet) Photosynthetic skin halves food needs Shed skin often, often sloughing off Half withered half flawless Hairless body Only 1% body fat Skin covered in mystical symbol scars Pigment changes from night to day Barklike rough skin +1 AC Light elongated body frame Flower bud nipples Nonfunctional wing buds on back Hunchback Horny ridges on ribs Pendulous breasts Leaves grow on torso Enlarged extended vertebrae Extra ribs Lactate delicious mildly addictive milk Pot bellied All offspring are litters of goblins Addicted to elf food Cannot eat meat Small tail Constantly aroused Delicious syrup secretes from sex organs Cannot eat cooked food Excrement and urine smell delightful No belly button or several Spidery elongated fingers Webbed fingers Webbing under arms Incredibly thin arms Spiky spines growing under arms Leaves sprout from shoulders and arms Enlarged hands Elongated arms Two, three or six digits on hands No fingernails Elongated legs Webbed frog like feet Long pointed feet and toes Leaves growing down legs Extra jointed toes Two, three or six digits on feet No toenails Backward bending knees Hairy legs with hooves Large thighs and scrawny forelegs Frog like tongue for catching bugs Single over sized fang Elongated face Large mouth with large goofy teeth Pointy chin Pointy teeth Horrible scream heard from far away Sweet harmonious song like voice Saliva tastes wonderful Lamprey tongue Leaves replace hair Flowers grow in hair Long luxurious silky hair Elongated skull Pointy head Short horns or antlers Pinecone like upper skull Acorn like skullcap Elongated eyebrow ridges Hair changes colour seasonally Exude a lovely earthy or floral or sweet odour Androgynous appearance Always prepubescent Retain youthful looks till death Slow metabolism, poisons take longer to effect Grow d12 inches Shrink d12 inches Can sleep all winter inside a hollow tree or hole Lycanthropy is a fatal disease Iron inflicts +1 HP damage per touch Can understand babies Revolted by human body hair Sense faerie circles and gateways Resistant to charm and sleep spells Speak any elf or goblinoid languages Empathic to plants Sense natural weather for 24 hours Sense magnetic north Sense magic Sense leylines table: MajorMutations See positive life force things in 3" See negative life force things in 3" Can see invisible in 3" See spirits or mental forces in 3" Can smell opposite alignment Track like a bloodhound by scent Taste and identify poison Can hear whispers of invisible spirits within 3" Can smell shapeshifter within 3" Face can change for a disguise turn/lv a day Skin is luminous and can be increased to light 3" radius Skin changes colour like a chameleon Skin turns invisible rnd/Lv/day Skin sloughs off healing mutant d4/lv/day Skin is a ablative defence gives extra 2HP/lv Skin secretes soporific poison to anything that bites mutant save or sleep Skin glistening with invulnerable to non iron or magic weapons Skin is like polished metal or mother of pearl +2AC Photosynthetic needs no food for CON in days in dark before hungry Skin secretes a psychoactive drug like toads or salamanders when licked or bitten Beautiful butterfly wings allow flight for movement and can fold up Transparent insect wings allow flight for movement and can fold up Folding bat or reptilian wings with membranes allow air movement Bird wings allow flight for movement and can fold up come in various colours Levitate one turn per level per day Can hibernate for months or years or decades Will self resurrect if body intact or put back together after a week No longer requiring breath immune to gas or odours Can breathe water through gills but can still drown or be choked Can breathe a fog cloud once per day 2x@5th 3x@10th Can reproduce with any creature always fertile and makes a hybrid Fishtail allows mutant to move full speed in water Do not need to eat or excrete but can to be polite or socially Immune to poison Immune to all disease Spectacularly functional genitalia Prehensile tail can be used as hand or swing from like a ape Butterflies in your stomach can spit up a fog like cloud once per day 2x@5th 3x@10th Insect swarm lives in abdomen round/lv/day inflict 2hp/round 3" cloud Can choose to have children from elves, litters of goblins, humans or animals Arm membranes that allow gliding, full move across lose 1"/round height Extra set of arms +1 attack in melee or missile or extra shield Claws morph from hands d6 unarmed damage Can hit magical beings with bare hands and unarmed attacks Can open magically held or locked doors or chests Webbed hands +3" move in water Natural sleight of hand, pick pockets and prestidigitation tricks Talent at handcrafts including sewing, tailoring, cobbler, knitting or weaving Ability to smith any metal able to make weapons, armour or jewelry Highly artistic drawing, calligraphy and sculpture without effort Frog or grasshopper legs can make move in a singly jump or several jumps to total Frog feet swim full move in water or +3" move Legs fused into fish or snake tail move rate in water or +3" move Bird feed can walk or hold things like branches or claw for d4 Goat clove hooves can climb and ignore terrain like a goat Extra invertebrate legs like a insect or lobster or arachnid x2 move rate Bury feet in ground for a hour a day for food Bury feet in ground and recover a HP per hour Walk on water at will Spider climb at will Speak in poetry or rhyming verse or slang or song Mimic animal sounds or voices Speak any language Speak to animals Speak to plants Scream of fear 3" cone, save or flee round/lv once per day 2x@5th 3x@10th Scream of death 3" cone, save or die if under 4HD once per week 2x@5th 3x@10th Song of phantasmal force round/lv Song of healing d3 per level once a day Song of charm person once per day 2x@5th 3x@10th Attractive crown grows on skull +1CHA Antlers, horns or unicorn horn a +1d6 extra attack Prehensile long hair moves on own as if in a unearthly breeze or as a hand Hair is like spun silver or gold worth hundreds or can trim a d12gp worth a day Wreath in hair with leaves, nuts, fruit produces a meal a day per level Glowing hair acts as protection from opposite alignment 1round/lv/day As long as hair intact +1 STR Hair can elongate or retract 1"/lv, functional as a rope, if cut takes time to regrow Hair can change colour and style at will from bald to ground length Prehensile root beard almost ground length acts as a hand Hard and woody flesh or ethereal shimmering +2 AC Can grow a living wood +1 bow from your body once a year and a d12 arrows per day Require decapitation or burning to permanently kill Unaffected by aging will live forever Can leave trails of sparkling pixie dust that glows for a hour/lv Shrink 1 foot high hour/day Shrink to 1" high a turn/day Immune magical touches of undead like paralysis or energy drain Can turn into a spirit round/lv/day A limb or head or organ (eye) can be removed for a hour/lv Can play any musical instrument first try Read any language Sense undead within 3" See in multiple dimensions at once in 3" ignore displaced or out of phaze Speak to spirits but cant see them Speak to dead, corpse saves or compelled to speak Can see through illusions in 3" Takes half magical damage as if always saved Can resist mind reading or mind control attempts like charm or fear Can travel to elfland at will with a passenger/lv FILENAME: EMO_OSR_MonsterSubBreeds.ipt Header: Quick Monster Sub Breeds Lots of variants for common monsters and creatures can cut down on the need for stat blocks on monsters without much difference. They also allow you to surprise jaded players, especially with wilderness encounters. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/06/quick-monster-sub-breeds.html elfmaidsandoctopi.blogspot.com/2017/06/quick-monster-sub-breeds-again.html elfmaidsandoctopi.blogspot.com/2017/06/monster-sub-breeds-three_11.html
use: common/nbos/Tools.ipt prompt: Sub Breed of {All|Wild Dog|Ghoul|Stirge|Snake|Large Spider|Zombie|Skeleton|Killer Frog|Lizard Man|Giant Lizard|Ant|Rat|Bear|Crustacean|Flightless Bird|Cetacean} Any table: Start ul \{margin-top: 0px; margin-bottom: 0px;}& [when]{rep}=1[do]{showdesc=='yes'}{showtitle=='yes'}[end]& {choice=='[@GetInitials2 with {$prompt1}]'}& [#{choice} ChooseTable] table: ChooseTable type: Dictionary AL: [@ChooseAny] WIDO: [@WildDogsSubBreedsOne] GH: [@GhoulSubBreedsOne] ST: [@StirgeSubBreedsOne] SN: [@SnakeOne] LASP: [@LargeSpiderOne] ZO: [@ZombieSubBreedsOne] SK: [@SkeletonSubBreedsOne] KIFR: [@KillerFrogSubBreedsOne] LIMA: [@LizardMenSubBreedsOne] GILI: [@GiantLizardSubBreedsOne] AN: [@AntSubBreedsOne] RA: [@RatSubBreedsOne] BE: [@BearSubBreedsOne] CR: [@CrustaceanSubBreedsOne] FLBI: [@FlightlessBirdSubBreedsOne] CE: [@CetaceanSubBreedsOne] table: ChooseAny [@WildDogsSubBreedsAny] [@GhoulSubBreedsAny] [@StirgeSubBreedsAny] [@SnakeAny] [@LargeSpiderAny] [@ZombieSubBreedsAny] [@SkeletonSubBreedsAny] [@KillerFrogSubBreedsAny] [@LizardMenSubBreedsAny] [@GiantLizardSubBreedsAny] [@AntSubBreedsAny] [@RatSubBreedsAny] [@BearSubBreedsAny] [@CrustaceanSubBreedsAny] [@FlightlessBirdSubBreedsAny] [@CetaceanSubBreedsAny] table: WildDogsSubBreedsOne [when]{rep}=1[do]& Wild Dogs Sub Breeds (Normally AC13 HDd6 Dam d6 Mov12")
& [end]& [@WildDogsSubBreeds] table: WildDogsSubBreedsAny Wild Dogs Sub Breeds (Normally AC13 HDd6 Dam d6 Mov12") & [@WildDogsSubBreeds] table: WildDogsSubBreeds Goblin Dog - hairless wrinkly skinned with night vision and silent ambush predator Hag Hound - emaciated, huge, mossy strands hang from body, white eye HD&Dam d8 Fey Hound - a fast elf hunting dog like a greyhound but creepy, 18" Mov Cyclops Hound - one eyed dog that howl causes panic in under 4HD creatures who fail save Ghoul Dog - undead dog that loves to dig human graves up, bite causes paralysis as ghoul Fire Dog - red, muscular like bull terrier and can once per fight spit a d6 firebolt range 12" Orc Dog - has scaly skin and a beak crossed with who knows what HD&Dam d8 AC15 Ghost Hound - not undead, nocturnal, white and can turn invisible for a d4 rounds per battle Flesh Hound - hairless wrinkly skin and once bite latch on and suck blood till dead d4 per round Spider Hound - black eight spider legged dogs that can cling to walls and attack by ambush Mole Hound - pink skinned rodent like incisors and can dig 3" like surprise attacks Gore Hound - skinless and hideous goes berserk when injured +2 Hit Dam and fight till -10 HP table: GhoulSubBreedsOne [when]{rep}=1[do]& Ghoul Sub Breeds (Normally AC14 HD2 Dam d3/d3/d6 Mov9") Paralysis touch
& [end]& [@GhoulSubBreeds] table: GhoulSubBreedsAny Ghoul Sub Breeds (Normally AC14 HD2 Dam d3/d3/d6 Mov9") Paralysis touch & [@GhoulSubBreeds] table: GhoulSubBreeds Hooded Ghoul - are silent, wear clothes, use tools, more subtle and skeletal, some use scythes Bone Suckers - are white with hard calcified skin prefer to eat bones have AC16 Spirit Ghouls - are intelligent and concealed by illusions and might infiltrate humans Screaming Ghoul - howl causes panic in under 4HD creatures who fail save Corpselight Ghouls - glow green, every blow on one spatters attacker with 1pt acid damage Leaping Ghoul - wear monk robes, can jump 3" in addition to normal move and highly acrobatic Ice Ghoul - covered in frost radiate cold 1" radius dam 1hp non cumulative with other ghoul fields\n(yea so ten ghouls around you only ever do 1pt dam with cold fields) Barrow Ghouls - black hairy with hyena like muzzles more savage dam d4/d4/d8 no paralasys Grave Fiends - burrow 3" Mov, burst from graves to ambush living with 1-3 on d6 surprise Night Stalker - can track humans all night and mov 12", call others with howls, stooped like apes Tomb Horror - can regenerate 1/hp per round at night but holy water or fire stops healing Nightfiend - faster mov 12" with dark blue skin, look more human, can cast spells as 3rd lv cleric table: StirgeSubBreedsOne [when]{rep}=1[do]& Stirge Sub Breeds (Normally AC12 HD1+1 Dam d3 Mov 3"/18") Suck d4 hp/round till dead
& [end]& [@StirgeSubBreeds] table: StirgeSubBreedsAny Stirge Sub Breeds (Normally AC12 HD1+1 Dam d3 Mov 3"/18") Suck d4 hp/round till dead & [@StirgeSubBreeds] table: StirgeSubBreeds Stirge Owl - mistake easily for owls with longer beaks and hoot when they see prey Hell Stige - stinking explosion when killed, everyone within 5 foot radius takes a d4 damage Foul Stirge - covered in slimy filth, bites also carry disease 5% chance of infection per hp damage Giant Stirge - double HD and damage but only mov 3"/12" and they croak loudly when near Stink Stirge - rancid odour save or throw up and helpless for one round Flightless Stirge - are ground based with stunted useless flappy wings but run at 12" or jump 3" Arrow Stirge - with 4" room to accelerate with rocket farts do 2d3 for initial bite damage Vampire Stirge - half the blood they drink heals their wounds making harder to kill Mummy Stirge - undead and wrapped in bandages, normal undead defences and abilities Fly 12"\n(evil cultists make them, common defence in age of the monster king dynasties) Sap Stirge - these harmlessly prefer plant sap from plant creatures or elves, dislike humans Bombardier Stirge - once/day can drop explosive egg d6 damage 1"radius to soften up victims Ghoul Stirge - these undead stirges have a paralysis bite and standard undead resistances table: SnakeOne [when]{rep}=1[do]& Snake (Normally AC13 HD1 Dam d3 Move 9") most have poison bite by default
& [end]& [@Snake] table: SnakeAny Snake (Normally AC13 HD1 Dam d3 Move 9") most have poison bite by default & [@Snake] table: Snake Dungeon Python - non venomous constrictor snake will bite and make entangle attack Hypno Cobra - stare at victims if under 4HD save or are in vulnerable trance for ten minutes Red Racer - fast aggressive snakes often in groups Mov 15" Deathrattle Snake - rattle gives of lethal vibrations 1" range, under 4HD creatures save or die Fang Snake - non venomous but d6 bite and Mov 12 will hunt in packs Javelin Snake - can launch self and leap 3" to ambush victims Spine Snake - crawl from spinal nerve from corpses has undead immunities Fire Cyclops Snake - can spit a d4 firebolt once per round have only one eye Witch Snake - knows one wizard spell can cast once per day, random and not always useful Cat Snake - has cat head and d4 bite, molests farm animals and steals milk and screeches at night Goblin Snake - has a goblin head and mutters obscenities, semi intelligent and thieves Sting Worm - mostly ambush from burrows, has single tooth, pain venom makes helpless d4 hours table: LargeSpiderOne [when]{rep}=1[do]& Large Spider (Normally AC12 HD1+1 Dam 1pt Mov6"/15") in web +2 Save poison bites
& [end]& [@LargeSpider] table: LargeSpiderAny Large Spider (Normally AC12 HD1+1 Dam 1pt Mov6"/15") in web +2 Save poison bites & [@LargeSpider] table: LargeSpider Water Spider - curl up with a air bubble in puddles and ponds instead of webs swim 15" Gliding Spider - live on ceilings and treetops and will spin a parachute to drop on prey Ruby Spider - resemble gems and lie in groups, bred by monsters to trap adventurers Corpse Spider - start colonies inside a corpse, will burst out to attack anything bothering corpse Lock Spider - like to live in locks in doors or chests or trap mechanisms and defend aggressively Mouth Spider - likes to crawl in mouth of sleeping creatures too reproduce, use sleep venom Dung Spider - likes to hide in dung heaps, stools or toilets to eat insects but defend homes Face Spider - on a attack jump on face carrying web will try to smother and blind the victim Fang Spider - has huge shearing non venomous mandibles that inflict d4 damage Goblin Spider - has a d3 damage bite and a ugly goblin like face and they mutter and drool Mother Spider - carries a swarm of babies on back that helps it attack 1HD does 1hp dam/round Lotus Spider - d4 bite, venom has no save bonus but induces nightmares of spider god d4 hours Skull Spider - live inside discarded skulls and bite for d3 damage, most find them terrifying Blood Spider - non venomous but painless bite and suck 1hp per/round, often victims unaware Gold Spider - resembles piece of jewelry and lays strings of pearl like eggs, hide in treasure Team Spider - live in groups that hold a 1" web net on cave roofs to collectively attack prey Mage Spider - can cast magic missile as a 1st lv wizard once a day Imp Spider - can teleport 12" with a puff of stinking sulphur once per battle Demon Spider - has a d3 bite and require magical weapons to harm it Slaver Spider - venom charms the victim and intelligent spider rides them on neck as a slave table: ZombieSubBreedsOne [when]{rep}=1[do]& Zombie Sub Breeds (Normally AC12 HD2 Dam d8 Mov6") always strike last in initiative
& [end]& [@ZombieSubBreeds] table: ZombieSubBreedsAny Zombie Sub Breeds (Normally AC12 HD2 Dam d8 Mov6") always strike last in initiative & [@ZombieSubBreeds] table: ZombieSubBreeds Feral Zombie - faster Mov 12", d3/d3/d4 claw and bite attacks, no initiative penalty Wrathful Zombie - regenerate 1hp/round if damaged by non acid, fire or holy water Goblin Zombie - smaller and slightly faster (Normally AC13 HDd6 Dam d6 Mov12"), good climbers Vege Zombie - plant seed implanted in corpse arises, entangling tendril 2" range \n(not strictly undead so immune to turning and mind control but vulnerable to cold) Fungi Zombie - victims killed infected with spoor arise, if killed explode d6 1" radius \n(not strictly undead so immune to turning and mind control but vulnerable to cold) Lotus Zombie - human temporarily turned into zombie by ancient drug formula \n(not strictly undead so immune to turning and mind control but vulnerable to cold) Barb Zombie - shoot a d4 bone spur from mouth instead of melee attack Bound Zombie - skinless, wrapped in hooked chains, can make 2" entangling attack Blood Zombie - naked blood covered zombie, leaves dripping trail Mov9" Hook Zombie - hands replaced with sickles for two d4 attacks, if both hit do extra d4 Pyro Zombie - immune to fire, blazing with hellfire, d4 damage to unarmed attackers Bale Zombie - glows green, only harmed by magic weapons or attacks, Mov9" table: SkeletonSubBreedsOne [when]{rep}=1[do]& Skeleton Sub Breeds (Normally AC13 HDd6 Dam d6 Mov12") 1/2 dam from edged attacks
& [end]& [@SkeletonSubBreeds] table: SkeletonSubBreedsAny Skeleton Sub Breeds (Normally AC13 HDd6 Dam d6 Mov12") 1/2 dam from edged attacks & [@SkeletonSubBreeds] table: SkeletonSubBreeds Bloody Bones - scream, aggressive and inflict d8 by draining blood from living Golden Skeleton - require magic or precious metals like gold or silver to harm Skeleton Mage - have beards and use daggers or staves, cast as a 1st lv wizard \n(higher level ones also exist with 1HD/lv, know the spells they last learned, cannot learn) Spectral Skeleton - green glowing bones, fly at 12", screech, damage by touch Reapers - wear robes, often use scythes or sickles, intelligent, steal corpses Plague Skeleton - wear shredded clothes and filth, d8 dam with filthy claws Crypt Knights - wear battered arms and armour AC17 Dam d8 Maiden Skeletons - long hair and dresses, illusionary form of welcoming pretty girls Bone Gorger - insane, screeching, try to eat flesh pointlessly, bite attack, HD2 Eternal Skeletons - reassemble via regenerate 1hp/round, unless holy or fire damage Guardian Skeletons - take minimum damage from edged weapons AC15 Burning Bones - immune to fire, flaming +d4 Dam and any unarmed attacks take d4 table: KillerFrogSubBreedsOne [when]{rep}=1[do]& Killer Frog Sub Breeds (Normally AC12 HD1+4 Dam d2/d2/d4+1 Mov 6"/12"swim/3")jump (Jungle goblins, halflings and small humanoids use them as mounts. They can swallow anything same size so adult human out but small human, child or goblinoids possible. Frog claws are finger bones which break skin in fight and rapidly grow back.)
& [end]& [@KillerFrogSubBreeds] table: KillerFrogSubBreedsAny Killer Frog Sub Breeds (Normally AC12 HD1+4 Dam d2/d2/d4+1 Mov 6"/12"swim/3")jump & [@KillerFrogSubBreeds] table: KillerFrogSubBreeds Venomous - brightly coloured, poison to touch or on frog attacks, +2 save Killer Toad - warty and earth coloured, burrow 3" and ambush attack from underground Zombie Frog - undead benefits and always attacks last, rotting putrid flesh Bullet Frog - Mov 12" land jump 6", makes ram leap or bite att from ambush d6, no claws Man Frog - More intelligent, injured victims save or turn into man frogs next full moon War Frog - AC15 Dam d3/d3/d6, bred to be extra vicious by goblins Glider Frog has huge fingers with membranes can glide 1" for every 1" up, can climb Killer Croaker - once per battle can release killer croak d4 damage all in 1" radius Blink Frog - can micro teleport in battle to attack rear and confuse attackers Vampire Frog - will hang on with bite automatically and keep slashing with claws Hell Frog - regenerates non magic or non silver weapons wounds or fire or holy water Spit Frog - spit d6 (Normally acid 4") range instead or melee attacks, immune to acid table: LizardMenSubBreedsOne [when]{rep}=1[do]& Lizard Men Sub Breeds (Normally AC15 HD2+1 Dam d2/d2/d8 Mov 6"/12" swim) (primitive ones use no tools, high ones use weapons and shields especially darts, nets, 2d4 obsidian clubs and javelins, standard breed hold breath 10 minutes in water, heroic ones bite and use a melee attack)
& [end]& [@LizardMenSubBreeds] table: LizardMenSubBreedsAny Lizard Men Sub Breeds (Normally AC15 HD2+1 Dam d2/d2/d8 Mov 6"/12" swim) & [@LizardMenSubBreeds] table: LizardMenSubBreeds Pterodactyl Men - fly instead of swim never use shields, don't swim Gila Men - stocky and thick set, venomous bite +2 save, use 2H weapons, don't swim Chameleon Men - only surprised 1in6 surprise 3in6, entangling 1" toungue Frill Neck Lizard Men - When angered large frill opens +1 (Normally AC, run 12") Marine Iguana Men - hold breath 30 minutes, vegetarians and mostly peaceful Skink Men - run 12" bite only d6 but prefer missile weapons and skirmishing Serpent Men - advance weapons & magic d3+ levels as wizard, poison bite Goanna Men - run 12", diseased bite save or become helpless in hour for d4 days Thorny Devil Men - desert dwelling, cry tears of blood when angry, dont swim, d4 claws Dragon Men - d6 breath attack 3 times a day, fire or other types, fly instead of swim Triceratops Men - AC17 horn att Dam d4/d6/d6, mostly peaceful unless attacked Raptor Men - HD3 larger with bigger claws d4/d4/d8, excellent ttackers table: GiantLizardSubBreedsOne [when]{rep}=1[do]& Giant Lizard Sub Breeds (Normally AC15 HD3+1 Dam d8 Mov15") double damage on 20 roll (Many breeds make good riding beasts and are popular with reptilians and orcs, you need to be overcome their desire to eat things if hungry and their laziness when fed)
& [end]& [@GiantLizardSubBreeds] table: GiantLizardSubBreedsAny Giant Lizard Sub Breeds (Normally AC15 HD3+1 Dam d8 Mov15") double damage on 20 roll & [@GiantLizardSubBreeds] table: GiantLizardSubBreeds Lava Lizard - Orange and immune to heat and fire, can spit a d6 firebolt per fight Slime Lizard - bite does extra point of acid damage per round for d6 rounds Thorny Devil Lizard - any foe using unarmed attacks on lizard takes d4 damage Frill Neck Lizard - when angry opens up skin shield +1 AC also protects any rider Tiger Lizard - Stripey and excellent tracker also has two claw attacks for a d6 Spit Lizard - spit a blinding venom 6" range attack instead of bite, save or blind d6 hours Necro Lizard - undead, Mov6", if kill humanoid it arises as a zombie next night Pack Lizard - docile vegetarian, easily tamed, carry camel load, Mov12", Dam d6 Whip Lizard - 20 foot tail can use to whip for d6 damage, hold breath in water for a turn Fang Lizard - diseased bite, victim saves or dies over d6 hours, superb tracker Ice Lizard - chilling bite, save or slowed for d6 rounds and -2 all rolls Spine Lizard - porcupine like quills, shoot a d6 dam range 12" spine or bite Cave Lizard - climb walls at Mov9", drop on prey ambush, camouflaged as stone Stench Lizard - devolved kin of troglodyte with same stinking cloud like ability Glider Lizard - cling to walls or trees, glide with rib membranes Mov 1" for each 1" up Wizard Lizard - cast spells as a third level wizard once a day, purple shimmering skin Ironscale Lizard - AC 13 with metallic scales that can be made into two chain suits Pipe lizards - Intelligent, can speak, colourful, smoke drugs from pipes & hookahs Sabretooth Lizard - bite does d12 from huge fangs, squat and muscular Peacock Lizard - shimmering metallic feathers, more lively and constantly hungry Notes: Considering were frogs and lizards Basilisk men for high level battles Other humanoid versions of monsters might be fun like behir men table: AntSubBreedsOne [when]{rep}=1[do]& Ant Sub Breeds (Normally AC17 HD2 Att d6 Mov18")
& [end]& [@AntSubBreeds] table: AntSubBreedsAny Ant Sub Breeds (Normally AC17 HD2 Att d6 Mov18") & [@AntSubBreeds] table: AntSubBreeds Ant Swarm (AC13 HD1 Att d3 Mov6") larger swarms are just multiples of these Giant Ant (AC17 HD2 Att d6 Mov18") standard giant ant workers Giant Ant Warrior 3HD Att 2d4 these are suicidal fighters, some breeds are berserkers Miner Ant AC17 HD4 Att 2d6 these mine gold and guard it possibly for the gods Fire Ants HD1 but have painful venom -4 to hit and half move from pain if fail save for hour Stinger Ants - giant ant but with venomous bite +2 save or die over ten minutes in agony Carpenter Ant - giant ants saw down trees and houses and build own wooden forts Termites - related to giant ants but blind, build huge mounds and eat dead wood Colossal Ant - HD10 Att 2d8 rare but regard humans are rivals to enslave and eat\n(Intelligent breeds have pheromone like telepathy and practice slavery of other ants and possibly humans. Slaves might be made to work in tunnels, process food or care for grubs or eggs or might be farmed as food) Slaver Ant - sit on human back, mandibles around neck, decapitate to enforce ants will\n(Intelligent breeds have pheromone like telepathy and practice slavery of other ants and possibly humans. Slaves might be made to work in tunnels, process food or care for grubs or eggs or might be farmed as food) Tree Ant - these cause trees to fuse into a mass to become nest, grow fungus inside Pyro Ant - these spit self igniting fluid, each spits one d6 bolt per fight, immune to fire table: RatSubBreedsOne [when]{rep}=1[do]& Rat Sub Breeds (Normally AC13 HD1hp Att1hp Mov 15"/6" swim diseased bite)
& [end]& [@RatSubBreeds] table: RatSubBreedsAny Rat Sub Breeds (Normally AC13 HD1hp Att1hp Mov 15"/6" swim diseased bite) & [@RatSubBreeds] table: RatSubBreeds Common Rat - standard rats most black with grey and brown becoming recent arrivals Rat Swarm - group of rats attacking together some fused by tails HD1-2 Att d4 Giant Rat HDd4 Att d3 Mov12"/6"swim common monster rats found in town sewers Wolf Rat HD1 Att d6 Mov15" used like hunting hounds by some humanoids, grey Plague Rat HD4 Att d3/d3/d6 diseased bite, black, spreads plague miasma over area Pack Rat HDd4 steal shiny things to hide in their burrows which they defend if have young Colossal Rat HD8 Att d6/d6/d10 Mov 12"/3"Swim bear size, will burrow own tunnels Gargantua Rat HD 30 Att 2d12/2d12/2d12 very rare usually primal spawn of rat god Splat Rat - resemble giant rats but come in odd colours, explode on death d4 5ft radius\n(possibly developed by dwarves or alchemists as alternative powder charge for guns) Chem Rats - as rat swarm, green-yellow, releases choking gas like stinking cloud spell Rat Lord - hideous intelligent ten headed rat HD6 Att d4x10, some cast spells and talk Slime Rats as giant rat but covered in green mucous, d3 acid touch, damages weapons table: BearSubBreedsOne [when]{rep}=1[do]& Bear Sub Breeds (Normally AC13 HD3+3 Att d3/d3/d6 Mov12"/6") (If both claws hit will grapple and deliver equivalent of bite automatically, will crush victim till dead, bears are berserkers and fight up to -9 hp)
& [end]& [@BearSubBreeds] table: BearSubBreedsAny Bear Sub Breeds (Normally AC13 HD3+3 Att d3/d3/d6 Mov12"/6") & [@BearSubBreeds] table: BearSubBreeds Black AC13 HD3+3 Att d3/d3/d6 Grizzly AC14 HD5+5 Att d6/d6/d8 Cave AC14 HD6+6 Att d8/d8/d12 Polar AC14 HD 8+8 Att d10/d10/2d6 Panda AC14 4+4 Att d4/d4/d6 black and white omniverous Owl Bear AC15 HD5+2 Att d6/d6/d12 owl head and feathers Hook Horror AC AC15 HD5 Att d8/d8 vulture head with hook hands Croc Bear AC15 HD7+3 Att d6/d6/d12 desert dwelling, cults mummify them Wolf Bear AC14 HD6+2 Att d6/d6/d8 wolf headed Tentacle Bear AC15 HD8+4 Att d6x4/d6/d8/d12 4 tentacled bear monster, 1" reach Magma Bear AC 16 HD8 Att d8/d8/d12 live in lava can spt 4d6 firebolt or mele Demon Bear AC18 HD12 Att d8/d8/2d6 only harmed by magic, invisible in darkness Necro Bear AC15 HD6 d8/d8/d10 drain level on touch, victims arise half strength wights Serpent Bear AC 16 HD4+4 d6/d6/2d6 poison bite, intelligent and serves elder demons Night Bear - shape shifting evil corrupting bear, invisible in dark, charm person 3/day Mole Bear - burow at 3", hairless, poor vision, ambush from underground surprise 1-4 Blood Bear - grapples victims, sucks blood leaving gory husk, half hp drained heal it Spirit Bear - protect humans from supernatural for offerings, see and attack magic beings War Bear AC17 HD6+6 d8/d8/d12 wear full plate and are intelligent serving good Phantom Bear - can pass through walls and evade harm in spirit form and turn invisible table: CrustaceanSubBreedsOne [when]{rep}=1[do]& Crustacean Sub Breeds (Normally AC17 HD3 Dam 2d4/2d4 Mov 9") Surprise 1-4 4 foot shell (move equally well on land and water mostly unless specified, many have limbs and antennae making size almost double from shell)
& [end]& [@CrustaceanSubBreeds] table: CrustaceanSubBreedsAny Crustacean Sub Breeds (Normally AC17 HD3 Dam 2d4/2d4 Mov 9") Surprise 1-4 4 foot shell & [@CrustaceanSubBreeds] table: CrustaceanSubBreeds Giant Crab (AC17 HD3 Dam 2d4/2d4 Mov 9") Surprise 1-4 4ft shell Colossal Crab (AC18 HD12 Dam 2d8/2d12 Mov 12") 12ft shell Gargantua Crab (AC20 HD50 Dam 4d12/4d12 Mov15") 40ft shell Giant Shrimp (AC15 HD1 Dam d3/d3 Move 4"/12" swim) dislike leaving water, 2ft shell Giant Isopod (AC 15 HDd4 Dam d4 Mov 9") 1ft shell sea bugs Giant Dragonfly Larvae (AC17 HD6+1 Att 3d4 Mov3"/24" swim) 9ft long Cave Lobster (AC16 HD4+4 Att 2d6/2d6 Mov 6"/12" swim) surprise 1-3 8ft shell Giant Trilobite (AC15 HD2 Att d6 Move 6"/16" swim) 3foot shell Giant Hermit Crab (AC18 HD6 Dam 2d6/2d6 Mov9") live in variety of giant shells Giant Horseshoe Crab (AC17 HD8 Dam 2d6 Mov 9") 6ft shell Sea Scorpion (AC17 HD5+5 Att d10/d10/d4 plus poison Mov 9"/15" swim) 8ft shell Sea Spider (AC15 HD3 Att d6 Mov 6") once bites hangs on and sucks fluid each round table: FlightlessBirdSubBreedsOne [when]{rep}=1[do]& Flightless Bird Sub Breeds (Normally AC13 HD1-3 Dam d4 peck or 2d4 kick Mov 18")
& [end]& [@FlightlessBirdSubBreeds] table: FlightlessBirdSubBreedsAny Flightless Bird Sub Breeds (Normally AC13 HD1-3 Dam d4 peck or 2d4 kick Mov 18") & [@FlightlessBirdSubBreeds] table: FlightlessBirdSubBreeds Giant Kiwi HDd4 1ft 10lb small fat bird, long curved reed beek, can be trained to write Dodo AC 10 HD1 3ft 30lb delicious plump, inept, inability to ID threats, can talk but stupid Rhea HD1d3 or kick d4 5ft tall 90lb small grazing grassland birds peck Emu HD2 d4 peck or d6 kick 6ft 130lb scrubland grazers wish shaggy brush like feathers Cassowary HD2 6ft 130lb Att kick or axe crestbutt d6 or charge 3d4, tropical forest birds Ostrich HD3 7ft 300lb ridable and can be used to pull carriage as light horse Axebeak AC14 HD3 Dam d3/d3/2d4 vicious pack hunting bird, can be ridden Terror Bird AC14 HD4 8ft 330lb Dam d6/d6/d12 vicious pack hunting bird Elephant Bird/Dramornis AC15 HD8 Dam d8 peck or d12 stomp 10ft 1100lb omnivorous Moa AC15 HD9 Att d10 peck or 2d6 kick 12ft 1200lb herbivorous fearless bird herds\n(also called honkers for resonant long range call) Achaierai AC15 HD 5+4 Dam 2d8/2d4/2d4/2d4/d10 four legged, stinking cloud/per fight Fire Strider AC14 HD 2+2 Att d6 kick or spit d6 firebolt 9" range, exotic mounts table: CetaceanSubBreedsOne [when]{rep}=1[do]& Cetacean Sub Breeds (Normally AC16 HD12 Att 5d4 Mv30")
& [end]& [@CetaceanSubBreeds] table: CetaceanSubBreedsAny Cetacean Sub Breeds (Normally AC16 HD12 Att 5d4 Mv30") & [@CetaceanSubBreeds] table: CetaceanSubBreeds River Dolphin (AC16 HD1+1 Att d6 Mv24") small often odd looking some bright pink Marine Dolphin (AC15 HD2+2 Att 2d4 Mv30") common dolphin Narwhale (AC14 HD6+6 Att d12 double with charge Mv21") unicorn of the sea, eat men Beluga Whale (AC 14 HD8 Att d12 Mv30") Killer Whale (AC16 HD12 Att 5d4 Mv30") Humpback Whale (AC16 HD18 Att 2d8 slap Mv18") Sperm Whale (AC16 HD36 Att 10d6 Mv18") huge toothed whale Blue Whale (AC17 HD50 Att 6d6 slap Mv18") good whales will chase evil whales Lyngbakr (AC19 HD72 Att 10d12 Mv18") might pretend to be small islands Basilosaurus (AC17 HD24 Att 6d4 Mv24") prehistoric sea monster Bull Whale - evil whale calls cows to shore with charmed bull call to eat them Shell Whale (AC19 HD36 Att 10d6 Mv18") has armoured barnacle layer and attacks ships FILENAME: EMO_OSR_AfterDeath.ipt Header: Death is only the Beginning Dying really sucks most of the time. In some genres real death is rare like with superheroes. Modern espionage agent probably not. In Cthulhu, if you’re lucky you just die in ignorance. Being resurrected in Cthulhu is not so great. Fantasy and mythology have stranger options and D&D and RuneQuest have always had a few direct options. I could envision a party TPK where they awake in underworld and fight their way back to the land of the living and restore their own lives, which is pretty legendary stuff. When you are killed, hopefully your chums will recover your body and take it to the church for raise dead or at least a sanctified burial in a ghoul/necromancer-free graveyard. Sometimes this does not happen and the party leaves your corpse in a stinking dungeon. Imagine finding fallen friends body in a dungeon a few days later, the joy! You may think being undead and your soul being in heaven presents a difficulty but Egyptians and Tibetans have elaborate theologies of souls where different parts do different things after death. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2013/09/death-is-only-begining-part-one.html elfmaidsandoctopi.blogspot.com/2013/09/death-is-only-begining-part-two.html
use: common/nbos/Tools.ipt prompt: Show me: {What price doth the reaper charge?|What price does the healer pay?|What happens to your soul on death?|A funny thing happened to my corpse|What price is your life?} What price doth the reaper charge? prompt: Soul happenings modifier {|-9|-8|-7|-6|-5|-4|-3|-2|-1|0|+1|+2|+3|+4|+5|+6|+7|+8|+9|+10|+11|+12|+13|+14|+15|+16|+17|+18|+19|+20|+21|+22|+23|+24|+25|+26|+27|+28|+29|+30|+31|+32|+33|+34|+35|+36|+37|+38|+39|+40} 0 ;table: x ;a–{mod==10}[@GetRoll with SoulAfterDeath2, yes, 0]\n\n& ;b–{mod==10}[@GetRoll with SoulAfterDeath2, no, 0]\n\n& ;c–{mod==10}[@GetRoll with SoulAfterDeath2, yes, -50]\n\n& ;d–{mod==10}[@GetRoll with SoulAfterDeath2, no, -50]\n\n& ;e–{mod==10}[@GetRoll with SoulAfterDeath2, yes, 50]\n\n& ;f–{mod==-40}[@GetRoll with SoulAfterDeath2, yes, 0]\n\n& ;g–{mod==-40}[@GetRoll with SoulAfterDeath2, yes, -50] set: judging=no table: Start ul \{margin-top: 0px; margin-bottom: 0px;}& [when]{rep}=1[do]{showdesc=='yes'}{showtitle=='yes'}[end]& {choice=='[@GetInitials with {$prompt1}]'}& {mod=='{$prompt2}'}& [#{choice} ChooseTable] table: ChooseTable type: dictionary WPDTRC:[@ReaperPrice] WPDTHP:[@HealerPays] WHTYSOD:[@SoulAfterDeath] AFTHTMC:[@CorpseHappenings] WPIYL:[@HealerPrice] table: ReaperPrice [when]{rep}=1[do]& Resurrection for me is the ultimate; it restores life for the long dead and even the undead. But raising the dead has a cost. I’ve seen a few different versions in play but possibly different cults, relics, or machines could have varied side effects. Also make them age 1d4 years if they fail a CON roll.
& [end]& [@ReaperPrice2] table: ReaperPrice2 Muscles atrophy and seize up - lose a STR point Nerves and reflexes dulled - lose a DEX point Lose a CON point (finite number times for most, might lose HP) Not all there anymore, brain damaged - lose an INT point Part of inner self gone - Lose a WIS point Grow darker inside and aged - lose a CHA point Lose a level (not usable on zero level types like commoners or children) Lose 1d4 HP permanently (might kill the weak all over again) Otherworldly beings (demons?) will cause mischief every game Given a Quest by the power source Given a curse by the healer’s power source (possibly a taboo thing) Shift alignment one step towards the healer. If already equal, reroll. table: HealerPays [when]{rep}=1[do]& Just to make life harder, make the priest feel some reason to not raise the dead. Perhaps when you raise an idiot or enemy just to question them or for some trivium the god gets mad. An Item with a cost like this could be handy.
& [end]& [@HealerPays2] table: HealerPays2 Must battle the dead spirit that tries to resist life Must fight the spirits or demon that took the spirit to the beyond Rebuked by god, given an atonement Quest Responsible for raised person’s conduct and behavior Priest is rendered unclean and needs purification from peer Lose a year of your own life Cannot raise the same person more than once Take 1d3 damage per level of the raised person Halves STRl, for a duration of one hour for each level of the raised person Lose one level, for a duration of one hour for each level of the raised person In a coma, prayer or ritual, lasting of one hour for each level of the raised person, required [#{1d11} ReaperPrice2] table: SoulAfterDeath [when]{rep}=1[do]& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black;\}& You can apply the following modifiers with the “Soul happenings modifier” prompt:\n\n&
& +1per 2 levels, or per 1 level if priest& +1-3for each matching alignment step\n(eg each part of compound alignment like lawful evil)& -1-3if total jerk or mismatched alignment step&
\n& You could also roll here for what a raised character experienced while dead
& [end]& [@GetRoll with SoulAfterDeath2, yes, 0] table: GetRoll {oldTableName==’{tableName}’}& {oldPct==’{Pct}’}& {tableName==’{$1}’}& {useMod==’{$2}’}& {Pct==’{$3}’}& {thismod==mod}& ;{tableName} {useMod} {Pct}\n& [when not]{usemod}=yes[do]{thismod==0}[end]& {ts==’[@RevisedTableSize with 1, {tableName}]’}{newTS==ts}& [when]{Pct}0[do]{newTS==floor({{ts}*{Pct}/100})}{newTS==’{newTS}+{ts-newTS}’}[end]& {roll==1d{newTS}+thismod}& ;ts{ts} newTS{newTS} mod{mod} thismod{thismod} {roll} & [when]{roll}{ts}[do]{roll=={ts}}[end]& ;{newTS} {tableName}: {roll}\n& [#{roll} {tableName}]& {tableName==’{oldTableName}’}& {Pct==’{oldPct}’}& table: RevisedTableSize {tname==’{$2}’}& [when]{{tname}_Size}[do]{{tname}_Size}& [else][@TableSize with 1, {tableName}][end] table: SoulAfterDeath2 Absorbed into the bosom of chaos Slowly digested, helpless, in the belly of an outer god for aeons In the underworld, fused into a huge mass of screaming tortured souls Turned into a [|tool|weapon] used by beings of evil to inflict suffering Turned into a helpless pool of liquid filth that demons bathe in Turned into a wailing, starving ghost begging for dung and dust to eat Turned into a wandering shade, mad with loneliness Local ghost lord claims dominion over you and sets you to haunt a location Turned into an invisible speechless phantom, wandering the world, seeing all, missing out on in life Bullied and beaten by other spirits in spiritworld In the underworld, become a human-faced worm being tortured in the pit In the underworld become an imp, bullied and enslaved by greater powers In the underworld become a small familiar monster feeding from the scraps of others In the underworld become a minor devil or demon in army waging eternal pointless war Reborn again and again as cattle of the underworld and butchered daily Tortured constantly by devils in a pit with pitchforks Tortured constantly by toad devils molesting you in every way Tortured by [|imps|worms] living inside you and biting you constantly Tortured constantly by devils boiling you in [|oil|blood|sulphur|water|tears] Tortured constantly by devils using mockeries of your vices Tortured constantly by devils with illusions and temptations Tortured constantly by devils using dungeon torture equiptment Tortured constantly by devils with execution and dismemberment daily Tortured constantly by devil lord as his special plaything and slave Tortured constantly by devils locking you in dungeon madhouse Demons of darkness torment you in an eternal void of dispair Demons of putrescence swim around you in a quagmire of vomit and excrement Demons of [|fire|ice] strip your body of flesh then rebuild you daily Demon succubi/incubi abuse you and raise your demon spawn to torment you Demons hurl you into the great abyss of madness and chaos Servitors of the outer gods use you as fuel for a machine in agonizing process Servitors of the outer gods dine on you alive and refine your pain into rare wines Servitors of the outer gods warp your spirit into a monster then send you back to the world Servitors of the outer gods use you to feed their parasitic offspring in a nest Servitors of the outer gods experiment on you in multidimensional space Trapped in tavern of lost souls with other miserable adventurers and drunks Trapped in city of despair on the bottom social rung in a city of the dead Trapped in the citadel of a great underworld lord as a bottom-rank house servant Trapped in the stable of an underworld being as a mount, ridden hard Trapped as a hunting beast and used to hunt wayward souls, led by hunt master Sent as a [|spirit|devil] to claim the souls of mortals Become a formless spirit in a ethereal infinity Trapped like an insect in amber, frozen in a block of pure Law but maddeningly aware Placed in a queue for processing in a formless void Trapped in a formless void to be judged at the end of the world 20:[@GetRoll with Reincarnation, yes, 0] 5:[@Judgement] 10:[@GetRoll with Paradise, yes, 0] 5:[@GetRoll with GodHalls, yes, 0] Given a job in celestial bureaucracy in the underworld Given a job in celestial bureaucracy monitoring a natural process on earth Given a job in celestial bureaucracy under the sea in the court of a sea lord Given a job in celestial bureaucracy monitoring adventurers on earth Given a job in celestial bureaucracy in the heavens, among the stars 5:[@Offer] Gods affronted by your death, return as undead Gods affronted by your death, return in a new body Gods affronted by your death, return in the body of a different species Gods affronted by your death, not part of their plan, return to the land of the living Apotheosis - gods make an example of you for better or worse; become a minor divine being table: Offer [when]{judging}=yes& [do][#{roll[|+|-]5} SoulAfterDeath2]& [else]{judging=='yes’}[@Offer2]& [end] table: Offer2 Offered a chance to pass to paradise if an obstacle is overcome: [@OfferResults] Offered a chance at life if a quest on earth is fulfilled Offered a chance at paradise if a quest on earth is fulfilled: [@OfferResults] Offered a choice:
Return reincarnated (DM: [@Reincarnation >> lower]), or
[@GetRoll with SoulAfterDeath2, no, 20]
Offered a choice:
Reincarnation-free annihilation, or
Be reincarnated (DM: [@Reincarnation >> lower])
table: OfferResults
&
If you succeed, [@GetRoll with SoulAfterDeath2, no, 20 >> lower]&
If you fail, [@GetRoll with SoulAfterDeath2, no, -50 >> lower]&
& {judging=='no’} table: Judgement [when]{judging}=yes& [do][#{roll[|+|-]5} SoulAfterDeath2]& [else]{judging=='yes’}[@Judgement2]& [end] table: Judgement2 1:Judgement from the first ancestor: [@JudgementResults] 1:Judgement from ferryman: [@JudgementResults] 1:Judgement from the reaper: [@JudgementResults] 1:Judgement from lord of dead: [@JudgementResults] 1:Judgement from the great beast of the pit: [@JudgementResults] table: JudgementResults
&
If positive, [@GetRoll with SoulAfterDeath2, no, 50 >> lower]&
If negative, [@GetRoll with SoulAfterDeath2, no, -50 >> lower]&
& {judging=='no’} table: GodHalls 20:Admitted to the halls of the gods to be their plaything and object of amusement 20:Admitted to the halls of the gods, get to be a servant of a god 20:Admitted to the halls of the gods, get to care for the pets of the gods 20:Admitted to the halls of the gods, get to be a god’s champion in games and contests 20:Admitted to the halls of the gods, shrines on earth bear your name table: Paradise 10:Admitted to a minor paradise of your religion, put in army for eternal cosmic war 10:Admitted to a minor paradise of your religion, put in administrative position 10:Admitted to a minor paradise of your religion, get to be a messenger for a divine being 10:Admitted to a minor paradise of your religion, get to study and train eternally 10:Admitted to a minor paradise of your religion, get to feast and party eternally 10:Admitted to a minor paradise of your religion, live a happy family life forever 10:Admitted to a minor paradise of your religion, where a divine being takes you for a lover 10:Admitted to a minor paradise of your religion, where divine lovers attend your need 10:Admitted to a minor paradise of your religion, see friends and family 10:Admitted to a minor paradise of your religion, become divine being table: Reincarnation 5:Reincarnated as a [|tiny creature|bug] 5:Reincarnated as a small creature 5:Reincarnated as a plant 5:Reincarnated as a [|monster|goblinoid] 5:Reincarnated as a medium farm animal 5:Reincarnated as a medium wild animal 5:Reincarnated as a large animal 5:Reincarnated as a huge animal 5:Reincarnated as a peasant 5:Reincarnated as a well pampered pet 5:Reincarnated into the body of an adult in great crisis 5:Reincarnated as an elemental being 5:Reincarnated as one of a minor outer plane race, which one depends on alignment 5:Reincarnated as anewborn [|elf|dwarf|gnome] 5:Reincarnated as a monk 5:Reincarnated as a [|nymph|satyr|nature spirit of the forest] 5:Reincarnated as a [|nymph|mermaid|nature spirit of water] 5:Reincarnated as a member of the aristocracy 5:Reincarnated as a minor divinity, living a life of otherworldly pleasure for aeons table: CorpseHappenings [when]{rep}=1[do]& Mostly bodies rot or are eaten but this could be handy alternative if abandoned in a dungeon for any period. Roll again if you think ending not enough or definite.
& [end]& [@CorpseHappenings2] table: CorpseHappenings2 Infected by horrible parasitic worms Infected by rot grubs Infected by flesh boring snakes Infected by kyuss grubs Infected by giant maggots Dragged into lair by giant invertebrate for food Dragged into lair by giant invertebrate to feed young Covered in cocoon and dessicated by giant arachnid Covered in cocoon and dessicated by giant arachnid Dessicated and used as bait by giant invertebrate Eaten by humanoids, scraps left Gnawed on by humanoids, tastiest bits missing Mutilated for fun and collectibles by humanoids Head collected by humanoids or monster Humanoids have corpse on a spit, being roasted Flesh removed in gory heap, skeleton animated Become a zombie Become a ghoul Become a wight Become a shadow Become a phantom or haunt Become a angry spirit seeking body to possess for vengeance Become a poltergeist Become a greater undead type for inept disguise or ritual Parts used in a flesh golem or other construct Humanoids turn into sausages and cured meats Humanoids skin and make into human suit Humanoids use for bizarre puppet show to entertain kids Humanoids use as bait to catch monsters Humanoids use to feed monstrous pets Necromancer students abuse body for perverted fun Necromancer students loot certain organs or fluids Necromancer students perform public dissection Necromancer students turn into revolting tools, equipment or instruments Necromancer students turn into hideous artwork Gnawed by rodents Gnawed by dogs or wolves Gnawed by lion or bear or similar creature Gnawed by gremlins or goblins or kobolds Gnawed by wildcat or hyena Pecked by ravens, crows or dungeon chickens Torn apart by vultures or giant bats Eaten by ghouls Occupied by evil spirit on a mission Eaten and replaced by mimic Dissolved by gelatinous monster Covered in toxic mould with dangerous spores Infected with green slime Covered in giant shrieking fungi Covered in giant explosive fungi Covered in chaos mushrooms that cause mutations Covered in fungus that turns into mushroom zombie Covered in poison fungus Covered in hallucinogenic fungus (possibly magic visions or crazy illusions) Covered in magic fungus gives spirit sight, healing or other effect Humanoids flay skin and turn into throw rug or nail to wall Humanoids crucify, mutilate and cover in graffiti as warning Humanoids cut off head and stick on pole or spear as warning, roll again for rest Humanoids burn body and scatter ashes Humanoids dismember body in series of party games Buried in ditch and looted by other adventurers or demihumans Buried with full honours and most stuff by other adventurers or demihumans Taken to nearby settlement by adventurers or demihumans Looted and dismembered by adventurers or demihumans who fear undead Taken and dumped by roadside by adventurers or demihumans Found by clergy who bury in sanctified location Head or other part removed to claim a bounty or reward from someone Cremated by clergy to prevent rising as undead Found by clergy, beheaded, staked and buried under rock or sealed crypt Found by peasants chucked in lime pit Found by weirdo taxidermist (possibly not human) Turned into zombie for use as slave or in sweatshop Found by maniac who chucks in a well Thrown in river or sea, roll again Thrown in river or sea, eaten by fishes Thrown into peatbog as sacrifice Thrown into sea or lake or well as sacrifice Thrown into pit with monster as sacrifice Thrown into ghoul pit as sacrifice Exchanged with local humans for monster or humanoid bodies for burial Crushed into bone meal for ogres bread, flesh scraps eaten Thrown in mass grave with other victims Necromancer keeps to study decay Thrown in acid pit Erected in standing position with weapons as grisly guardian (possibly undead) Cultists collect and perform ritual to feed soul to otherworld masters Dismembered and sold as fake relics Dismembered and sold in pies or sausages or cured meat Turned into jerky for monster rations Mummified or Embalmed for practice or teaching by humans or monsters But in a sack for later collection Bricked up or put under foundations for ritual Taken to local morgue to await collection Cooked in a big pot for monsters dinner Taken to have spirit questioned by some spell casters Raised by monsters or villains so they can torture and question you Raised by demihumans - given quest Raised by clergy - given quest Resurrected by clergy - given quest Resurrected by divine beings - given quest table: HealerPrice [when]{rep}=1[do]& When a priest or god return you to life they dont just do it to be nice. Most demand some price if not from the recently deceased then from whoever partitioned them for help. Some may not suit some faith so reroll till something more appropriate if DM deems it.
& [end]& [@HealerPrice2] table: HealerPrice2 Convert to the faith of the god if not already a member (if so re-roll) Donate 10% of everything you make, for life Donate 10,000 gp Donate 100,000 gp Donate 1,000,000 gp Reclaim a lost [|temple|shrine] Find a lost [|priest|missionary] Find holy scriptures Find a holy relic Find a holy artifact Find the remains of holy person Free an imprisoned holy person Free an imprisoned outer planar servant of god Free a petty god ally of the faith Slay an enemy of the faith Recover stolen goods of the temple Slay a traitor to the church Burn a rival church Build a temple in a new territory Guard a shrine from harm for one year Cleanse the local [|village|graveyard] of meanacing undead Guard worshipers on pilgrimage Guard missionaries in new lands Rescue a holy person from imprisonment Cleanse a town of a vice frowned on by the religion Accept a [|brand|tattoo] of the god on your [|face|hand] for life Abstain from an action or vice frowned on by the religion Donate land to church Spend a year as a hermit in prayer Make peace with a traditional enemy Must devote spare time to charitable acts and deeds Must concvrt 100 persons to the faith Must convert 1000 persons to the faith Every monster you kill, do so in name of the god in public Must always protect members of the faith Dedicate souls of the slain to the god Must marry a member of church Must raise your children as church members Give one of your children to the church Go on a crusade killing enemies of the faith until released from service by the church Explore and find new lands for missionaries Kill monsters that will not convert to the faith Find long lost outpost of the faith Preach to carry faith into the hearts of nonbelievers Reclaim a holy site [|occupied|built on] by another faith Commemorate holy days with substantial feasts, donations and charity Sponsor yearly [|missionaries|pilgrims], [|1000gp if possible|10% total wealth] Scourge self with flagellation, scarification and self-harm Free slaves whenever possible and insist they adopt the faith Offer enemies a choice to convert or die in battle FILENAME: EMO_OSR_ExileIsland_Knigts.ipt Header: Knights of Exile Island Exile Island is a crappy place between all the great empires and crawling with remnants of great evil empires from the pre flood era. There are so many dungeons here that farmers are always wary of digging up a cursed relic, a lost city or some horrible monster when all they want is turnips. The north is still wild and barbaric but the south has the barrony and a Colony of the Great Empire on the south continent. Both these lands produce knights but others come from far off lands to quest and kill monsters that are hard to find in less horrible lands. A knight is basically a military aristocrat cavalryman who owes fealty to a superior lord all the way up to a king or emperor. Some who come to the Island are fairly exotic. Some weird non human knights also come. Undead knights occasionally roam the land too from when necromancers ruled man thousands of years ago. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/d100-knights-of-exile-island.html
table: start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& [|Knight Type[@KnightlyTypes]|Knight with Entourage[@KnightsOfExileIsland]]& Doing what[@WhatAreTheseKnightsUpTo]& Equipment
[@KnightEquipment]
& Heraldry[@MakeHeraldry]&
table: MakeHeraldry {legs==4}& {creature=='[@HeraldicCreatureDesigns]'}& On a background of [@HeraldicColours]:
& [!{1d3} HeraldicObjects >> implode
]&
{creature} [@CreatureDepiction{legs}]
Table: KnightlyTypes Knights of Barrony, where mostly evil robber knights near Shadelport come from Knights of The Empire, currently waging a long civil war around the young tyrant The Crusader knights who battle chaos eruptions in the name of the gods of Law Templar knights, warrior priests who serve the gods in the crusades Knights of Waerlund, the misty mystic Islands where knights and wizards rule together Knights of Dutainia, the Iron Kingdom, who grind the weak and poor under hoof Knights of Volnir, the frozen north kingdoms who wage eternal war against barbarians Knights of Sindra, the desert kingdom, whose curved swords serve a strange god of law Knights of the lotus-shrouded dragon kingdoms, seeking salvation from desire and slavery Knights of the Cherry Blossom Islands, who fanatically kill and die for their bloody honour code [|Paladins|Holy champions] of a particular [|religion|state|order], on a great quest to destroy evil Obsidian knights, who ride terror birds in the great jungle kingdoms [@SomeStrangeKnights] Table: SomeStrangeKnights Lizard knights, riding [|raptors|triceratops] from monster island come to challenge man Tako octopi riding flying sea horses have mass migrated to escape evil fish men Faerie knights ride unicorns (women) or stags (men) and hunt with werewolves Doom Knights, servants of the long gone necromancer kings are up to something Rowanac, chaos elf wizard knights who ride dragons, monsters and demons Giant knights ride mammoths and wooly rhinos from the glaciers to kill mankind Mutant Knights, corrupted by chaos into parodies of knighthood Changeling knights, from hidden courts of beast men and nature lords Beast knights from mongrel tribes of beast folk who seve chaos Witch knights, evil magical knights warped by the forces of hell Table: WhatAreTheseKnightsUpTo Exiles now mercenaries who hope to find a new patron Robber knights have taken over a [|ruined castle|cave] Robber knights on borderland who profit from playing sides against each other On a sacred quest seeking a relic Hunting [|enemies|a criminal] Seek a important person to rescue Off to crusade killing anything they don't like look of on the way Hunting a [|fanciful questing beast|famous monster] Seeking to carve out a territory on lawless frontier Looking for deeds for fame and glory Seek opponent to challenge for the glory Blocking a [|road|bridge] to [|challenge|tax] passers by Seek a traitor who possibly sent them here on wild goose chase [|Cursed|Damned] to complete a doomed quest Fleeing destruction of their lord and now deemed outlaws Defending the common folk who have no justice Seeking [|squires|mercenaries] for an adventure since last ones were all killed Following a leader who has shamefully led them all to tragedy and dishonour Hunting an evil [|magician|priest] raising hell the area Escorting something or someone of great importance Table: KnightEquipment
Ringmail AC+3
Spear
Shield
Sword
Helmet
Light warhorse
Scalemail AC+4
Spear
Lance
Shield
Sword
Helmet
Light warhorse
Baggage horse
Squire
Chainmail AC+5 spear
Lance
Shield
Sword
Mace
Helmet
Medium warhorse
Baggage horse
Squire
Splint Mail AC+6
Spear
Two lances
Shield
Sword
Mace
Helmet
Medium warhorse
Two baggage horses
Squire
Courtly outfit
Type one kit for squire or spare
Plate Mail AC+7
Spear
Three lances
Shield
Sword
Mace
Helmet
Medium warhorse
Three baggage horses
Riding horse
Luxury tent
Squire
Servant
Two courtly outfits
Type to kit for squire
Full Plate AC +8
Spear
{1d4+1} lances
Shield
Sword
Mace
Helmet
Light warhorse
Two baggage horses
Two squires (one young one older)
{d4} servants
Bard
{d4+1} courtly outfits
Type three kit for old squire and type one for younger one //Lady Knights fine in my setting and amazons are pretty common - i guess there could be amazon knights. feel free to change genders and names. Table: QuickKnightTypes Young Knights Veteran Knights Old Knights Hopeless knights Robber Knights Wicked Knights Foriegn knights Hell Knights Holy Knights Strange Knights Table: KnightsOfExileIsland Sir Everard a young knight seeking glory and adventure opportunities to make a name Sir Aramor driven from home and his inheritance usurped seeks allies to help him Sir Marat hopes to obtain some peasants and take them to claim frontier land Sir Donal is being hunted by hired killers and cant get home he worries about Sir Alek wants allies so he can attack humanoid villages on the frontier for glory Sir Petar seeks to kill the man who killed his father Sir Seramon looking for his sweetheart who was kidnapped by a wicked hag Sir Fanilek is haunted by a evil spirit and has fled home to spare his family Sir Danor who is secretly a lady in disguise trying to save her family and brother Sir Radiment wants quick cash and experience is looking to join murder hobos for a bit Sir Morngrim seems a gloomy down and out knight but secretly is a spy seeking bandits Sir Ormond is looking for holy relics so gods will forgive his broken vows Sir Dremond has returned from crusade to find everyone he knows is dead from plague Sir Hillary secretly a templar is looking for signs of chaos in the frontier to destroy Sir Lorien seeks elves or faeries to translate family documents for a inheritence Sir Digby likes to drink and fight and likes to join murder hobo companies for fun Sir Lor serves a dark cult and roams seeking suckers he can lure into cult dungeon Sir Villimor looking for goblins who kidnapped a peasant girl Sir Arrant has become a desperate highwayman and hides his heraldry for the shame Sir Kernu is a wild knight who has been impeding hunters and loggers on the frontier Sir Tirion is world weary and seeks a just cause to die for Sir Mardrak seeks magic to restore his youth chasing any story or lead Sir Orlak seeks to start glorious war with humanoids to reignite the flower of manliness Sir Firlion wants glory and fame after years of inglorious courtly administration Sir Wadrak is a chaos agent and wants dupes to release demons trapped in a dungeon Sir Curleon seeks secret decadent vice and inhuman pleasure often joins adventurers Sir Garlan a tired almost broke old knight wants cash but really wants a home Sir Karlid serves a vampire sorceress and lures young heroes to be her victims Sir Glorion throws splendid decadent parties and secretly has links to many cults Sir Kalidad killed his kin and now lurks country trails hoping to join robber knight band Sir Glubfrey seeks young adventurers but really he works for goblins who pay him Sir Arnold distracts travellers with colourful stories while his servants rob them Sir Seran seeks brave warriors to join him because his cult needs them as sacrifices Sir Corgan begs to join parties but he is vain, boastful and a bit of a coward Sir Bendell is a washed up drunk but he joins adventurers to cook tasty monsters Sir Viran brings his werewolf lover with him everywhere that usually ends in tragedy Sir Corman is ill and wants to die fighting, his family will blame his companions Sir Veritous is a hopeless black lotus addict and will do anything to get more Sir Bindle has inferior equipment and hopeless servants but wants to fight monsters Sir Abanathy is insanely greedy and will join explorers but will try to steal treasure Sir Doran leads a band of villains from a ruined keep and charges road tolls Sir Malcombe leads brutal murdering bandits who kill all to keep his good name Sir Toran has kidnapped many ladies to work looms and has ogres guarding them Sir Voran leads bandits but they are also cultists who torment and sacrifice captives Sir Kippel and his robber band have a ruined keep and command a long stretch of road Sir Rendel and his robber band are actually were rats but they usually hide this fact Sir Orzak is a robber and has recruited evil goat men who eat their victims Sir Telran leads a robberknight band from a cave and they worship devils Sir Malarous enjoys robbing with his band and taking hostages to their hidden dungeon Sir Banlan the one eyed leads a band of cut throats and they impale captives for fun Sir Zaran serves a witch who has brought him back from the dead several times Sir Kerab rules a village of cultists off the main roads who worship demonic megaliths Sir Varas rounds up victims by force then tortures confessions from them for treason Sir Korad works with witch hunters egging them on to atrocities while he worships chaos Sir Malekor collects orphans and buys poor children he burns before a altar in a dungeon Sir Vardel kidnaps and spoils maidens then feeds them to his wyvern in his tower Sir Garad recruits commoners to the rebellion then captures and hangs them for rewards Sir Kaldor lures victims into the forest ruled by his spider demon lover Sir Tarump boasts about his deeds but actually works with hobgoblin chiefs in secret Sir Marrus joins travellers and shares poison wine with them from his evil cult Sir Erad is a swarthy strange knight with unusual weapons for a knight on a quest Sir Tremour is a beautiful foreign knight that women harass and keep ruining his life Sir Farziv is a foreign knight with spectacular decorations who is rude and superior Sir Kalimar is a strange foreign knight actually a fishman hybrid seeking sea god relics Sir Utilkar is a exotic feather plumed knight with a obsidian sword on a quest Sir Barbar is huge foreign man with sharpened teeth who collects severed heads Sir Kunlun is a strange foriegn knight with a jade sword and spectacular fighting arts Sir Umbra is a dark skinned warrior from far away with odd customs but very noble Sir Sharmar is a strange knight from far away seeking glory in combat and gold Sir Sir Hazran a knight from distant kingdom seeking prehistoric tomb Sir Kerull is actually a devil in human form seeking escapee criminals from hell Sir Nimeon herding coffle of chained serfs to sell to raise funds for hell Sir Viran with his men rounding up villagers for treasonously avoiding taxes Sir Raddog with secret police and erinyes devil looking for traitors hiding from law Sir Masterman with cultists looking for host body for devil promising superhuman powers Sir Curmdgen looking for a hellmouth so he can deliver gifts to the dukes of hell Sir Tradmere transporting naked criminals to deposit in hellmouth Sir Mortlen seeking relics of hell sealed away by good long ago in dungeon Sir Varan is actually a shape shifting devil trying to grant wishes four souls of knights Sir Orlok a vampire knight sent by hell to killl those trying to get out of serving hell Sir Armelia a lady paladin seeking evils on backwood roads she has heard of Sir Marlok a fanatic paladin seeks to destroy village of possible chaos cultists in area Sir Tirion the paladin looking to challenge wicked knights and cults on the frontier Sir Zabur hunting ogres on frontier who have preyed on villagers Sir Marmad the paladin hoping to keep the peace on the frontier and preventing wars Sir Cordelia a lady paladin who heals the poor and hunts plague spreading evils Sir Curan a paladin seeking lost relics of good and hopes to destroy evil relics Sir Prendal a paladin intolerant of druidry and non lawful cults who tolerate evil Sir Korthal seeks to burn non lawful good holy places and kill non believers Sir Marel the paladin kept busy rescuing maidens from harm Sir Golan wears suit of decorated plate he never removes because he is a iron golem Sir Boran is actually a revenant with cultist servants who work to kill knights Sir Derleth scours the land seeking rival old ones cults to destroy for his master Hastur Sir Baran roams the land collecting treasure for master is actually a dream emanation Sir Viriam is actually a elf in disguise with druidic disciples as servants on elf quests Sir Orlando is a ancient immortal knight who changes gender occasionally Sir Mortis is a flesh golem and his servants are really necromantic apprentices Sir Perimore a famous musician and courtly lover but really he drains the life of his mates Sir Grendan the Sea knight is actually a fishman hybrid serving dark sea god cults Sir Vetrin is a imortal seeking a relic so the gods will finally let him die Table: HeraldicColours a single colour two coloured halves split [|vertically|horizontally] two colours, [|divided into quarters|checkerboard pattern] three colours in [|horizontal|vertical|diagonal] bands four colours divided into quarters // Sometimes heraldry seems to fit knights character sometimes it is a problem. My friends family coat of arms had three severed negro heads which family rightfully embarrassed by. // Feel to pick something that suits the knight though. Pick a colours that seems to suit the knight. Poses of beasts all have names and a easy way to distinguish between knights // with same beast or you might have two or three of the same beasts on one design. Table: CreatureDepiction4 head only, facing [|front|left|right] lying down standing on all fours standing on all fours, facing front standing on all fours, one leg raised standing on all fours, one leg raised face front on standing on hind legs, forelegs in air standing on hind legs, looking behind -- two of them, standing on hind legs, facing each other Table: CreatureDepiction2 head only, facing [|front|left|right] lying down standing, facing [|front|left|right] standing, looking behind -- two of them, standing, facing each other Table: CreatureDepiction0 head only, facing [|front|left|right] lying down risen up, facing [|front|left|right] risen up, looking behind -- two of them, risen up, facing each other Table: CreatureDepiction3 \z Table: HeraldicCreatureDesigns Dog (for loyalty) Cat (for the crafty) Lion (for the brave) Wolf (for the fierce) Deer (for lord of the woods) Boar (for savagery) Bear (for might) Fox (for cunning) Goat (for resilience) Bull (for might) Falcon (for alertness){legs==2} Owl (for wisdom){legs==2} Rooster (for protection){legs==2} Puffin (for fidelity){legs==2} Raven (for cunning){legs==2} Peacock (for splendour){legs==2} Finch (for industry){legs==2} Swan (for beauty){legs==2} Duck (for intuition){legs==2} Eagle (for freedom){legs==2} Beaver (for hard work) Mole (for destiny) Rat (for survival) Otter (for creativity) Weasel (for cunning) Bat (for fearsomeness){legs==2} Shrew (for savagery) Hare (for craftiness) Hedgehog (for protection) Squirrel (for preparation) Snake (for fertility) Toad (for longevity) Frog (for opportunity) Newt (for magic) Turtle (for patience) Crocodile (for devouring) Lizard (for regeneration) Raptor (for ferocity) Triceratops (for defence) Tyrannosaur (for might) Dolphin (for helping){legs==0} Shark (for savagery){legs==0} Pike (for alertness){legs==0} Whale (for might){legs==0} Swordfish (for aggression){legs==0} Barracuda (for warlike){legs==0} Catfish (for longevity){legs==0} Narwhale (for nobility){legs==0} Lobster (for inscrutibility){legs==0} Crab (for determination){legs==0} Octopus (for cunning){legs==0} Basilisk (for lethality) Wyrm (for wisdom) Dragon (for wealth) Wyvern (for determination) Salamander (for invulnerability) Drake (for cunning) Naga (for mystery){legs==0} Amphisbaena (for eternity ){legs==0} Cerastes (for steadfastness (Ram horned snakes)){legs==0} Unicorn (for purity) Yale (for preparation) Cateoplas (for awfulness) Gorgon (for fearsomeness) Peryton (for deception){legs==2} Leucrotta (for duplicity) Manticore (for mean spirited) Chimera (for versatility) Sphynx (for mysterious) Lamia (for attrition ) Ogre (for brutishness){legs==2} Satyr (for fertility){legs==2} Mermaid (for duality){legs==0} Minotaur (for guardianship){legs==2} Goatman (for virility){legs==2} Cyclops (for single minded){legs==2} Centaur (for ambiguity) Giant (for appetite){legs==2} Gigantes (snake legged giants) (for strength){legs==2} Apkallu (fish man sage) (for wisdom){legs==2} Harpy (for revolting){legs==2} Siren (for charming){legs==2} Phoenix (for immortality){legs==2} Cockatrice (for destruction){legs==2} Griffon (for ferocity) Hippogriff (for loyalty) Hippalectryon (half rooster and horse) (for alertness) Stymphalian Birds (for steadfastness){legs==2} Pegasus (for loyalty) Winged snake (for healing){legs==0} Elemental (for magic){legs==0} Hag, [|washing|holding a broom] (for terror).{legs==3}// 3 means no positions Ankou (robed skeleton with lamp and scythe) (for death) Vampire (for eternal hunger){legs==2} Werewolf (for savagery){legs==2} Hellhound (for ferocity) Hellcat (for duplicity) Demon (for evil){legs==2} Devil (for domination){legs==2} Angel (for holiness){legs==2} //Bees, snails, rabbits, eels, kingfisher and anything really depending on climate, local industry and taste Table: HeraldicObjects Holy symbol Book Grail Scales Eye Sword Axe Mace Severed head Bottle Bunch of grapes Head of wheat Poppy head Flower Tree Apple Hammer Waves Crown Sceptre Spear Horn Harp Drum Skull Armoured knight Candle Lantern Scroll Fish hook Anchor Quill Acorn Mistletoe Turnip Onion Tankard Helmet Bound faggots Burning faggots Noose Coil of rope Pick Spade Wheel Tower Castle Crossbones Open hand Heart Gem Barrel Ship Anvil Flail Cat-o-nine-tails Pitchfork Portcullis Needle and thread Smoking pipe Boot Gauntlet Chest Chain Hourglass Star Ring Key Sausage Mortar and pestle Wheat sheaf Cauldron Beehive Snowflake Teardrop Seashell Fist Bell Oakleaf Pinecone Arrow Crescent Full moon Sun Mountain Volcano Mushroom Treestump Sickle Scythe Shears Comet Jaws Compass Gate Birdcage Shepherds crook Chariot [|Hood|Domino mask] [|Chef's|Papal|Mayoral] hat FILENAME: EMO_OSR_PettyDungeonBosses.ipt Header: Petty Dungeon Bosses This is designed to provide some petty bosses quickly. This covers level bosses and faction bosses commanding sections of the dungeon usually on behalf a species of humanoid. Humanoids of different types might lead sub faction but not often a tribe. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/d100-petty-dungeon-bosses.html
//This is designed to provide some petty bosses quickly. This covers level bosses and faction bosses commanding sections of the dungeon usually on behalf a species of humanoid. Humanoids of different types might lead sub faction but not often a tribe. //Humanoids in these tables are made to be variable. You could roll up each dungeon tribal faction and assume leader of same type or chose a few exotic leaders as sub leaders. You could choose humanoids based on levels. Humanoids might dominate a lesser type as slaves (or even human). Leaders of other species might be chosen for increased might or cunning or even diplomacy. Possibly a monster of a different tribe might stage a coup and become absolute ruler but this is trick to maintain. A cheif of another tribe might be a vassal of a king of his own breed running this tribe that was defeated long ago. Evil humans join monsters to get power or because they are outlaws from the human world. Evil demihumans might bring new skills or might be extra cruel which is respected by monsters. //A typical level of a dungeon might have a main humanoid tribe and have a rival species or tribal faction. Some tribes split when they reach a certain size. Some might have a sub faction of a slave species who pay tribute. Occasionally a cult might carve out a niche as a faction. Some cults might unleash undead or other horrors that become a faction. Human cults, criminals or bandits might might settle a first level of a dungeon or deeper. Table: Start {roll1=={1d12}}& {roll2=={1d11+1}}& {tribe=='[#{roll1} Tribe]'}& {roll3=={1d{13-{roll1}}+{roll1-1}}}& {bossType=='[@BossType]'}& Tribe: {tribe}\n& Boss: [@PettyDungeonBosses]& [||| Extra: Boss [@ExtraBossTraits]] table: BossType 4:{tribe} 1:[#{roll3} Tribe]{MU} Table: Tribe Undead [#{roll2} Tribe]{roll1==roll2}{MU==' [|Cleric|Wizard|Witch|Shaman]'} Kobold Goblin Hobgoblin Bugbear Orc Lizard Man Gnoll [|Fish|Fish|Shark|Squid] Man [|Mantid|Ant|Crab|Spider|Scorpion] Man Evil [|Dwarf|Elf|Gnome|Halfling] Human Table: ExtraBossTraits is hideously scarred - might limp or have lost a eye or hand is old and wizened - but experienced is young and pretty - creepily youthful is a huge specimen - extra HP/HD +1 hit & damage is a diplomat - has allies and cooperates with factions has exotic knowledge - expertise in a skill or rare lore is a mutant - has some additional abilities is brutal - has morale bonus but minions might lack true loyalty is insane - followers fearful, unpredictable is a fanatic - dedicated to a cult or alignment is attractive - in a creepy evil way for species has a notorious magic item has a symbol of office like sceptre or crown is marked - tattoos, birthmark, unusual feature is of a powerfull family - has kin and offspring to avenge them is a schemer - has plans to wield long lost power is angry - flies into rages and poorly thought out actions is vindictive - obsessed with revenge is changed - lycanthrope or undead or other is favoured by gods - worthy of resurrection Table: PettyDungeonBosses 2:{bossType}, enjoys hunting and taking trophies 2:{bossType}, believes humans are weak underestimates them 2:{bossType}, like to capture and torture humans 2:{bossType}, enjoys single combat or duels 2:{bossType}, seeks to raid humans outside dungeon 2:{bossType}, seeks to dominate dungeon by force 2:{bossType}, wants to kill factional or tribal enemies 2:{bossType}, wants to battle with armies 2:{bossType}, seeks to exterminate a personal enemy 2:{bossType}, wants to create alliance to war against humans 2:{bossType}, wants human slaves 2:{bossType}, obsessed with treasure 2:{bossType}, seeks magic relics for personal power 2:{bossType}, wants to increase control over dungeon 2:{bossType}, wants to pit enemies against each other 2:{bossType}, seeks ancient relic of power 2:{bossType}, seeks to operate as bandits preying on merchants 2:{bossType}, seeks treasures to use as diplomatic gifts 2:{bossType}, seeks to corrupt local humans to evil 2:{bossType}, wants to impress a greater evil 2:{bossType}, seeks power in a demon name 2:{bossType}, seeks to serve a humanoid racial god 2:{bossType}, worships the dukes of hell and hopes to impress them 2:{bossType}, wants to awake ancient evil deep in the earth 2:{bossType}, works with a chaos cult above own kind 2:{bossType}, worships god or demon of undeath 2:{bossType}, worships god or demon of filth and disease 2:{bossType}, worships a blood god or demon of murder 2:{bossType}, inspired by dreams from evil powers 2:{bossType}, collects idols of many lesser evils 2:{bossType}, harbours renegade wizards from human lands 2:{bossType}, made pact with sorcerer cult of hedonists 2:{bossType}, helping a wizard find evil relic 2:{bossType}, has gathered tribal witch doctors 2:{bossType}, working with a coven of humanoid witches 2:{bossType}, works with a renegade human alchemist 2:{bossType}, has a wizard who helps make dungeon monsters 2:{bossType}, has a demonologist to summon and contact evils of netherworld 2:{bossType}, has a necromancer and apprentices to provide undead 2:{bossType}, has recruited failed evil apprentice wizards from the city 1:Human criminal leader on run from local town or city 1:Human bandit leader whose gang mostly destroyed by law 1:Human highwayman on run from law hiding out in dungeon 1:Human mercenary captain who betrayed his company on the run 1:Human knight has turned evil and wants revenge on human order 1:Human savage barbarian who loves cruelty found dungeon after tribe killed 1:Human serial killer on run found dungeon and convinced it is paradise 1:Human guildsman from town driven to dungeon over corruption scandal 1:Human agent serving evil town faction hoping to use dungeon monsters 1:Human captured by monsters since youth has climbed to top ranks 1:Human wizard has moved into dungeon to perform experiments 1:Human sorcerer seeking dark secret and using monsters 1:Human priest has fled to the dungeon to rebuild forbidden cult 1:Human druid wants vengeance for destruction of his cult and forest 1:Human priest wants to restore ancient doomsday cult 1:Human sorcerer escaped mob and hopes to build pleasure pit for self 1:Human wizard thrown out of university for forbidden research 1:Human priest seeking to awaken ancient evils in the depths 1:Human sorcerer following devil sent dreams came to dungeon 1:Human wizard bitter about life gone wrong has joined monsters to ruin world 1:Ogre moved in and ate previous boss and just took command 1:Ogre was sent here by bigger boss to streamline or eat faction weaklings 1:Ogre was raised as a baby and considers faction it's family 1:Goatman witch cultist impressed tribe with savagery and fighting skills 1:Minotaur moved in and tribe gave it gifts till it agreed to be boss 1:Lizard man hero outcast of tribe was recruited by tribe to be war leader 1:Chaos frog man brought bounty of food with it and made into boss 1:Verbeeg giant moved into lair and locals began to worship it 1:Troll came from the depths and saved faction from enemies and was made boss 1:Troll was grown from a cutting brought by a travelling witch doctor then ate way to top 1:Chaos centaur lives for violence has proven to be champion of tribe 1:Ogre Mage simply arrived and assumed control as part of some greater evil scheme 1:Mummy risen from the dead has assumed command to help it find something long lost 1:Manticore came into dungeon and moved from accepting sacrifices to being boss 1:Leucrotta came to the faction and used its sly charms to become a boss 1:Thri-kreen mantis man ate all the elves in the dungeon and is being boss till finds kin 1:Gargoyle has learned of opportunities for torture as a dungeon boss 1:Foul harpy seeks worship and slaves happily using tribe 1:Wight seeks to raise evil horde to destroy human as act of revenge 1:Medusa uses tribe to perform tasks awkward for her 1:Wererat leader become boss with promise of giving others power 1:Werewolf has become leader in a plot instigated by demon 1:Doppelganger replaced leader and stayed to enjoy the power 1:Jackalwere came to eat but has decided to stay and rule 1:Wolfwere has taken over to keep a continual supply of victims to eat 1:Werespider dark elf has been sent to prepare for spider queen plot 1:Wereraptor lizard man hero has come to master the dungeon for the reptile gods 1:Werebat came looking for blood but found a home and position of authority instead 1:Lesser spirit being adopted human form to use faction to avenge self on enemies 1:Werecobra cultist came from distant lands and usurped faction to find snake god relic 1:Imp is real power behind faction boss puppet who relies on imp advice 1:Quasit is worshiped by faction as a minion of demonic powers 1:Rutterkin Demon bullied way to being in charge as part of evil plot 1:Abishai Devil is here secretly looking for recruits to diabolic legions of hells 1:Alu-demon used shapeshifting to infiltrate faction for revenge against ortal parent 1:Cambion brought to world to sew demonic influence over the dungeon 1:Spined Devil was sent to carry a message but ended up replacing dead recipient 1:Piscodaemon was summoned by previous boss but daemon revolted and took over 1:Succubus/Incubus Demon used charms to take control of faction on evil mission 1:Bearded Devil is on a mission to command dungeon factions FILENAME: EMO_OSR_MagicFrogs.ipt Header: Magic Frogs for the Village Frog Shop A exotic frog might be seen near any body of water anywhere; possibly magic water attracts or creates magic frogs. Magic frogs might make a good potion ingredient or a quest. Frogs can be hard to catch and are harder to grab than whack as they have slimy skin. When you do catch a frog it starts screaming which sometimes startles a catcher (zero level save or drop) and scares other frogs away. Tadpoles might be about in right time of year. Toads are interchangeable and often less dependent on water if you have too many frog incidents. Lots of slate doorsteps might have a toad who lives under them. Most peasants think frogs and toads are lucky. Old nature cults adore them. The modern high church suspects they serve evil and are evidence of witchcraft. But screw those guys. Frogs rule. Now you will need a frog dealer in every village. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/d100-magic-frogs-for-village-frog-shop.html
table: MagicFrogs Glow in the dark\nSpooky by night often taste bad or toxic. Albino cave frog\nSigns of subterranean wet caves. Giant frog\nA foot long frog eats whole rats or kittens or snakes. Night frog\nJet black frogs very hard to see anywhere wet and dark has chilling scream. Bloodfang frog\nBrilliant red when angry or calling and can bite with bony teeth. Hairy froghas hair like fur and each can make a quality glove. Bullet frog\nHas a hard nose and hurts when they panic and jump into people. Screaming frog\nScreaming like woman, predators attack fools who come to help. Barking frog\nSometime cause children to climb down wells to save the puppy. Unifrog\nHas a small horn which it might stab any harming the water with pollution . Chaos frog\nSwirling opalescent colours, explode like grenades for 2d4 on death. Batwing frog\nFrogs that annoyingly croak on your roof and attracted to lanterns. Jewel frog\nHave a semiprecious stone or sometimes cut gem in forehead. Acid frog\nDamages anything that eat them for d4 or you can squeeze out a few drops. Fog frog\nWhen croaking release ufs of fog, hundreds will bathe area in mist. Slime frogs\nFill ponds with slime that traps bugs and larger animals. Church frogs\nMarked with a holy symbol, stop croaking if undead nearby. Wolf frogs\nTravel in packs, have teeth and attack giant rats together . Stone frog\nLooks like a sling bullet size rock but scream when you touch them. Mesmer frog\nCroaking is hypnotic making larger creatures dopy and slow witted. Web frog\nSpin webs and colonies cover water in web to catch food and defend babies . Devil frog\nSpookily chant your name when close, orange warty and horned. Lemon frog\nBrilliant yellow can harmlessly squeeze out juice flavour to food . Bearded frog\nLook very jolly and croak sounds like laughter. Spike frog\nIf grabbed spikes pop out skin and stab attacker for d3 . Vanila frog\nTastes delicious and secretions can be used in cooking without harm. Purple frog\nLick it and fail a save will have d4 hours of visions of the frog gods . Horned frog\nHas tiny antlers that inflict a d3 damage, fight each other to rule a pond. Crown frog\nHas tiny gold crown and can talk, half tell horrible lies and are con artists. Lava frog\nHeat resistant and flammable, will ignite on own if angry, d4 dam to touch. Message frog\nWill repeat one sentence for a day if given a mouse to eat. Barn frog\nWill croak if intruders enter barn in return for a grub every day. Dairy frogs\nLike to swim in and steal milk but can be bribed to churn cream to butter. Doorstep frog\nLives under doorstep and croaks if evil being steps before door. Grave frog\nLives in graveyard and will hop immediately away if placed on undead grave. Sugar frog\nTaste sweet like candy if licked but can be addictive if over used. Master frog\nWill coerce other frogs to sing it's orchestral compositions nightly. Blue frog\nWill croak if there are any snakes about area and will try to flee. Cave frog\nIf you lick it will give you thermal vision for ten minutes, d6 licks per day. Galens frog\nWhite with red cross, if you lick it will heal 1hp good for 2d4 licks a day. Bone frog\nLike to live in corpses and skulls which is creepy when the sing at night. Astral frog\nMakes peculiar sound if astral beings near, kept by shamen as pets. Witch frog\nIf killed the killer is cursed, has a pentacle on back, commoners avoid. Flint frog\nHas flint heals and can spark of a fire in dry conditions if hops in fear. Fruit frog\nEat a fruit whole then disguises self as the same fruit that tastes gross. Wart frog\nIf warty skin is touched will be infected with warty charisma ruining growths. Blindmans frog\nHave blindness venom on skin infecting any who touch or lick. Hangmans frog\nWeaves skin into rope and leaves noose snares around ponds. Storm frog\nCarry a shocking grasp once a day d8+1 it uses to hunt with. Steam frog\nIron frog can heat up cooking nearby critters, also kept in kettles. Blink frog\nHas very fast reactions and can teleport ten feet several times a day. Crystal frog\nTransparent and if held while casting ads +1 Lv once a day. Grog frog\nTaste like whiskey, once a day you can squeeze out one shot single malt. Skin frog\nCan be inflated as a air bladder or filled with gallon of water or wine . Cleric frog\nWill clamp on a bleeding wound and stop a person dying. Guard frog\nIf placed by door and fed for 12 hours will croak if any come through door . Wetstone frog\nStony warts can be used to sharpen blades on but tends to ribbit a bit. Leaf Frog\nLarge leaf looking growth on back seasonally changes colour and song. Magistrate frog\nPlace on a persons head will croak if person tells deliberate lie. Thief frog\nGrey wiry fingered rough backed frog can be used as a set of thieves tools. Faerie frog\nCroaks wildly if any faerie circles or magic active in area at night. Goblin frog\nOnly sit on non toxic mushrooms or toadstools and croaks on magic ones. Compass frog\nLikes to face direction of sunrise day or night, especially if well fed. Ice frog\nImmune to cold and radiates a chill that can keep food or a copse fresh. Arrow frog\nCan be used to poison a d6 arrow heads a day, save or 2d6 damage. Ogre frog\nTwo foot long and ugly, AC+3 HDd4 bite d4 and chases dogs and children. Sulphur frog\nIf touches flame burns a d4 rounds then explodes for 2d4 over ten feet. Rust frog\nRusts metal like a rust monster but avoids touching if possible. Plague frog\nBig fat and if squashed bursts spreading disease to all in ten feet. Clown frog\nIf licked causes victim to act like slapstick comedian for a hour if fail save. Xylophone frog\nLike to sit in rows according to notes in scale to sing. Kissing frog\nUsed by teens to practice kissing, frogs don't mind much. Seer frog\nCan determine sex of unborn child by which way hops off ladies belly. Sacred frog\nWill avoid any unholy place, ground or objects, prey when singing. Salt frog\nAnimals like to use as a salt lick, salt tolerant breed. Babel frog\nIf licked victim who fails save cant make comprehensible speech for a day. Beer frog\nIf placed in beer stien increases alcohol content by d4%, frogs like it . Plough frog\nTurn over gardens looking for worms welcome at planting times. Bakers frog\nIf sits in yeast will grow faster and frog skims off it to feed self. Smith frog\nLeaks arsenic which is used in metal work or for poisoning or makeup. Talking frog\nLikes to point out peoples flaws, short comings and fears, not popular. Singing frogs\nSing popular bard tunes they hear from passing singers. Gossip frog\nKnow all the local village rumours but requires worms as payment. Slander frog\nTells awful lies and makes vile claims about anyone if asked. Counting frog\nWill sort coins and stack neatly in lots of 20. Wizard frog\nMumbles arcane sounding gobbledygook some claim helps spell research. Choir frog\nWill sing hymns, large group sing beautiful harmonies . Limerick frog\nRecites often bawdy and filthy rimes popular in pubs. Lying frog\nTells outrageous whoppers nobody would believe . Foul mouthed frog\nSwear horribly with unwholesome stream of vile phrazes . Lotus frog\nSweats addictive lotus resin causing nightmarish hallucinations . Warp frog\nIf eaten causes a petty mutation, frogs dont mind being eaten . Treasure frog\nKept in stash will croak if thieves touch loot or open storage container. Mariners frog\nIf licked allows you to breathe water for a turn, d4 doses per day. Sin eater frog\nCan eat a curse once a week . Magi frog\nCan cast one first level spell a year. Displacer frog\nNever where it seems to and casts illusion of self elsewhere. Plutonian frog\nLick it and if fail a save sends soul back to dawn times for a hour. Time frog\nIf you kill it time rewinds one minute, they stopped breeding aeons ago. Doom frog\nKill it and will try to possess you and make you commit suicide. FILENAME: EMO_OSR_CampsitesOnTheRoad.ipt Header: Campsites on the Road So when travelling the roads and forests of the wilderness abandoned campsites are a common feature. Military scouts are trained to sniff these out for information about enemy so a track roll might do the same. A typical campsite includes a fire, areas for sleeping with dug out depressions and rubbish. Feel free to adlib how old a site is. You could just present as is and let players work out or lett tracker know exactly what. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/d100-campsites-on-road.html
table: Start [@AbandonedCampsites]\n[when not]{nofire}[do][@OldFire][end] [@OccupiedCamp]\n[when not]{nofire}[do][@Fire][end] table: OldFire The fire was [@FireWas][||||, now covered with dirt|, since buried and concealed]. The fire has been used as ground oven and is now an open pit strewn with ash. The remains of a makeshift spit for cooking hang over [@FireWas][||||, now covered with dirt]. Charred logs from a bonfire lie in a heap. The fire was composed of [|a burned out old tree stump|several small trees]. In the center [|lies a makeshift stove from stones|are marks where a field stove was]. Remains of a roast hare in a spit hang over cooling coals. table: FireWas a pile of charred sticks with ashes a dug out depression with warm charcoal in the bottom a dug out firepit lined with stones table: Fire The fire is [@FireIs]. The fire is an open pit used as a ground oven. A makeshift spit for cooking hangs over [@FireIs]. Burning logs form a bonfire. The fire is composed of [|an old tree stump|several small trees]. In the center [|lies a makeshift stove from stones|sits a field stove]. A roast hare in a spit hangs over open flames. table: FireIs a pile of burning sticks a dug out depression with burning charcoal in the bottom a dug out firepit lined with stones table: AbandonedCampsites 3:Common campsite, now abandoned. Poacher camp\nSigns of skinned deer and other forbidden game. Nasty orc camp\nWith torn up animals and feces everywhere. Goblin camp\nWith wolf or bat dung and shroom spores. Bandit camp\nWith slit throated dead prisoner chucked in ditch. Wagon nomads camp\nWith signs of wheel and horse tracks. Wood elf camp\nBarley noticeable and concealed with dead leaves. Dark elf camp\nWith spattered blood and traces of spider silk. Highwayman's camp\nWith scattered baggage thoroughly looted. Beastmen camp\nWith raw meat and skin scraps and feces heaps. Ogre camp\nWith mashed and chewed remains of human corpses. Lizardman camp\nWith shed skin and remains of cooked fish. Halfling camp\nWell cleaned with buried garbage of huge feast. Ratmen camp\nWith chewed bones, shed hairs and feces. Druid camp\nWith signs of blood rituals and sacrifices. Cultists camp\nWith demonic graffiti and several defiled corpses. Necromancers camp\nWith chunks of zombie and human flesh with stench of death. Gnome camp\nWith fresh dug sleeping burrows and a lost red cap. Dwarf camp\nWith sawdust, metal filings and empty food tins. Pilgrims camp\nWith broken sandle, carved holy symbol and fresh grave. Flagellants camp\nWith blood, broken bottles and ends of whips and flails. Fishman camp\nWith sea shells, burned seaweed, fish bones and a wax tablet. Posse camp\nWith remains of a wanted poster, and remains of trail biscuit wrappings. Army camp\nWith dug trenches and neat tent stake holes and scraps of cooked food. Homeless camp\nWith broken bottles, old blankets, clothes and stolen house hold goods. Farmers camp\nWith spilled grain, remains of rabbit on spit, scraps of breadcrumbs. Tinkers camp\nWith scraps of repaired goods and some broken tools. Murder hobo camp\nWith copper coins, worn old pornographic prints, smashed bottles. Serial killer camp\nWith faceless human skins, bloody knife, hatchet, human limbs. Cannibal clan camp\nWith charred human skulls and a blood covered impromptu idol. Witch camp\nWith eyeballs, pieces of candy, childrens bones and a toad. Loggers camp\nWith tree stumps, wood chips, bacon fat scraps and ox sledge tracks. Common hunters camp\nWith buried guts, scraps, campfire and broken arrows. Highborn hunters camp\nWith headless skinned carcasses and impressions of noble tents. Knights camp\nWith hoof prints, tent impressions, posh food scraps and broken lances. Monks camp\nWith broken ceramic or wood bowl, prayer beads, scrap of cloth. Swineherds camp\nWith acorns, pig bones, food scraps and pig shit. Shepherds camp\nWith spilled milk, crumbs of sheep cheese, scraps of wool and shit. Prospectors camp\nWith donkey hoof prints, fragments of samples and mineral tests. Gnoll camp\nWith broken and chewed bone fragments and urine stench. Mutant camp\nWith scraps of rotten food, shed skin, mutant corpse and trails of slime. Minstrel camp\nWith several broken strings, broken wine bottles, used underwear. Masons camp\nWith fragments of stone, metal tool chips, scraps or rope and cord. Fishermans camp\nWith broken hooks, fish bones, scraps of line, shed of net. Spy camp\nWell concealed and clean to a fault, buried smokeless fire pit.{nofire=='yes'} Idiot camp\nWith burned half cooked food, a sock, tinderbox and duck head on stick. Feral children camp\nWith food scraps, broken stolen things, battered old ragdoll. Goat herder camp\nWith chewed scraps of clothing, grazed vegetation and ringbarked tree. Rangers camp\nWith well covered fire and few clues but secret signs left for other rangers.{nofire=='yes'} Adventurers camp\nWith scattered old coins, fragments of map and armour scraps. Slavers camp\nWith dozens of bare footprints, chain links, food scraps and a corpse. Messengers camp\nWith discarded partly burned messages, hoof prints and ration crumbs. table: OccupiedCamp Travelling village drunk camp\nWith half empty bottles and a sleeping drunk. Bandit camp\nWith a steaming stew pot, pit trap, snares and bandits hiding near. Witch camp\nWith cauldron bubbling on fire, invisible witches hiding in plain sight.{nofire=='yes'} Slavers camp\nWith bound prisoner in open while slavers hiding with nets. Cultist camp\nWith cursed idols and bound captive awaiting later sacrifice. Bounty hunters camp\nWith caged prisoner and several grizzled veteran hunters. Elf camp\nWith mushroom fairy rings and invisible mischievous thieving faeries. Druid camp\nWhere druids recruit and offer healings in secret from civilization. Wizards camp\nWhere bitter outcaste wizards drink and trade forbidden spells. Assassin camp\nWhere hired killers rest between local jobs and drink. Rangers camp\nWhere people come to hire guides and scouts. Filthy camp\nOf outcast prostitutes secretly chaos cult with succubi/incubi leader. Monk camp\nWhere humble monks with basic shelter pray and meditate in silence. Mutant camp\nWhere outcaste freaks wallow in misery, suspicious of normals. Templar camp\nWhere they investigate reports of chaos infiltrations in the region. Out of work labourer camp\nWith men drinking and talking about uncertain futures. Bandit camp\nWhere drinking bandits celebrating with loot and hostage. Travelling carnies\nCelebrating, don't mistake them for a chaos cult and kill them all. [|Witch|Chaos cultist] camp\nWhere they meet for cult orgies. Orc camp\nWhere band stages raids from, wanted by kingdom for atrocities . Dark elf camp\nWhere they torture prisoners, surrounded by screaming fungus sentries. Ogre camp\nWhere poor ogres trapped into listening to halfling captives recipes. Paranoid murder hobo camp\nWith no sense of humour in hiding to divide treasure. Flagellants\nHaving drunken party have lured local teens to join them in secret from kin. Woodcutters\nEither working, eating huge meals or drinking, with makeshift shacks. Skinners camp\nWith hunters skinning animals, stretching onto frames and salting. Noble hunters\nGorging selves in fancy tents while servants toil for them. Monster hunter camp\nExpert hunters with villager beaters, resting and building traps. Poachers camp\nWhere villains eating royal deer and other game, a death sentence. Military camp\nOn scouting maneuvers, will question suspicious strangers. Herders camp\nWith goats or sheep or swine here for food or taking beasts to market. Homeless urchin camp\nWith stolen goods, suspicious of adults and weapons. Sylvan beings camp\nTo drink and dance, use charms and addictive food on visitors. Lesser demons\nCavorting around bonfire eating human and tormenting prisoners.{nofire=='yes'} Devils camp\nWhere they rest while taking bound sinners to hellmouth to be punished. Apprentice wizards\nStopping to get drunk on way to city to attend school or guild tests. Wizard with apprentices and guards\nOn quest and looking for adventurers for a job. Lynch Mob camp\nHaving caught victim, now they plan what to do with them. Sheriff with beadles, bailiffs and deputies\nLooking for dangerous murder hobos in area. Criminal syndicate agents\nOn mission hiding from law, camping here till they find a lead. Barbarians camp\nIn hiding planning to raid, pillage and murder some soft villagers. Priests camp\nWhere seasonal holy fok come to maintain a obscure shrine. Drug cartel\nBrewing up and padding out drugs with glass, weeds and feces. Necromancers camp\nHacking up stolen corpses and using to create horrible construct. Cannibal clans\nHaving a cookout and celebration of siblings getting married. Herbalists camp\nGathering and preserving valuable medicine and party drugs. Artist colony\nMany naked, painting, sculpting, reading poetry, planing new world order. A petty god and some followers\nHaving a few drinks and sharing pseudo wisdom. FILENAME: EMO_OSR_WhatsInTheWagon.ipt Header: What's in that Wagon These could be used for non foot traffic in city, road traffic in country, targets for bandits or other uses. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/d100-whats-in-that-waggon.html
table: WhatsInTheWagon Ox pulled hay wagon with kids and some animals in the back Single horse covered cart with urns of milk for delivery Traveller wagon with two horses and attractive folk art for three generations living inside Barbarian nomad wagon with family hoping to settle on farmland away from frontier Draft horse wagon with load of beer barrels Caged prison wagon transporting convicts to labour or bigger prison Armoured wagon for valuable goods with armed guards Battered old horse and cart for the blood and rag man collecting scraps Nightsoil wagon manned by gongfarmers collecting human waste Merchants wagon with chests, barrels and boxes and sacks of goods with a guard Corpse wagon collecting dead and taking to lime pits to be buried Funeral wagon transporting coffins for burial attended by costumed funerary workers Ox wagon transporting [|stone monuments|statues|stone blocks for building] Ox wagon transporting lumber and wooden beams for building Church wagon with mobile shrine and templar guards and priest Huge temple juggernaut pulled by ox team with staff of priests and guards Wagon with chanting monks delivering documents Wagon transporting [|pigs|goats|sheep] to slaughter Wagon load of sacks of grain being taken to market Wagon load of crates full of vegetables and fruit to be taken to market Coach service between settlements with passengers, driver and guard Private coach of wealthy local traveller with guards Noble coach with servants and soldiers Coach for hire looking for passengers to give rides Butchers covered cat making meat deliveries Tinkerers wagon often parked making repairs for a customer Palanquin of wealthy transporting a lady in covered box with guards and servants Chariot of arrogant rich youths on joyride with little concern for passengers Palanquin with open box with bloated bejeweled hedonist with servants and guards Dark covered palanquin silently carried with masked robed servants Wagon with cage load of urchins captured off streets to sell to sweatshop Slavers wagon with cage overcrowded with slaves escorted by guards Villagers with families on way to festival Military supply wagon with armed humourless soldiers Clothier wagon with bolts of cloth, boxes of clothes and young apprentices Carpenters wagon with furniture, crates, barrels and apprentices Potters wagon with crates of ceramic bowls, jars and plates Wine merchant wagon with barrels and bottles and amphora Oil merchant with jars of [|aromatic|cooking|lamp] oil Woodcutters cart with loads of firewood and tinder Militia wagon with cage full of drunks and murder hobos caught sleeping on streets Militia wagon with chained prisoner being pelted by passers by before execution Carny wagon with freaks and clowns inviting public to local fairground for show Traveling show wagon with actors, bards and apprentices inviting passers by to show Wagon from hospital parading disabled and mentally ill for public humiliation Wagon of harlots waving to passers by with pimp and armed guards on way to frontier Battered wagon loaded with supplies and miners returning to their claim Wagon of cats, dogs and ferrets to be sold to frontier farmers Ratcatchers cart pulled by donkey with sacks of rats, traps, rat skins and rat jerky Wagon of halflings drawn by ponies on holiday full of fancy snacks and grog Draft horse wagon with load of beer barrels, hidden bandits inside several barrels Run down but decorated traveller wagon with old fortune teller Necromantic apprentice transporting zombie workers for master in covered wagon Wagon load of oil in large sealed clay jars for palace actually asphyxiated bandits Funeral wagon actually transporting a vampire to new territory allocated by lord Cart of scrap and old junk crawling with gremlins dropping off regularly driven by drunk Robed man with cart of rotten garbage actually a rat man with hundreds of plague rats Palanquin with covered box transporting hookah smoking rakshasa to monster party Wagon of bitter murder hobos travelling to brothel with dungeon loot and prisoners Fishmen hybrids in wagon transporting cocoon of lungfishman wizard from elder age 61 Stunted evil foreign dwarves with wagon of trade goods and hidden black lotus resin Wagon load of kobolds in cages for slave markets driven by retired adventurer Witch hunter wagon with talking goat in cage to be taken to trial winks at adventurers Siege weapon on wagon operated by experimental monster hunters Wagon of noble tents and supplies for rich camping holiday for decadent aristocrats Wagon of stone statues actually gargoyles, golems or other monsters Wagon load of chests actually mimic clan moving to new dungeon home Wagon of hospitallers relocating lepers actually doppelgangers trying to avoid scrutiny Wagon of goat wizards with charmed human driver travelling to secret conference Ghost catcher with wagon of poltergeists in bottles being careful not to have accident Prisoners of war in prison wagon actually carrying the plague, guards just got sniffles Wagon crowded with religious idols commissioned by various faiths Wagon load of possessed swine being taken to butcher but plotting to escape Alchemist supply wagon with wobbly wheel driven by drunk apprentice Childcatcher wagon loaded with complaining halflings pleading innocence Caged wagon with owlbears bound for circus or menagerie Wooden cage load of rust monsters being transported to enemy territory for gag Wagon of diseased blankets to be given to wild frontier folk Elf wagon moving a sick old treant to kinder climate with less root fungus Wagon of bones being transported to necromancer cult to build skeletal monsters Wagon of monks on pilgrimage actually foreign assassins on mission Wagon with concealed glass jars of green slime being transported to dungeons Wagon with blinded chained ogre being sent to work in a mill Wagon of orphans being freighted to cathedral school to become clerics Wagon of fruit and vegetables with stowaway vegepygmies seeking a new colony Devil swine with charmed flunkies and stolen wagon looking for village to take over Apprentice driving wagon of wizards foes polymorphed into pigs to butchers yard Dragon in human form driving hoard of loot to new cave as old one kobold infested Elf wagon shipping annoying prankster goblins in kegs to new habitat Dwarf wagon with mobile smithy makes armour and weapons, follow conflicts for cash Secretive shapeshifters in wagon searching for kinfolk missing in human lands Cultists transporting monster eggs to dump in settlement water supplies on travels Cultists with secret mobile shrine pretending to be wholesome traveller family Murder hobos with wagon of stolen tribal relics crawling with angry spirits Cultist transporting demonologist supplies including idols, unholy water and amulets Dungeon monsters in disguise trying to liquidate loot into cash for boss monster Witch wagon decorated heavily with cauldron inside and herbalist supplies Disguised lizard men with dinosaur asleep under tarp transporting to new swamp Royal coach with important noble, entourage, guards, servants and train of baggage Disguised demons pretending to be friendly family looking for victims to corrupt FILENAME: EMO_OSR_LotusCultDeaths.ipt Header: Diabolic Deaths of the Lotus Cult Generally anyone who meddles with the cult is targeted by assassins. Sometimes they are forewarned by a scroll with a poem or symbol. Sometimes not. Usually the cult use various increasingly bizarre assassination techniques which this table should help with. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/d100-diabolic-deaths-of-lotus-cult.html (see also) elfmaidsandoctopi.blogspot.com/2017/01/sinister-underland-of-east.html elfmaidsandoctopi.blogspot.com/2016/06/black-lotus-dreams.html
table: DiabolicalDeathsOfTheLotusCult Venomous spider in bed Scorpion in clean clothes or boot Cobra in a mystery gift box Trapped in sealed space with wasp nest or bee hive Poison blowpipe dart or shuriken Poisoned food or drink Assassin in ceiling drops poison in mouth in sleep Contact poison put on weapon, spellbook or favorite tools, slowly builds up Multi stage poison in different food and drinks Plague contagion in bedclothes, possibly mummy dust Poison needle placed in own equipment or home Noose dropped from above by killer in tree or rooftop Masked strangler with garotte wire or cord or scarf Room sealed and flooded Poison gas flooded in room while asleep or in package Building made to collapse with acid and oxen tied to beams Building exploded with spell or gun powder Dangerous animals locked in room like panther or wolves or python Dangerous monster released into sealed room with victim Mutagen used on victim with witch hunters tipped off about demon spawn Lured into underground chamber then sealed Dropped through trapdoor and sealed in pit Dropped through trapdoor into poison spiked pit Dropped through trapdoor and sealed in well or subterranean river Dropped through trapdoor into sealed pit with creature Dropped through trapdoor into sealed pit with poison gas Dropped through trapdoor into sealed pit with alchemist fire trap Dropped through trapdoor into sealed pit that fills with sand Swinging pendulum on stair case or doorway or even bed A servant or loved one controlled by drugs or spell with poison knife Assassin disguised as a guard or servant or follower Doppelganger assassin in disguise as servant or follower or loved one Mimic disguised as bed or pillow Sheet phantom disguised as bed clothes Loved one or follower killed and made undead sent to get close and kill Potion put in food makes victim explode after some time elapses Drop a gargoyle or stonework from wall or roof onto passing victim Cause stampede of cattle or horses to trample victim Rabid plague rats thrown in room then locked Deadly grub like kyuss or rot grub dropped in bed in sleep Poison arrow or dart fired by sniper or trap possibly in bed or at desk Green slime dropped from glass vial from rooftop Lasso thrown around victim neck tied to fast running horse saddle Out of control horse coach runs over Building sealed and set fire to Town gang hired to kill victim Town militia bribed to kill victim Fake evidence of treason planted and secret police informed Stabbed in public by disguised assassin with poison dagger Fired on by snipers with bows, possibly poisoned also Follower or servant "accidentally" attacking by ambush during a attack or hunting Bridge sabotaged when travelling Horses startled (insect sting) make gallop out of control Stirges released in bedroom Candles or lanterns have slow burning poison added to fuel poison over time Back stabbing assassin infiltrates house and attacks in privy or bedroom Ambush from hired bandits targeting victim first then flee Assassin in privy pit with spear impales victim on toilet Suicidal knife wielder who swallowed poison if caught Suicide squad of assassins who take poison if risk of capture Suicidal disguised assassin tries to push victim off building Suicidal assassin with explosive alchemist potion or spell explodes near target Assassin disguised as healer uses poison potions Assassin courtesan or attractive honey pot lures victim into vulnerable intimacy Assassin will use city or castle portcullis by dropping on victim Assassin will use city or castle or murderholes to kill with rocks or boiling oil or lead Will cause avalanche or rockslide while on road Assassin uses hidden siege artillery piece to attack bed chamber or privy Monster such as cave lobster, python, giant leech or neo otyugh thrown in privy Crane with freight goods being loaded or for construction dropped on victim Narcotic vapour from tampered candles and torches send victim into drug coma Dosed with drugs and assailed by normally invisible spirits Dosed with berserker drug cant stop fighting to death next battle Evidence of crime sends victim to prison where goalers bribed to kill them before trial Gang murders easier but important target leaving evidence that true victim is the killer Victim kidnapped and tortured by masked cultists slowly for days Victim kidnapped and and restrained in slow killing cruel apparatus Illusion that victim is a monster causing friends and lawmen to kill victim Illusion that friends trying to kill victim creates fights, conflicts and trauma Illusionary nightmare beast haunts dreams causing death by fear A wizard is hired to lightning bolt victim while vulnerable A wizard is hired to fireball victim while vulnerable Invisible assassin climbs up walls to attack target in own room Target's room webbed then ignited Target is charmed to lure into alley and be stabbed by hired thugs Gang of fanatic masked apprentices fire magic missiles and burst into smoke if killed A elemental appears to kill target sent by hired wizard A magician sends a evil spirit to kill the victim A demon appears to kill target sent by hired wizard Dragon egg yolk spattered on victim, mother will hunt to ends of the earth Frozen cube of troll flesh snuck into bed or privy Polymorph into rat potion in food possibly a cat sent in to finish A succubus/incubus sent to seduce and charm victim then kill A demon disguised as member of household attacks Summoned monsters appear summoned by invisible wizard An invisible stalker attacks victim in sleep Gargoyles attack by night tearing open walls and carrying victim into sky to drop Spectral hounds are sent by hired cultists to drag victim to another plane Wraiths sent by necromantic cult attack by night while victim asleep A minor deity is called on to send a servitor or avatar to slay the target FILENAME: EMO_OSR_PettyHauntings.ipt Header: Petty Hauntings and Faking Stories from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/petty-hauntings-and-faking-stories.html
table: PettyHauntings Stench of rotting flesh comes and goes inexplicably Smell of burning flesh Odour of spice like cinnamon Smell of spilled booze Smell of fresh meat, blood and gore Incense smoke from some long forgotten ritual Smell of hellish sulphur Phantom smoke causes eyes to run and coughing Musky animal spells of past creatures Stench of [|vomit|feces|urine] wafts by Rattling chains Distant moaning Close by sudden scream Distant sobbing Moaning from torture victim Shouting and sounds of past fight Something like rats in the walls Phantom footsteps following Sounds of [|hammers|mallets] pounding Clanking of armour wearing soldiers Feel hand brush against hair Hair stands up on body with goosebumps Chill flows over area Feel a spirit passes through your body Flames blow out in strange sudden breeze Feel phantom bug climb leg or inside armour Feel sensation of walking through cobwebs Feel icy hand [|grasp neck|stroke body] Something in hand becomes suddenly hot like fire Sensations of dizziness and nausea Strange shadows seen but no source Bloody wet footprints that lead to a [|door|trap] Dripping wet figure turns revealing rotting face and fades Bloody weapon on floor vanishes when examined Phantom rat swarm pours from hole then vanishes before touching A blurry figure breaks from cover and runs through a wall A transparent spectral figure steps through wall, looks then vanishes A floating dripping ghostly head appears then vanishes Bloody handprints appear on walls Bloody pool forms on floor from past murder Stone drops from roof [|on|near] person Skull chatters jaws eerily Bones roll across path Noose drops from the roof Door slams loudly Ground shakes as if something huge coming Writing appears on wall in [|chalk|blood] Muddy depression form as if invisible person walking in mud A musical instrument plays itself A [|chair|table] slides along the floor Chain writhes across floor like constrictor snake Lantern or torch flares up for no reason and is destroyed Ectoplasm drips on face Rocks, rubbish and bones fly around violently Spirit pulls hair and punches Spirit pushes people over Hats and helmets fly off Clothes and armour torn off Objects float eerily about room Nails and rivets pop out out of woodwork on own A headless figure dripping blood passes through line of sight A creepy child with a doll singing a nursery rhyme A wounded man crawls leaving a bloody trail if touched turns into dust Adventurers approach silently, up closer can see lethal wounds then they fade A figure chained to wall begs for release if touched is a lifeless skeleton A [|wizard|witch] steps into view smiles then vanishes A hunchback with noisy keys approaches then fades up close A creepy filthy jester jumps out laughing then vanishes A monk approaches but up close collapses into empty old robes A sleeping drunk snoring against wall if disturbed is just a dusty dried old corpse A black dog bellows then runs into dead end and vanishes A creepy eyed billy goat in the distance, stares then runs out of sight A chirping monkey scutters across floor, later find a mummified skeleton A shadowy growling beast keeps stalking party from a distance ot of light range Skinless bleeding hound runs down corridor howling past party leaving no trace Green glowing hound bellows attracting wandering monsters then fades A large black screeches from shadows where it's gleaming eyes stalk party Some clawed beast scratching from within rat hole, tells you to leave or else Black rabbit with gleaming reflective eyes seems to be leading party somewhere Huge creepy possum scuttling in edge of light with human hand in mouth [|Torches in wall sconces|Candles] alight furiously to demonic laughter Demonic bloody sigils appear on floors and walls A diabolic idol keeps being seen in peripheral vision then vanishes A mutilated corpse with seven ritual daggers affixed to ceiling dripping blood Goatmasked cultist in robes with dagger appears in reflected surfaces Flaming pentagram appears on wall suddenly Naked old witches scuttle away into darkness ahead as if startled by light Pointy hooded cultist holds dripping severed head of party members loved one Laughing huge demon is caught in light, it laughs then disappears in cloud of sulphur Horrible imps follow invisibly playing horrible pranks One legged man with missing teeth hopping with hatchet in hand follows party Black eyed girl with long hair in bloody night dress crawls on ceiling Woman in red dress appears in distance when spotted skulks off into distance Bloody throated girl with huge intelligent eyed black wolf walk together in distance Man with gouged out bloody eyes and funerary shroud glides about gracefully A black robed knight lifts visor revealing empty armour then vanishes Eerie shadow follows party on edges of available light Robed figure with raven skull holding bunch of dead flowers vanishes promptly Drowned woman spirit sobbing, moves eerily leaving damp trail FILENAME: EMO_OSR_MonsterTavernsInDungeon.ipt Header: Dungeon Monster Taverns It's an old trope I saw in 80s a few times. In the dungeon there are bars where monsters drink and don't fight. My friend went a step further, and in every dungeon was a secret sublevel where monsters changed costumes, helped wounded monsters with healing potions, rested and had secret barracks and taverns. Monters could buy supplies they needed, including mini healing potions in sugar bottles monsters kept in their mouths to save their lives at the last second. His monsters also carried pigs' blood in bladders and sponges to fake injuries. I wouldn't go quite that far or use in every dungeon but a madman's ramblings might make players look for such a secret sub complex. But a monster tavern seems an OK idea that should be seen more. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/dungeon-monster-taverns.html
table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Furnishings[@Furnishings]& [when]{1d6}>1[do]Bartender[@Barmen][end]& [when]{1d3}>1[do]Bouncer[@Bouncers][end]& [when]{1d4}>1[do]Staff[@OtherStaff][end]& Drinks{roll==1d2+1}[when]{roll}=1[do][@StandardDrinks][else]
[!StandardDrinks]
[@{roll-1} PubDrinks >> implode
]
[end]& {rowName=='Bar Snacks'}[@MaybeRow with 1d3-1, BarSnacks]& [when]{1d3}>2[do]Extra Features[@ExtraFeatures][end]& {rowName=='Customers'}[@MaybeRow with 1d2, CommonCustomers]& {rowName=='Pub Problems'}[@MaybeRow with 1d3-1, PubProblems]&
table: MaybeRow {roll=={$1}}& [when]1>{roll}[do]\z[else]& {rowName}& [when]{roll}>1[do]
[!{roll} {$2} >> implode
]& [else][@{$2}][end]&
[end] table: PubDrinks 3:[!StandardDrinks] [!OtherDrinks] table: StandardDrinks Pint of [!BeerAdj] beer in a [|wooden|tin] cup, 1cp Pint of [!BeerAdj] ale in a [|skull|wooden flagon], 1sp House wine, [@WineAdj], served in [|chipped porcelain|carved stone] goblets, 1sp table: WineAdj vinegary deep red 2:[!BeerAdj] table: BeerAdj stale flat strong weak watery tasteless surprisingly good cloudy coppery-tasting table: Furnishings
{6d6} chairs and stools&
{4d4} tables& [when]{1d4}>1[do]
a {{1d3}*10}-foot bar[end]& [when]{1d4}>1[do]
{1d3+1} latrine stalls with a hole in a plank over a septic pit[end]& [when]{1d4}>2[do]
tons of graffiti[end]&
Table: OtherDrinks Lotus Wine, addictive and posh sold per glass 1gp Turnip Cider, cheap and makes you belch and fart sold per pint jar 1cp Cerulean Rum, fiery and warming rum sold per shot 1sp per shot Blood wine, popular with many humanoids and vampires sold per glass 1sp Troll Beer, toxic to humans but not dwarves 1cp per tankard Cheap house wine 1cp per cup Snake wine save vs poison or pass out sold 1sp per shot Shroom Brew frothy drink causes hallucinations sold 1sp bowl Lick a [|toad|salamander], save or go blind, visions if successful sold 1sp a lick Goblin punch every batch different sold 1cp a cup Viridian Liqueur said to let you see spirits in dreams sold 1gp a glass Berserker ale makes regular drinkers insane berserkers 1sp per horn Table: BarSnacks Snails in garlic Toad legs Worms in aspic Pickled eggs Rat on a stick Crispy crickets Marinated mushrooms Crispy spiced ears Pickles Pickled cabbage Sausage and mash Meat pie Table: ExtraFeatures Gambling tables and games often run by goblins Hobgoblin strippers and prostitutes offering a few hours in heaven for a gp Secret doors to places around dungeon, often a gp toll is charged each Barman sells dungeon maps on the side left by guys who couldn't pay tabs Barber chair with bugbear barber also can perform first aid and remove teeth Magic items for sale, mostly potions and scrolls and occasional cursed sword Private rooms for night 12gp 10x20 foot, soiled sheets extra gp per set Band of musical goblins with bagpipes, accordion, drum, trumpet and violin Second hand adventurers equipment and pawn shop run by old goblin Spyholes where agents of dungeon bos watch patrons and report to level boss Dancing goblins on stage with stockings, dresses and no underwear show every hour A shaman brews up poison and healing potions which take days and has a d4 in stock Table: Barmen A seedy old and slow moving kobold A feisty grinning goblin who is very enthusiastic A one eyed hobgoblin with a peg leg, a good listener A grumpy bugbear who gets impatient and eats some customers A zombie directed by a goblin necromancer apprentice with a pointy hat A dwarf exile in it for the money who doesn't ask questions A dark elf high on [|uppers|downers] A human bandit who is happy here for now A jolly halfling who is happy to serve anyone for money A goatman who has given up serving ungrateful demons A cunning snake man with a lisp who knows lots of rumours A devil swine who charms customers when he needs extra staff Table: Bouncers A tattooed musclebound kobold formerly from chief's retinue A hobgoblin who can't abide bad language or behaviour A silent cyclops orc devoted to his one eyed ancestor god A goblin who has learned forbidden martial art fighting styles A bugbear with shrunken adventurer heads on belt A berserk warrior with a cursed two handed sword A huge ghoul who usually is in hiding in his coffin and comes out when called A human barbarian sharpening his axe not interested in talking unless paid A moronic ogre with smelly blood stained bandages and a huge clever A hyena man with his pet hyena on a chain gnawing on bones A were wolf bandit in a filthy wolf shirt who can change at will A human thief adept at pretending to calm people to get close then backstabs Table: OtherStaff Grubby drunken old goblin who collects and washes cups and plates Poltergeist who collects glasses and hurls stuff at troublemakers Zombie dishwasher who is kept in a barrel of brine when not used Surly hobgoblin cook peeling turnips into a pot while smoking pipe Kobold teen sweeping floors and emptying vomit bucket and spittoons Bard drunk kept here working because of huge bar tab for years Imp toiling at cleaning floors, bottles, toilets and unblocks drains Hobgoblin brewer who makes the standard beer who is drunk when not working Dark elf barmaid bound to servitude and cracked onto by patrons for centuries Dark elf drug dealer offering black lotus, plutonian drug, toads, tobacco, mushrooms, etc Chef on hand with specials of the day, set menu and sometimes a buffet Goblin witch will contact dead friends in underworld or tell fortune Table: PubProblems Grog low, prices double Crawling with spies of dungeon boss Gremlins snack into backpacks to sabotage and ruin supplies Something in toilets eats a customer daily Food is off requiring poison saves or die [|Parasites|Lice eggs] picked up easily by customers Fleas get into everyone's hair and backpacks A mimic in pub eats occasional customer and staff cant find it A [|lesser spirit|poltergeist] haunts the bar causing petty mischief like spilling drinks [|Invisible wizard|Poltergeist] gropes customers [|Imp|Gremlin] sneakily pisses in drinks Goblin babies found in beers Table: CommonCustomers {1d11+1} orc mercenaries off duty and hoping to get local work {1d11+1} kobold miners who sing and bang cups loudly {1d11+1} dark elf traders preparing to return to the depths {1d11+1} dark dwarf craftsmen looking for work making weapons of war {1d11+1} goblin farmers having a cheap drink before returning to their [|mushroom|turnip] farms {1d11+1} hobgoblin labourers short tempered and will fly off handle at slightest imagined insult {1d11+1} hobgoblin soldiers in uniform with hobnail boots having after work drink {1d11+1} bugbears enjoying a feast of meat on a spit celebrating a birthday {1d11+1} sleazy kobolds who acost other patrons for drunken sexual encounters {1d11+1} dark elf priestesses having solemn prayer before meal with familiars {1d11+1} berserkers getting smashed and easily provoked into fighting {1d11+1} local bandits wanted on surface and begrudgingly respected by monsters A lone ogre and his {1d11+1} hobgoblin followers stuffing their faces {1d11+1} goblin warriors announcing they are great terrors and unbeatable {1d11+1} lady hobgoblins complaining about husbands, some have babies {1d11+1} beast men of various types drinking and telling stories of evil deeds Rival young idealistic adventurer party of {1d11+1} having a quick drink between killing Horrible veteran murder hobo adventurer party of {1d11+1}, dislike competition {1d11+1} cultists having a beer after a sacrificial ritual and chatting about village life {1d11+1} thieves on loan mission from guild to dungeon boss FILENAME: EMO_OSR_MonsterShopsInDungeon.ipt Header: Monster shops in the Dungeon Following my dungeon tavern post here is where monsters go shopping. Shops of the damned woooooo! from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/monster-shops-in-dungeon.html
Prompt: CHA bonus {-3|-2|-1|0|2|3} 0 table: Start table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Shopkeep[@MonsterShopkeepers]& [when]{1d2}>1[do]Hired Help[@HiredHelp][end]& Types of Items[@TypesOfItems]& [when]{1d2}>1[do]Special Items[@WeirdSpecialItems][end]& [when]{1d2}>1[do]Other Services[@OtherServices][end]& [when]{1d3}>1[do]Security System[@SecuritySystems][end]& [when]{1d2}>1[do]Shop Problems[@ShopProblems][end]& Reaction to Characters[#[@RollReaction] Reactions]&
table: RollReaction {roll==2d6+{prompt1}}& [when]{roll}>12[do]{roll==12}[end]& [when]2>{roll}[do]{roll==2}[end]& {roll} table: Reactions //2d6 Reactions (CHA bonus) type: lookup 2:Locks everything, sets traps and activates silent alarm calling wandering monsters 3:Slams and locks doors and shutters 4:Shopkeeper rude "It's a local shop for local people" charges more, sells spoiled goods 5-8:Shopkeeper sleepily acknowledges you and watches you 9:Shopkeeper welcomes you pleasantly 10:Shopkeeper points out today's specials and deals 11:Shopkeeper offers free sample especially to children or short races 12:Shopkeeper offers a free gift with purchase and a hug Table: SecuritySystems Portcullis gate slams over entrance Staff secret panic room Silent alarm calls monsters Traps protect entry and goods {1d4} [|orc|orc|orc|hobgoblin|hobgoblin|hobgoblin|bugbear|troll] guards [|Poltergeist|Spirit protector] Gremlins are fed by storekeeper and love them Heave oak shutters quickly deployable cover entry Pet monster laying about store Invisible security Imp Shop is holy to dungeon commerce god, all stolen goods cursed Shokeeper can call [|devil|demon] to aid due to blood pact Table: MonsterShopkeepers Elderly goblin with glasses and a limp, a bit grumpy Musclebound orc more interested in commerce than killing A dark dwarf makes it seem everything for sale is evil relic and laughs A hobgoblin who is furious if anyone swears or is impolite A were rat old man who can change at will A devil swine who only occasionally enslaves and eats rude customers A Sphinx who makes every item seem mysterious with long winded fabulous history A deep gnome who loves money and rubs new coins on his face and licks them A human guy seems normal villager, does worship evil cult but quite dull A human thief who occasional swaps goods for inferior ones with sleight of hand A dark elf who decorates with spider webs and mushrooms A shape shifter [|devil|demon|doppelganger] in human form Table: HiredHelp Enthusiastic kobold shop boy in apron packing shelves Goblin shop boy who offers to pack and deliver goods but demand tips Hardworking but sensitive hobgoblin in apron arranging goods Obedient but clumsy zombie who needs instructions clarified often Human slave raised here since stolen as a baby cleaning floors Old murder hobo lost here for decades helps pack boxes for customers Attractive dark elfmaid ex-assassin occasionally flips out if sexually harrassed Tako octopus lad assistant cant help being a bit gropey to customers Petty spirit in material odd form checking stock and rotating old items to front of displays Shifty gnome "pssssst want some stuff not on display" offers contraband goods Surly teen kobolds polishing goods snicker and make jokes about ugly customers Hobgoblin youth smoking, always on his break at the moment Enthusiastic hobbit helper keeps snacking on the merch Table: TypesOfItems Weapons and armour fresh from dead adventurers, mostly old and second rate Mystery meat and sausages hanging on hooks, a bit smelly and flies about Dungeon snack foods including smoked rats, bbq snake, eggs, salt fish, eel stew, pie Vegetables like mushrooms, turnips, tubers, tree roots, truffles, monster plant seeds Beverage shop with ceramic flagons and skins with fresh water, wine, beer, rum General store with ramshackle mounds household and exploration supplies Pawn store offers credit and range of unclaimed goods and possible magic Apothecary selling herbs, potions, drugs and poison, including some quack fake products Idols, trinkets, cheap and fake jewelry, coloured beads, "possibly owned by a wizard" Personal grooming supplies and barber service, sells perfume, brushes, sheep gut condoms Second hand clothes and shoes, some with holes and bloodstains, proceeds help orphan monsters Trap kits and dungeon supplies like doors, chests, torture tools, torches, candles, furnishings Table: WeirdSpecialItems Baby monsters, eggs, slimes in bottles, monster pellets, brushes, collars, cages, chains Cursed magic treasure full of crazy bargains and gifts for your enemies Demonic idols, medallions, evil books, curse scrolls, spell books, ancient tablets Artworks including statues, paintings, furniture, with prices from 100gp Books, pamphlets, prints or anything on paper, often mouldering crumbling Scribe service and messengers for hire, goods freighted and storage lockers Recreational goods including toys, cup and ball, hoops, balls, hurley sticks, crude jokes Map shop selling local and exotic crumbling maps hidden for centuries Thief supplies including tools, disguises, trick items, ropes, sacks, poison, forged papers Sex shop with pornographic parchments, prints, idols also possibly sex toys and services Gourmet food like truffles, honey, exotic cheeses, olive bread, foreign wine, sweetmeats, candy Magic shop selling petty items, potions, scrolls, cursed items and a few decent items Table: OtherServices Sell your soul for cash with Imp to officiate contracts most offer 100 sp or more for high levels Puppet shows for kids and adult performances for when no kids or halflings around Will buy corpses of any kind no questions asked, better condition the more cash Will clean and cook any meat or foodstuffs you bring Can detect magic 10gp and identify magic items 100gp Letters read and written, wills and other documents semi competently prepared Medical treatment such as first aid, boil lancing, tooth pulling, common healing herbs Will sharpen weapons and oil or repair equipment Will make leather from any skins, or perform taxidermy or make trophies from monsters Will delouse or deworm anyone and equipment for a sp or treat with preventatives for 1gp Will tell your fortune, draw up your star chart, read runes or playing cards for a sp Matchmaker with find you a monster life partner for only a sp and a wedding invitation Table: ShopProblems Something took my sign and I need it back Need advertising, looking for some one to wheat paste up posters a cp each around dungeon A mimic got into the shop and now we cant find it and it occasionally eats staff or customers Gremlins are in shop playing pranks and having parties when closed and getting in customers packs Need to upgrade security will pay for good suggestions or magic Rats are nesting in shop and shitting everywhere and gnawing on goods Some dungeon urchins are stealing stuff, find them, beat them and bring back my stuff I opened this shop in a dungeon and don't seem to be customers! What went wrong? A rival store on another level undercutting me and blocking my suppliers, can you stop them? My staff are secretly [|lazy|thieving], can you catch them out? If you could [|open|block] a certain passage, it would help my business.... If you could kill the taxman for me and plant evidence it was someone else I would be greatful Cursed items mixed up in stock Inferior goods in stock Stolen goods some one recognises and is outraged Goods are tainted with disease Some items are kind of monster in disguise Some items haunted by spirits Shop [|spied on by level boss for possible tax evasion|dealing with enemies] Staff [|insane|drunk|cursed] FILENAME: EMO_OSR_RedHerrings.ipt Header: Red Herrings This was a byproduct of a previous aborted project that half went into petty hauntings for dungeons and rest went here. Most of these are dirty tricks to confuse or distract or drive away humans. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/return-to-castle-red-herring.html
table: RedHerrings Old love letter from a dungeon boss - really they had lots of lovers Letter describing a strange sinister cult at work - really long gone Letter from dying adventurer warning of false dangers - boss writes lots of these Empty crates with military stencils - boxes just stolen to imply they have weapons Strange demonic idol - made by bored monster housewife to scare intruders Fake treasure map leads to deadly traps in empty area - monster joke Speech script written by dungeon boss - one of many drafts tossed out years ago A invisible pillar - done just to reveal view but seems like a deep puzzle Letter revealing horrible crime of a monster boss - is all slander from a angry bard A illusion of adventurers family being attacked in a mirror - bullshit distraction Letter with local ruler seal seems to be secretly colluding with dungeon boss - forgery Scroll by madman with proof the dungeon is a living evil intelligence - just crazy Scroll telling sad story all dungeon monsters polymorphed orphans - lie A letter claiming dungeon boss is charmed by the real boss - lie Fragment of letter in characters handwriting accepting contract to betray party - lie Diary fragment about all the good things the boss has done - just a distraction Letter indicating dungeon monsters really keeping everyone safe from greater evil Cave art depicting dungeon monsters fleeing homeland occupied by humans now Monster treasury record claiming boss loot all gone and just a pile of IOUs Trail of blood leading to trapped corridor Distant screaming actually a magic mouth used to lure victims into trap Doppelganger pretends to be friend warns the party possessions outside in peril Prayer to placate all the monster babies killed by paladins spawning years of hate Scrawled warning about a plague infecting area - bullshit Graffiti about how all the monsters regenerate and are only harmed by holy water Monster child surrenders, he is hungry, asks long questions and misdirects every chance Scroll by monster mom claiming if they had more food they could end war with humans Mysterious numbers written on floors of room in chalk Looks like [a strange code or unknown language] - really just [|made up|random animal marks] Graffiti scrawl claiming dungeon rats are all shape shifting imps really in control Note with scribble claiming boss body guards really charmed beautiful maidens Map of different dungeon modified to look like part of the local dungeon Warning the boss is secretly a demon lord who can drink souls of the slain - lie Scroll describing how master has hidden soul in other dungeon and cannot die normally Potions in a box described by note as "boss stash of healing potions" are really poison A goat with note "polymorphed princess do not eat valuable ransom" - lie Frog in a box "polymorphed prince for ransom do not eat or lick" - lie, awesome to lick Note from dungeon boss explaining monster wages cant rise due to adventurer raids Note from dungeon boss claiming new tax to cover marauding murder hobo attacks Note from healer claiming monsters all highly infected with plague - lie Scroll from supposed dying adventurer warning boss is son of a god with odd powers Tattered fragment of wizard diary claiming local monsters secretly are all demons Warning graffiti partly scratched out warning monsters are all were rats Warning graffiti tells of invisible killer undead roaming halls Supposed explorer chalk marks on walls and doors and indicating cleared out already Memo from boss indicating that invading adventurers and treasure not connected Monster surrenders and complains humans believe in propaganda of human church Monster surrenders and offers to show a richer easier dungeon miles away Monster offers to betray leader buy showing secret passage to boss lair really a ambush Message sent by level boss showing where next level down treasure is Map showing secret level entrance with trick one way elevator to bottom of dungeon Well with glistening coins in bottom home of horrible monster Treasure map leading to room ith mimic treasure chest [|Poisonous insects disguised as gold coin|Pearl necklace centipede] Meet wounded "adventurer" claims must rush to town to warn of monster attack Monster surrenders, surprised big push back to wipe out party hasn't started yet Monster surrenders, relieved to not be caught by ravenous god beast killing the monsters Monsters need the captive humans to placate a demon lord to prevent return - lie Letter from cleric blaming monster behavior on addiction to devil weed - lie Cleric scroll claiming if evil relic destroyed monsters will turn back to innocent villagers Monster pretends to limp tell adventurers they only want peace and land Journal tells how common good cult really evil demon cult with plan to destroy a town Body of adventurer with fake planted treasure map of artifact in a different dungeon Find a dead rat with a fake note from damsel in distress with map where she is confined [|Arrows scrawled on walls lead to [|dead|wild] monster breeding areas Map of level with marked secret safe areas to rest really are monster lairs Monster passwords scrawled on parchment are trick with plan for ambush Concealed button marked secret treasure actually a silent alarm for monsters Directions to healing pond on scroll really healing is illusion with slow acting poison Dead boss found tarred and feathered with down with da boss sign, body is fake Dead monster found with fake plans possibly in motion to poison local city Girl claims she escaped monsters is really a were panther sent to kill party Warriors claim they are fleeing monsters actually bosses crack team of berserk mercs Bundle of letters implying local mayor is a devil swine forged by the boss Note with cursed berserking sword "don't let this fall into human hands" Goblin choking in noose if freed offers to show secret to boss treasure really a trap Collection of false keys that actually trigger traps or alarms Shrine of good god with magical voice instructing intruders to death trap Monsters with adventurers friend for hostage actually a doppelganger Monsters threaten a child really a transformed imp in disguise working with them Illusionary dead adventurers appear and go wooooooooooo, kinda scary if you fail save Adventurer corpses mutilated and piled up near entries stripped Adventurer corpse with possible loot on [|trap pressure plate|pit lid] saintly looking cleric tells party that a god planning to destroy dungeon soon so leave A teleporter pad sends intruders into other dungeon without them realizing Intricate pattern with writing in bottom of pit, secret murder holes pour acid on curious Witch child pretends to be urchin tells party monsters secretly guarding holy relic Monsters around here cover treasure in sewerage for safe keeping Monsters all carry fake IOU notes to templar bank and secretly bury treasure Monsters wear makeup to seem diseased or wounded and dress in filthy rags Kobolds have a paper mache rust monster on wheels they scare adventurers with Monsters pretend to be undead and paint bodies to look hideous Monsters leave chewed bones in heaps and file teeth pretending to be cannibals Monsters howl like madmen and foam at mouth to make people think they have rabies Monsters hurl chunks of their dead at foes pretending to have leprosy Monster approaches party and asks "don't you know about treaty with the king?" Monsters carry a poison and healing potion that look and taste the same to humans Monsters wear evil symbols and fake mutations pretending to be hardcore with chaos Idols left everywhere with eyes that glow when anyone near, actually a lighting system Monsters wear pointy hats and throw fireworks and smoke bombs and burning oil FILENAME: EMO_OSR_AncientRings.ipt Header: Ancient Rings This should create some interesting rings. The more powers a ring has, the more conditions and curses come with it, and the more impressive its story. Some rings have value without being magical. Many rings have one basic power usable and other powers require conditions. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/d100-ancient-rings.html
table: Start {minor==0}{major==0}& [@RingPowers]{totPower==minor+major*2}& {condWord=='Powers '}& {curseCount==[#{1d6+totPower} GetNum]}& {condCount==[#{1d6+totPower} GetNum]}& ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& ol \{margin-top: 0px; margin-bottom: 0px; }& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Material[@RingMaterial]& Decor[!RingDecor]& Origin[@RingOrigin]& Purpose[@RingPurpose]& [|||||||||||Type[@RingVariants]]& Powers[@GetPowers]& [when]{condCount}>0[do]Conditions[@RingConditions][end]& [when]{curseCount}>0[do]Curses[#{curseCount} RingCurses][end]&
table: GetNum type: Lookup 1-4: 0 5-8: 1 9-12: 2 12-100: 3 table: RingMaterial 2:Bone 3:Ivory from animal [tusk|horn] 7:[|Obsidian|Granite|Jet|Fossil] 4:Amber from fossilized tree resin 5:[|Jade|Coral|Lapis|Amethyst|Crystal|Agate] 4:[|Ruby|Diamond|Opal|Emerald] 7:Copper 7:Bronze 7:Brass 7:Silver 7:Electrum 6:Gold 4:Platinum 10:[|Iron|Steel] 2:Mithril 2:Adamantite 2:Orichalcum 1:Planar being body part table: RingDecor 3:None, perfectly smooth 2:Engraving, abstract 2:Engraving, symbols 2:Engraving, creatures 2:Engraving, writing 2:Set gemstones, usually one per power 2:Creature figurine [@UncommonRingDecor] table: UncommonRingDecor Cameo carved stone Tiny bell, makes ring sound when used Signet stamp Functional holy symbol
[!RingDecor]
[|Highly reflective|Unnaturally shiny|Glows]
[!RingDecor]
Secret compartment for [|a pill|poison]
table: RingOrigin Primordial pre human race Prehuman monster race Planar beings from beyond Ancient shamen High priest of a long ago faith Ancient wizard made for self Ancient wizard made for royalty Ancient sorcerer made for cult Witch made as a gift Made by a alchemist Gifted to mortals by spirits Gift from a deity table: RingPurpose To help a ailing [|cult|religion|state] To help win a war As a gift to favoured child As reward for some great deed To commemorate a great contract To be worn by a bloodline leader As a pact to ensure peace Made to battle for a alignment Made for champions of a cause Made to use exotic magical ingredient like dragon heart Stolen from supernatural beings Lost by [|heroes|godlings] of the dawn age table: RingVariants Pinkie ring Toe ring Ear ring Nose ring Arm ring [|Neck ring|Torc] Ankle ring Bracelet Head circlet Crown Nipple ring Ankle bracelet table: RingConditions [when]{justOnePower}[do]{condAll==condCount}[end]& [when]{allMinor}[do]{condAll==abs({2d{condCount}}-condCount)}{condOneMinor==condCount-condAll}[end]& [when]{allMajor}[do]{condAll==abs({2d{condCount}}-condCount)}{condOneMajor==condCount-condAll}[end]& [when]{condCount}>{condAll+condOneMinor+condOneMajor}[do][@RingConditionsManyPowers][end]& [when]{condCount}=1[do][@RollRingConditions][else]{li=='
'}
[@RollRingConditions]
[end] table: RingConditionsManyPowers {condAll==abs({2d{condCount}}-condCount)}{condRem==condCount-condAll}& [when][@KeepGoing with 2][do]{condMajor==abs({2d{condRem}}-condRem)}[end]{condRem==condRem-condMajor}& [when][@KeepGoing with {major}][do]{condOneMajor==abs({2d{condRem}}-condRem)}{condRem==condRem-condOneMajor}[end]& [when][@KeepGoing with 2][do]{condMinor==abs({2d{condRem}}-condRem)}[end]{condRem==condRem-condMinor}& [when][@KeepGoing with {minor}][do]{condOneMinor==condRem}[else]{condMinor==condMinor+condRem}[end] table: KeepGoing [when]{condRem}=0[do]\z[else][when]{$1}>1[do]yes[else]\z[end][end] table: RollRingConditions [when]{condAll}>0[do][!{condAll} RollRingConditionsAll][end]& [when]{condMajor}>0[do]{condWord=='major powers'}{condPhrase=='Major powers work'}[!{condMajor} RollRingConditions2][end]& [when]{condOneMajor}>0[do]{condType=='Major'}[@{condOneMajor} RollRingConditionsSingle][end]& [when]{condMinor}>0[do]{condWord=='minor powers'}{condPhrase=='Minor powers work'}[!{condMinor} RollRingConditions2][end]& [when]{condOneMinor}>0[do]{condType=='Minor'}[@{condOneMinor} RollRingConditionsSingle][end] table: RollRingConditionsSingle {condWord=='[{condType} >> lower] power {1d{{condType}}}'}{condPhrase=='[{condType}] power {1d{{condType}}} works'}& [@RollRingConditions2] table: RollRingConditions2 {li}{condPhrase} only for a certain race {li}{condPhrase} only for a certain bloodline {li}{condPhrase} only for a certain class {li}{condPhrase} only for a certain alignment {li}{condPhrase} only for a certain religion {li}Ring requires sacrifices to activate [{condWord} >> lower] {li}Ring requires certain blood spilled to activate [{condWord} >> lower] {li}Ring requires secret words found to activate [{condWord} >> lower] {li}Ring requires quest to be fulfilled to activate [{condWord} >> lower] table: RollRingConditionsAll {li}Ring only works for a certain race {li}Ring only works for a certain bloodline {li}Ring only works for a certain class {li}Ring only works for a certain alignment {li}Ring only works for a certain religion {li}Ring requires sacrifices to activate powers {li}Ring requires certain blood spilled to activate powers {li}Ring requires secret words found to activate powers {li}Ring requires quest to be fulfilled to activate powers {li}Ring cannot be removed without remove curse {li}Ring is activated by visiting historic locations {li}Ring is sentient with an ego and alignment, tries to guide bearer to some cause table: RingCurses type: Lookup 1:[@RollRingCurses] 2-100:
[!{curseCount} RollRingCurses >> implode
]
table: RollRingCurses Contrariness; wearer argues with everyone. Delusion; gives wearer the impression he has an ability like fly or fire resistance. Weakness; wearer loses 1 point STR and CON per day until reduced to 3. Wearer pursued by powerful supernatural beings by night and their minions by day. Wearer's alignment changes, usually to that of ring creators. Any injuries wearer causes partly feed other-planar beings. Otherworldly beings can see and hear the wearer through the ring. Wearer increasingly interested in ring's origin and becomes increasingly obsessed with the past. Wearer believes ring is his destiny and he is the lead hero of the story. Wearer will not let go of the ring, becoming spiteful and paranoid if suggested. One turn per day, a Higher power takes control of the wearer. Wearer remembers nothing. Flawed wish spell will work opposite to cause as much suffering as possible, once. table: RingPowers {minor==1}{major==0}{justOnePower=='yes'} {minor=={1d3}}{major==0}[when]{minor}=1[do]{justOnePower=='yes'}[else]{allMinor=='yes'}[end] {minor==0}{major==1}{justOnePower=='yes'} {minor==0}{major=={1d3}}[when]{major}=1[do]{justOnePower=='yes'}[else]{allMajor=='yes'}[end] {minor=={1d3}}{major=={1d3}}[when]{minor}=1[do]{br==' '}[end] table: GetPowers {PowerType=='Minor'}[#{{PowerType}+1} PrintPowers]& {br}& {PowerType=='Major'}[#{{PowerType}+1} PrintPowers]& Table: PrintPowers Type: Lookup 1:\z 2:{PowerType}: [@Ring{PowerType}Powers] 3-100:{PowerType}:
[!{{PowerType}} Ring{PowerType}Powers >> implode
]
table: RingMinorPowers Detect magic once per day Protection from evil once per day Blur once per day Conceal alignment once per day Charm person once per day Invisibility once per day Spider climb once per day Waterwalk once per day Levitate once per day Sleep once per day Magic missile once per day Burning hands once per day Comprehend languages once per day Cure light wounds once per day Bless once per day Light once per day Hold portal once per day Knock once per day Web once per day Strength once per day Shield once per day Phantasmal force once per day Audible glamour once per day Enlarge once per day Featherfall once per day Identify once per day Mending once per day Detect good once per day Detect once per day Detect law once per day Detect chaos once per day Detect undead once per day Detect enemies once per day Detect gold once per day Remove fear once per day+ Slow poison once per day Barkskin once per day ESP once per day Mirror Image once per day Fog cloud once per day Stinking cloud once per day Grease once per day Command once per day Talk to birds once per day Talk to fish once per day Talk to amphibians once per day Talk to reptiles once per day Purify food and water once per day Jump once per day Detect invisible once per day Protection +5 loses a point every time it succeeds in helping wearer Protection +1 AC and HP Talk to [|rats|cats|dogs|horses] Talk to [|cows|goats|mice|pigs] Gives knowledge of a specific language spoken and written Gives knowledge of a specific craft skill Gives knowledge of a single weapon use even if normally not used by class Stops blood loss after one round as if treated by first aid Infravision 3" Nightvision Protection from dirt, clothes and body never need washing Grants literacy to the illiterate, can read all spoken languages Will catch a edible fish a day with one turn once a day Can block a single arrow, crossbow bolt or magic missile once per day Body will not decay while worn Can create a d10 copper coins a day in your pocket Can transfer 1 HP from wearer to another once per person each day Always dry, water falls off leaving dry Resistant to extreme weather heat or cold, always comfortable Can once a day change a cup of water to wine (some make beer instead) Can identify metal and purity by touch Can identify gems and semiprecious stones by touch Turn into [|rat|bird] once per day Produces up to a teaspoon of salt per day Produces up to a teaspoon of honeycomb per day Twinges if your master or leader is in peril Lets you tell the time Lets you always know direction of [|north|a specific place] Detect [|goblins|orcs|elfs|dwarfs] within 3" Lets you hit creatures as if using a magic weapon with bare hands Undead touching you with hands or bite takes 1 HP damage per hit Allows you to lactate continuously so you can be a all year wet nurse Protects you from sexually transmitted disease, lice and fleas You are incapable of producing children from any union while wearing ring Allows you to perform sexually as a virile youth Gives you a lovely singing voice Allows you to dance in current local area style Allows you to guess weight of anything under 100lb You can make babies stop crying in one round Dogs will not bark in your presence if you do not wish it You can call singing tiny birds to join you in song Vermin and gremlins keep away from any goods on your person Can burn signet design onto paper or brand skin Can convert silver to copper or reverse currency at normal rates Stops hair growing allowing your hair and beard to be easily managed Can kill vermin or birds with a HP or less with glance if it fails save Once a day can summon a medium dog for a turn Once a week can call a gremlin to serve for a hour Once a week can call a Imp to serve for a turn Once a week can call a kobold to serve for a hour table: RingMajorPowers Dispel magic once per day Fly once per day Fireball once per day Lightning bolt once per day Icestorm once per day Polymorph self once per day Polymorph other once per day Gaseous form once per day Protection from normal missiles once per day Water breathing once per day Continual light once per day Confusion once per day Speak with dead once per day Speak with animals once per day Speak with plants once per day Cure disease once per day Neutralise Poison once per day Airwalk once per day Stone to flesh once per day Suggestion once per day Flame strike once per day Wall of fire once per day Wall of Ice once per day Wall of wood once per day Wall of bone once per day Charm undead once per day Charm demon once per day Charm devil once per day Charm elemental once per day Charm animal once per day includes giant animals Charm lycanthropes once per day Rock to mud once per day Dimension Door once per day Teleport once per day Remove Curse once per day Cure serious wounds once per day Air walk once per day Protection from evil 10 foot radius once per day Ring turns into a +1 melee weapon at will Ring turns into a missile weapon with ten +1 shots a day Fire resistance - immune to natural fire, half damage from magic fire Cold resistance - immune to natural cold, half damage from magic cold Waterwalking at will CON +1 CHA +1 DEX +1 INT +1 STR +1 WIS +1 Magic missile one d4 per round Immune to non magic weapons Regenerate 1hp per round of non fire or acid damage Vampirism d4x10% of inflicted wounds heal wielder Free Action - immune to being impeded by webs, paralysis or water Invisibility at will Protection +3 Protection +1 5 foot radius Do not require air Do not require food Swimming can move full speed in water and breathe water Cantrip ring can cast one cantrip or zero level spell at will Turn undead as cleric once per day Turn into any natural animal and back once per day Extra attack each round +1 Resist magic 5% Sorcery ring converts any known spells to power one 1st to third lv spell in the ring Wizardry doubles number of zero level spells (priest and druid versions possible) Wizardry doubles number of first level spells (priest and druid versions possible) Reflection deflects three level of spells per day (one 3rd or three 1st etc) Spell storing holds one spell of level d6, can absorb spell cast on user and cast later Fire Elemental Ward - elemental cannot attack wearer unless wielder attacks first Air Elemental Ward - elemental cannot attack wearer unless wielder attacks first Water Elemental Ward - elemental cannot attack wearer unless wielder attacks first Earth Elemental Ward - elemental cannot attack wearer unless wielder attacks first Telekinesis 25lb 6" range at will X-Ray vision can see through 10 foot stone or 2 inches of steel Call d12 kobolds for one turn a day with work tools or weapons Call d12 wild dogs per day Call d12 orcs for one turn a day Call d12 1HD snakes for a turn per day Call a Djinn once a week for one turn Call a Succubi/Incubi once a week for one hour Call a lesser devil once a week for one day Call a lesser demon once a week for one day Call a Ogre once a day for a hour Call a 8HD elemental once a week for a hour Call a d12 skeletons once a day for 1 hour Call a d12 zombies once a week for 1 hour Call a treant from the forest to serve one day a week Call d12 elves from elfland for one hour a week True seeing once per day Blade Barrier once per day Animate dead once per day Heal once per week Death spell once per week Wall of force once per week Comune once per week Plane Shift once per week Raise dead once per month One use wish FILENAME: EMO_OSR_WizardDicks.ipt Header: Wizard Dicks by request This is what happens when nobody gives me sensible requests. If someone offers you a wizard dick you should probably say no. Could be good for curses. Please don't ask me for wizard tits. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/d100-wizard-dicks-by-request.html
table: WizardDicks Dragon dick shoots d3 micro fireballs when aroused, sleeps if covered Tentacle dick - one foot long prehensile Slobbering tongue dick one foot long not that great for wizard talking dick verbally offers advice on how to get laid constantly Detachable dick will wander off on own if neglected for 24 hours Tree dick is made of wood and has tiny green leaves Newt dick is slime and tries to escape when aroused causes hallucinations if licked Fire dick bursts into flame if aroused and immune to fire, fire elementals like it Water dick turns into bubble of water when aroused mostly useless Earth dick turns into stone when aroused with no feeling but elementals like it Air dick turns invisible when aroused but air elementals can see it Necrodick is rotting and smelly but undead ladies might like it Crystal dick is a foot long colourful crystal formation Rabbit dick tries to escape and bites you if you touch it Ethereal dick can only affect creatures on the ethereal plane looks like a ghost dick Snake dick can eat mice or rats and bites anything in front of it 1in6 is a cobra Insect dick not terribly appealing Echidna dick has multiple heads and is pretty appealing Bat dick has wings and screeching bat head Rhino dick 1.5 yards long when aroused save vs unconsciousness each round Prismatic dick changes every colour with various dangerous magic effects Duck dick is a writhing worm like tube as long as wizard is tall normally inside body Footlong demon penis tries to convince you to cut it off with horrible lies Has mothers face and hair on end berates you when aroused and gives advice Cactus dick covered in inch long spikes Displacing dick actually 4" inches away from where it looks Spider dick has spindly legs and horrible poison fangs that bites anyone who comes near Yard long elephant trunk dick rolls up when not in use Skeleton key bone dick can pick locks and is very enjoyable Lute dick can play popular bardic tunes Chimera dick has a lion and a goat head that are jerks Hook dick can support wizards weight effortlessly, not very appealing Raven dick a squawking bird that repeats phrases like "nevermore" Plutonian dick can travel in time to primordial past when aroused Frill necked lizard dick when aroused opens its frill and hisses aggressively Rose dick has thorny green shaft and bud opens when aroused, attracts bees Volcano dick of obsidian when aroused leaks molten rock and smoke Squid dick has ten barbed tentacles and latches onto anything and tries to bite Dog dick has friendly furry dog dick that woofs lots Cat dick furry and temperamental but bites when happy Moray eel dick snaps at strangers Shark dick chomps gobs of meat from anything near by if aroused Trumpet disk blows revelry every morning and when aroused Roper dick has one eye, four tentacles is hyper intelligent and evil Cave fisher dick has lobster claws, lowers long sticky proboscis to trap small creatures Lamprey dick is a blood sucking horror A small iron cannon dick when aroused fires a tiny cannonball with loud bang Flute dick very enjoyable when others play it Icicle dick is a lump of para elemental ice that has a deadly point tip Ghoul dick is a rotting glowing dick that causes paralysis on touch Candy cane dick is a sweet striped mint flavoured candy treat Devil penis has sulphur spitting face that will become normal for price of your soul Drill penis enjoys boring through wood or meat d4 damage Scissor penis enjoys cutting things Lamp penis has glowing head which works as a light source Lotus pipe dick like a pipe stem if smoked has addictive lotus smoke Golden holy dick covered in holy symbols ejaculates holy water on climax Boat dick is a tiny galleon with crew of micro seamen on board Metal robotic dick can interface with advanced technology Knife penis enjoys stabbing things Bagpipe dick makes horrible loud noise when aroused Ovipositor tube deposits wizard clone eggs in victims that hatch and eat way out Goblin dick is green a foot long and ejaculates a gallon of green slime at a time Mushroom head opens on arousal and releases mushroom spores when ejaculates Screeching monkey face dick makes annoying noises Prehensile dick can elongate to ten foot long and can be used to swing and climb Acid dick urinates corrosive fluid that can cut metal or inflict a d4 damage Milk dick urinates cow milk and ejaculates butter Bee dick shoots out angry bees when ejaculating and pees honey Electric dick shoots a d6 lightning bolt when ejaculating Gore dick urinates blood and ejaculates blood clots Rope dick can elongate to 100 foot of rope but cutting it unappealing Hammer dick only feels pleasure when hammering nails, spikes or stakes Flesh flower dick when aroused opens like a flower releasing calming pollen Wand dick can shoot a magic missile per round while masturbating Web dick is a monstrous flesh trumpet that can shoot a web on climax Butterfly dick that ejaculates butterflies on climax Rust monster cock works like a rust monster tentacle Unicorn horn dick can purify water on contact, urinates pure spring water Nega-dick fires bolts of life draining energy for d4 instead of urinating or ejacuulating Ghost dick is semi transparent and ejaculates masses of ectoplasm Party dick urinates beer Troll dick two feet long and regenerates unless burned or damaged with acid Basilisk dick turns lovers to stone on climax Manna dick glows when aroused and ejaculates d4 healing potion Polymorphing dick turns sex partner into random animal on climax Abyssal dick ejaculates demon ichor that turns lovers into lesser demons Witch dick allows you to fly when erect and naked with no baggage Bronze penis unfeeling always erect and two foot long A foot comes from wizards groin 12 inches long A forearm comes from the wizards groin with a functional hand A duck neck and head grows from wizards groin and quacks in all kinds of situations Wizards dick can sing and likes to set the mood with popular folk songs Wizards freakish demon dick can shoot a live bat each round Wizards freakish dick with elder sigils can ejaculate one pound micro shoggoths A mass of tentacles with a eye and a beak Fully functional enormous male and female genitals and functional womb A golden jewel encrusted sceptre fit for a king two feet long A gorgons face on the end of a scaly dick with glowing eyes that can turn people to stone Chaos dick - reroll every day on this table FILENAME: EMO_OSR_SpiritsInBottles.ipt Header: Spirits in Bottles Jinn come in various tribes predating humans. Some are benevolent, some seek huma worship or to tempt humans with worldly vice others are worshipers of good powers. Other spirits of various power are possible. Some spirits animate corpses or become animals or human forms but most are invisible or vapour or smoke form. Many can fly or travel distances. Some are persecutors some are protectors of holy things or pious peoples. Other spirits even ghosts are trapped in bottles often as punishment or imprisoned by enemies. Some are grateful for release; others assume the releaser is allied to their captor and torment them for revenge. Some can be negotiated with to perform tasks or leave people alone. Magic spells and powers bind such creatures. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/d100-spirits-in-bottles.html
table: Start {Cntr=='Containers'}& {Imprisoner=='[@ImprisonedBy]'}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Container[@{Cntr}]& When opened [@WhenOpened]& Spirit inside[@Spirits]& Imprisoned by {Imprisoner}&
table: StartOld {Cntr=='Containers'}& {Imprisoner=='[@ImprisonedBy]'}& [@Spirits].\nIt's trapped in [@{Cntr}], found [@Found].\n& It was imprisoned by {Imprisoner}.\n& When opened, [@WhenOpened]. Table: Containers A terracotta hand lamp with cork A dirty, covered, palm-sized coloured glass bottle A brass oil lamp An old beer bottle with a magic seal over the cork A small clay amphora jar sealed with tied dried leather A decorated ornate box with sealed lid A large gilded ornate box designed to be carried with two poles An ornate silver lantern with a small chain A painted amphora with magic seal over lid A gold and glass bottle covered in semiprecious stones11 A gold lamp with gems encrusted A large crystal bottle Table: ShamanContainers A leather bag A woven bag A roughly made drum A large bone, sealed with wax Table: Found Inside a plain locked wooden chest Tied with an illegible scrawled note of warning With ornate silk scroll warning of doom With a holy paper seal dedicated to deity Inside a dusty wooden box with several skulls Inside a small stone sarcophagus Inside a locked and trapped iron chest Inside an old box with some bird bones, herbs, copper charms With a book warning of the contents of the bottle With an incomplete magical formula used to bind the spirit With a box of figurines and makeup tins With a collection of [|perfume|wine bottles|old lamps] Table: ImprisonedBy A wizard to use as a slave A priest to punish for wickedness An alchemist to use in apparatus A senior spirit wanted to punish it A witch captured it for a service A sorcerer, for a client An ancient shaman{Cntr=='ShamanContainers'} A priest who was punished it for starting a cult An ancient wizard, binding it for a king An exorcist who imprisoned it for harming the faithful A powerful [|angel|devil] A god, for some sin in prehuman age Table: WhenOpened A cloud of coloured vapour pours out Grey fog oozes out and seeps into ground or hidden spaces A thunderclap sounds An eerie screeching sound echoes in air Laughter bellows around opener A wave of chilled air rushes out A strong odour fair or foul pours out Smoke pours out making opener wheeze and cough [|An insect|A tiny creature] flies out and disappears An animal form appears and stares at the opener A human form appears confronting opener A supernatural form half vapour appears table: Spirits A naughty prankster spirit will torment opener and companions by moving small objects A grumpy child ghost will pull hair and bedclothes by night A nature sprite will judge if you are friend or foe to nature and help or hinder An Imp will try to ruin your life unless you sell soul Sleazy spirit with pinch bottom and move about under bedclothes at night Mean spirit will torment babies making them cry and wearing them down over time Spirit loves opener will groom them, comb hair and help sponge in bath Spirit brings opener tasty treats ans snacks until opener complains Spirit will smack opener if they swear or say anything blasphemous Spirit in form of fly or mosquito harrasses opener especially at night Spirit offers parental patronizing but well intended advice Spirit adopts form of small cat or dog that vanishes if any threat of harm for a while Spirit adopts form of rat or gremlin that vanishes if any threat of harm for a while Spirit of an evil familiar torments or aids opener can be heard scratching in walls at night Spirit if rewarded with treats will serve as a groom, will care for clothing and dinnerware Spirit temporarily animates things opener kills to torment them Spirit follows opener and steals 1% of coins they handle to hide in spirit realm Spirit finds lost coins giving opener a d10 copper coins daily Spirit likes to knock on doors and windows to pester opener Spirit will care for opener if wounded or unconscious, can heal 1hp per day Spirit tries to possess opener or someone to hoard wealth beyond reason Hungry ghost tries to possess opener or someone so it can gorge itself to death Alien spirit follows opener eats magic devouring a 1st lv spell daily for better or worse Alien spirit possess opener or someone devouring a HP a day will return 1 to save host Alien spirit possess opener to gleefully watch killings if not sated makes host kill daily Alien spirit seeks victim to possess and place in coma till dead and move on Alien spirit possess victim then begins to build a gateway to let own kind into world Alien spirit possess victim but spends a month learning to walk, talk and use magic Alien spirit possess victim then flees to find haunted place to summon demons Alien spirit possess victim then lays eggs in brain which explosively hatch in d6 months Teenage angry poltergeist spirits like to smash things around opener till calmed Poltergeist loves opener and throws things furiously at anyone unkind or rude to them Poltergeist child likes to play with openers weapons and shiny things when left alone Poltergeist will steal openers knife and stab and disembowel persons it finds deplorable Poltergeist loves opener and will murder and mutilate anyone it is jelous of Poltergeist follows caster seeking opportunity to wreak havoc at some odd moment Poltergeist is an angry old warlock who flips through books seeking a magic formula Poltergeist follows opener smashing bottles and hurling coins about Poltergeist follows opener making stealth impossible and hurling stones at sentries Poltergeist follows opener slapping and punching people Spirit of woman killed by bandits begs heroes avenge her and kill the gang Spirit of child heir murdered by rivals wants current line of manor exposed Spirit of evil wizard craves new body to start his necromantic experiments Spirit from lost age where monsters rule seeks to awaken sleeping horrors Spirit from former age who battled evil imprisoned by evil wizard for revenge Spirit of murdered magistrate knows crimes of local gangs Spirit of long lost cause seeks to start battle again and champion doomed plight Spectre will guard opener in sleep till death and possible their married partner Several d6 shadows vanish into darkness and hunt the opener when night or dark Ghostly wizard sage will act as advisor for life to opener Dryad spirit needs to return to her tree but if opener finds her will get a reward Nyad who seeks to return to her water source grants opener water breathing by kiss Oread who returns to her mountain will give treasure to opener who visits her Bearded old man nature spirit grants opener eternal youth unless they turn on nature Kindly naga will aid opener until they save the openers life remaining invisible mostly Earth elemental will serve opener till death once it animates a pile of earth Blink dog who serves any good person who frees it from captivity Treant spirit occupies a suitable tree body and will serve the opener for a year Stone giant appears and will begrudgingly serve the opener for a year Unicorn appears and will heal the opener and companions Ghul jinn spirit aids the opener but also offers sex and constantly eating corpses by night Necromancer is released offers terrible knowledge of lost but corrupting relics Vampire trapped in gaseous form once a great and feared evil champion Black void with many clawing hands offers to slay one being and devour it's soul Reaper wielding skeletal spirit of death offers to spare the opener death for one year Plague demon offers to make opener immune to disease then leaves to spread plague Major demon appears offers one service before returning to the abyss Forgotten petty noble of hell offers a tainted wish to the opener but will try to twist intent Hellcat appears very friendly and accepts opener as master but gives evil advice Helhound with scorpion tail will obey opener but bloodthirsty evil killer Elder tentacled horror of the outer void soars into the stars to plot apocalypse Slime covered out of phase ape creature offers to take opener to any plane on request Serpentine lesser god makes opener able to speak to any reptile then departs Otherworldly light with eye at centre offers the gift of a gate through time for the opener Bubbling chaos entity grants a mutation to all present at opening before fleeing Hideous fly demon offers gift of d6 demon larvae as reward for freeing it Night Hag released offers to find a demon or devil mate of openers dreams Squid faced elder sea demon forms, grants opener telepathy with sea creatures Flaming efreeti offers a wish to opener but will twist intent of non evil wishes Daughter of the slime god grants immunity to green slime to the opener Archon of cosmic law increases HP of opener to maximum if lawful then leaves Overspace entity seeks to possesses body durable enough to not explode Great spirit entity grants power of spirit sight to opener Spirit dragon offers great treasures to those who free it Titan imprisoned by the gods freed offers a wish to opener but gods are displeased Jinn of forgotten tribe gives the opener an attribute point as reward Primordial hunter and lord of death offers to restore a loved one from death to opener Elemental lord grants immunity to harm from it's kindred elementals Jinn of old times thanks opener for this act of worship and offers position in new cult Petty god is released into world and it grants a boon to the opener then hits the road Good jinn offers wish to the opener and offers advice on the wise usage before granting Angel released during primordial battle seeks to cleanse world of evil with fire Gold dragon released grants opener a magic item from it's lair in the heavens Angel offers a reward to opener a ring to summon them three times Beast lord pleased with releaser grants ability to speak with one animal species Deva offers to take opener away in chariot to heaven to be it's consort for million years Spirit of lost saint rewards opener with permanent bless spell Cherubim offers a flaming weapon to opener to help them battle forces of the wicked Shedu appears offers to aid opener as reward in a future crisis by calling it's name Forgotten god of good trapped in primordial times rewards opener by taking to heaven FILENAME: EMO_Xor_GardenGrowth.ipt Header: Gardens of Xor What is that stuff growing in the forests of Xor then? Growths of Xor are fleshy mostly and some are colonial organisms like jellyfish or constructions of colonial animals like coral. Some are fleshy structures resembling organs or even animals. Some are analogues of plants but fleshy. Some are mobile or can move or even bite. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/06/gardens-of-xor.html
table: XorGardenGrowth Molegrass\nSoft velvet like patches that can cover large areas or just spots like lichen. Stubble\nShort bristly hair growths rough to the touch and covers areas like short grass. Razorhair\nKnee- to head-high sharp hairs covering large areas or patches. Follicle Reed\nGrows in patches or areas in wetlands and some have a sausage like fruit. Haircanker\nA flesh nodule that grows a patch or single hair from small to head high. Ironstrand\nA few inch thick follicles that can grow twenty feet tall and used for poles, shafts and building. Pubegrass\nGrows in thick curly patches like carpet often home to lice and crabs. Growlash\nA flexible thin attractive slightly curly hair one to two yards tall that grow in rows. Pusshair\nA two yard tall hair with a diseased swollen red gland at base ready burst with puss and rotten oil. Waxhair\nGrows sparsely and is covered in sticky oily yellow wax which has a variety of uses, bitter flavour but edible. Bonebush\nA mass of intricate assemblage of bones all fused growing from the ground. Fleshcacti\nMeaty structures covered in thorns resembling cacti in a variety of size and forms. Pustuleclump\nBulging infected swollen mound that might burst if touched or already have and leaking diseased puss. Groperbush\nA mass covered in groping forearms that sometimes steal treasure or play with stolen toys. Shnozzola\nA foot to three foot tall nose dribbling phlegm that attracts insects to get trapped inside. Gibletclod\nA seemingly one to two foot clump of gore and organs in a transparent sack on ground or hanging. Mawflower\nA huge flesh mass growing on ground that reeks of rotten meat to attract bugs into toothed mouth. Toothclump\nA large gum like clump a foot tree covered in random teeth usually the same species on any clump. Bigtooth\nA giant foot to yard tall tooth, older ones turn yellow and have worms eating them exposing rotten nerves. Snailbelle\nA squat bush covered in what looks like snail shells but they gently jingle in the wind like tiny bells. Eyestalk\nA slender fleshy stalk which grows an eyeball on top mostly small but tree size ones exist watching all. Tentacleflower\nA small tentacle that grows in clusters often swaying and may grab small creatures. Fleshlotus\nResembles a lotus pod but often a yard wide dripping with fluids for pockmarked drum like surface. Eyecluster\nA fleshy stalk covered In bunches of tiny eyes that watch travellers, some grow into huge clusters. Fleshroom resembles mushrooms and toadstools but are made of meat that come in various sizes and shapes. Spitter\nA fleshy tube often dripping mucous and spit in the faces of intruders or threats. Shepherds Crook\nA thin red crook shaped fleshy tendril in clusters retract in ground by night . Phalusflower\nGrow in clumps of dozens are fully functional aroused penises that deflate by night. Earflower\nA human ear growing on a stalk that tends to orientate itself to best eavesdrop on any noises. Nerveflower\nA white soft ornate structure that if touched spasm and even withdraw underground. Mutato\nGrows on shrubs or vines and induces mild mutations if eaten raw but shaman refine into potent potions. Skullfruit\nMay grow grow ground or from other kinds of trees and is a surprisingly soft crunchy edible treat . Heartfruit\nGrow on bushes and trees and are a rich gory blood filled meal rich in nutrients that beat when picked. Brainfruit\nHead size squishy edible brain often full of valuable neurotransmitters but giant varieties exist . Meatpod\nA hard fleshy walnut like structure that grows on other structures, inside the shell is soft gooey mass . Devils Eggs\nResemble clusters of large testicles that grow on other structures, eating causes parthenogenesis . Wattlefruits\nLumpy covered blobs resembling turkey neck growths filled with rich oily paste. Wormclump\nA fleshy squat outer shell with opening filled with masses of writhing edible worms. Wobblejelly\nA delicious one to two foot high coloured gelatine blob with different flavours with varied colours. Ovoritube\nA one to two yard tall transparent tube full of edible eggs with skins instead of shells . Bonetrees resemble large or giant femurs or other bones semi submerged in the ground with living marrow inside . Handtree\nA giant forearm and hand growing from the ground, at night some fold up and some might make gestures . Loraxa tree\nHas a meat trunk and a tuft of colourful fuzzy hair on top useful for fibres to make rope and cloth. Organ tree\nHas various species with flesh trunks that grow different organs like hearts, limbs or eyes that shaman use. Bronchilitree\nA flesh but hollow tree with many branches of sphere clusters exchanging gas from the underworld. Legtrees\nGrow knee up to the sky ending on a foot, they smell bad and wiggle their toes occasionally. Tentacle trees\nHuge 30-60 foot tentacles that gently sway in the wind that rarely attack giants. Eyelamp\nA tall thin flesh trunk tree that curves towards the end under a great blinking staring eye. Testepalm\nA slightly curved trunked tree with red dripping lung tissue like fronds with clusters of testicles on top. Eyeoak\nA thick trunked tree with great meat branches and each trunk has a huge blinking eye in the middle. Intestine Vines\nHorrible ropy masses of tubes that pass digested mass away from their roots often hang in trees. Fistvine\nA ropey red vine with hands that can grasp things to help climb but punches anything threatening. Fleshcreeper\nA thick bristly meat vine that overgrows other structures and fuses covering and strangling other growth. Eggvine\nA sickly thin yellow creeper that grows eggyolks inside and plants them when mature that hatch into birds. Redripper vine\nA thin scarlet vine that attaches itself to living things and drinks blood possibly from animals if desperate. Chokervine\nA thick fleshy fine that waits still and will try to grab and strangle animals then feed off them. Eyevine\nHas luminous eyes and strings through trees in a festive manner, a popular decorative growth. Hangman Vine\nDrops nooses from trees to trap and possibly strangle victims to feed from. Bloodvine\nAn artery like tube that plums itself into other living things, natives use it to cut open for a quick drink. Cockvine\nAmbulatory penis like vine that creeps through the undergrowth sometimes peeing on passers by. Squidclump\nA static variety of landsquid that keeps its pointed head in ground and grasps passing animals to feed. Land Anemone\nHave squat trunks and a mass of often stinging tentacles that eat creatures. Land Urchin\nGigantic spine covered balls in a shell that slowly move and often clump in groups. Land Star\nA starfish like slow moving creature that grazes off smaller creatures and skin. Land Hydra\nA transparent tube with several long clear tentacles that snatches and eats passing animals. Land Sponges\nSoft squishy structured creatures that cling to the ground and filter food from the air. Guttube\nA fleshy cylinder that feeds of aerial microfauna but if disturbed shoots out its guts in a sticky mass. Slughome\nA huge slow moving mollusc that houses a colony of slugs which eat dead skin . Bloodbarnacles\nWetlands shellfish that cling to larger growths and have sharp boot shredding shells. Razor Shells\nSharp blade like molluscs that grow in undergrowth and can cut bare feet . Stinger Shells\nGrow in shallow fluids or damp areas like snails but have a venomous stinger, breeds vary in toxicity . Bonereef\nA colony of small stinging gelatinous creatures that build maze like sculptural walls from calcium. Skyjellies\nJelly gasbags that float in air and are tethered by stinging jelly cables, at times they free fly and can attack. Warjelly\nGrows in high places and hangs a curtain of stinging poison tendrils to kill prey but cannot move on own. Gasjelly\nA transperant bag of gas that filter feeds from microscopic aerial creatures, is harmless slimy balloon. Groundjelly\nA crawling gelatinous slug slowly moving and can merge with other colonies or split depending on food. Fleshhive\nA living insect hive that spawns dangerous swarms if disturbed and to gather it food. Antpods\nHard fleshy pods that symbiotically house an ant colony which gathers food for the pod in return. Termeat Mounds\nA flesh three yard tall heap with a meat eating termite colony. Stirgehouse\nA fleshy house grows in larger tree structures that houses stirge colony and can spawn more if threatened . Carrionhive\nWhere flesh eating bees dwell and bring the hive meat in return for sugary syrup drawn from blood. Tentacle polyps\nCancerous mounds with randomly grasping tentacles, some detach and may relocate or attack. Cancerclumps\nClusters of subdermal lumps that can grow to house size proportions . Tumorclumps\nHuge mounds that grow in oblong lumps under the skin of large growths or terrain. Malignamen\nHumanoid cancer blobs once normal persons but now all cancer and fused in hideous poses. Chimerapolyp\nSeems to be a fused mass of creature with features dulled and coloured grey that seeks to add to its body. Weeniepolyps\nEdible cancers that look sausage like and grow on larger structures. Tumerbrains\nSickly brain growths filled with white cancer lumps that emanate heart stopping hallucinations. Spacepolyps\nBouncy tumour creatures a yard high that children cut free and bounce holding the tentacles for fun. Arthrogrowths\nFormer giant insects now dead sprouting tree like tumour growths from bodies. Sporepolys\nAnimal shaped delicious smelling growths that turn the consumer into a sporepolyp over a week. Bangpolyps\nExplosive cancers that take over an area and the chunks infect victims flesh with more. Fleshclam\nA one to three foot wide fleshy giant clam that snaps on prey and can move slowly to relocate. Mantrap\nA flesh version of a venus flytrap that preys on humans, small ones bite feet and big ones eat men whole . Goblincuster\nA family of small goblins that are connected by umbilical cords to a tree growth. Clonepods\nA human size fleshy pod that grows hostile clones from humans it eats who spread more pods. Tendrilpits\nDeep tentacle filled pits that trap victims unaware and seal them in to eat. Fleshcrucible\nA fleshy pear shaped pod that lures victims inside with illusions and then traps shut inside stomach. Gore Malice\nA squishy lung tissue like mass of giblets that leaps from above to strangle and burn victims with acid . Xorian Antlion\nLives in a pit it covers with slime so when victims slip in it attacks with huge jaws from hidden hole. Firebelly\nA stomach like sack with digestive tube that shoots liquid that burns in air to hunt. Gorebladder\nAn organlike football that lives in a colony, when prey close they inflate to huge size to trap prey. FILENAME: EMO_OSR_OneRoomDungeons.ipt Header: One Room Dungeons So one room dungeons. Not very common and unfortunately have either a whole faction camped or a single great beast. These are often big rooms or chambers or open ruins. You can place them in hexes or just use them when players on their way somewhere. In a dungeon-infested land like my setting players might get distracted by other dungeons on the way somewhere. Most of these are a single open area but with a few niches and sub rooms. They are open plan by design or accident. Of course you could use them as lairs or develop into bigger dungeons. Lots of these are ruined former dungeons because there should be lots of them in a murder hobo economy. They are mostly not profitable based on monster lairs or piles of rubble with possible scrap and petty loot. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/06/d100-one-room-dungeons.html
table: OneRoomDungon Hall of sorrow\nBuilding exterior wall, insides collapsed, built as lords feast hall, now lair of six trolls who feast here and sleep in remains of the cellar. The Ruined Keep\nA defencive keep burned down by chaos forces in war long ago. A wight dwells here with his half strength thralls, if slain the curse on this place departs. Tower of Kazmandiar\nA wizard tower mostly destroyed by alchemical explosion. A spectre of the wizard dwells here killing adventurers who seek his books or items. Forgotten Temple\nA basalt slab with long opened door, inside is a great brazen cauldron containing a guardian shoggoth who has protected temple wealth since pre human times. The Great Fungi Cavern\nA huge chasm with a giant fungi forest, populated by a farming goblin tribe worshiping the great worm who sleeps under the garden. Red Fort Ruins\nMostly remains of outer wall and earthworks now a bandit gang have occupied it with own tavern, shacks, fishing hole and graveyard. The Great Mine of Klanth\nA huge chamber hollowed out under a hill, a orc tribe have built a village here to raid local region and support a temple. Ruzbaan Hall\nCrumbling house outer wall within is mass of crumbled bricks and a clan of gargoyles still picking through ruins for treasure by night. Slate House\nRuined manor house with remains of statues and artworks, a bugbear clan live here and have area covered in traps, a great mound of severed heads lies in the middle. Count Yaorga's Manor\nA shambling ruined mass of bricks said to be home of a vampire lord, the castle was destroyed to stop him, his coffin is buried deep under rubble. Spectral Castle\nA battle was fought here and all defenders were killed by orcs, by night spectral soldiers patrol the grounds, by night phantom structures. The Golden Hole\nAdventurers cleared out the dungeon, then locals smashed down interior walls digging for secrets, now just a sprawling rat filled mess with a few coins. Goat Hill Barrow\nA artificial hill with a great niche filled chamber full of burials guarded by a wight knight who has kept adventurers away for a thousand years. Gorgon Hill Mine\nA old single chamber tin mine since stone age now inhabited by a gorgon and piles of human remains since cursed by a night hag for not leaving her offerings. Erolia Heights Cave\nA small cave opens into a huge hollow inside the hill and inside there is a a pair of stone guardians protecting a relic lost aeons ago. Golem Hill\nA great dark pit a child tricked a golem to fall in hundreds of years ago, the creature rages against all natural life and utters foul blasphemies to taunt the gods. Glacial Cavern\nN the mountains a huge melt water gave feeds several streams and inside ice toads guard pure crystals belonging to the elemental ice lords. Wolf Head Mine\nFormer iron mine now known as a place where wolves meet and howl together when gathered by a werewolf who issues commands to terrorize local villagers. Briarwood Cavern\nThe village of Briarwood was swallowed up by the earth and was found in a huge cavern, now goblins live here growing mushrooms in a parody of village life. Turamgor\nA dark elf cave fort abandoned by builders who retreated deep into the earth but still populated by their wild pets, spiders and a few stragglers not welcome home. Forrt Wrath\nA Dwarf underground ruined fort haunted by undead dwarves and huge rats, dwarf relics are said to be hidden among the rubble sealed chambers. Stonecurse Cavern\nA cave that used to be used for rituals but a cursed person became a medusa and killed everyone leaving it covered in ruined statues and carnivorous bats. Belang Hollow\nA powerful evil spirit has it's home here where it cares for and heals local monsters, it hates adventurers and always has guests who seek to protect their benefactor. Evil Hollow\nA crumbling staircase leads to a huge grain storehouse of the ancients but now it is haunted by several wight knights and their undead horses who raid locals monthly. Stinkfish House\nA house on marshy coastline where the internal floors have collapsed but locals have seen glowing lights, heard odd croaking and found webbed footprints nearby. Shambling Dungeon\nThis dungeon was being built by a evil wizard but destroyed before completion, villagers come to steal bricks but have reported kobold hammers sounds of late. Ballast Hill\nMound of rubble dumped by ships as ballast. After decades it was discovered evil gnomes had hollowed out the mound and built a village inside. The Old Hulk\nA floating ship hulk has been abandoned for years and after a storm was lifted onto rocks. Inside a family of evil mermaids have settled in and snatch victims to eat. Old Stooped House\nWas abandoned after rat men came through the floor through a tunnel leading to a huge cavern where ratfolk live, as numbers grow so does their evil. Crag Hill\nA steep difficult climb but recently a cave was uncovered at the peak, since then hobgoblins have been creeping out by night to raid local farms, a great cavern is within. Split Hill\nA grassy hill with a crack in the top since a quake a few years ago. Evil vapour came out, a child lowered in on a rope saw gibbering humanoids in a great temple cave . Black Creek Cave\nThe source of a toxic stream has a cavern within. Goblins operate a mushroom leather tannery inside which pollutes the stream, they are not malicious really . Hell Hall Dungeon\nWas a former evil temple smashed into a huge empty chamber by holy templars. Cultists, dungeon vermin and beginner adventures can be found . Murder Hall\nWhere a evil noble who tortured villagers was burned alive by the mob. In recent years strange lights and sounds possibly of undead have been seen within the shell. Tin Hill Ruins\nOnce a smelting and metal crafting factory operated by a wizard till the mine was empty. Now lights and noises scare locals. Tin golem folk are having loud parties. Slime Cavern\nHome to slime creatures but since a demon cult came things have been wandering out for food. Inside a crude idol of the slime god has been sloppily erected . Marsh Cave\\nA haunted cave long shunned by locals and is home to a hag and her guardian pets with a bone cage full of adventurers she abuses and eats. The Old Quarry\nWas abandoned years ago but the semi flooded pit has some tentacled horror living in it that snatches sheep and wild goats that graze on the edge. Blue Hill\\nNoted as a place where lightning strikes and visitors disappear from. A cavern at the base is home to a blue dragon and his charmed adventurer followers. Glacier Falls\\nA cavern mouth covered by waterfall. Inside a white dragon lurks who likes to freeze the falls solid into a ice wall while enemies passing through. Craggy Hill Cavern\nA great cave with spectacular stone formations and spike filled natural pits. A family of camouflaged cave lizards live hear living off giant cave crickets. Nightmare Gully\nA rectangular gully with steep cliffs surrounding it and is filled with long dead trees. Several giant spiders live here trapping stray mountain goats . Chicken Hill Cave\nWas formerly a favorite place for chickens to graze till farmer refused a wizard his daughter. Now a cockatrice has poisoned the area and the farm is a ruin. Blood Gully\nA site where a famous murderer dragged his victims till caught and placed in a gibbet. Now avoided due to the killers spectre and his gruesome remains. Shit Hill Gorge\nA stool shaped grassless hill with a famous stench. The gorge on one slope has only one entry where a Otyugh wallows in a ancient sewerage pit. Midden Hill\nA ancient mound of garbage with earlier layers mostly shellfish remains from pre humans. A hidden tunnel opens into a chamber where local were rats plot evil. Hell Cavern\nA smoking cave covered in soot with upen bubbling magma caves. Salamanders like to frolic and wallow here leaving bejewelled egg shells scattered around. Chunder Cavern\nBehind a old tavern where drunks for hundreds of years vomited in on the way home. A few drunken adventurers ladened with gold even fell in. Goblins live inside.. Wizards Crack\nA split in the earth into a huge chamber where failed wizards used to meet to spoke lotus resin till one day bugbears ambushed them and moved in. Hellfrog Hill Cave\nA huge flooded cavern where giant frogs eat bats and giant cave crickets. Locals say a military payroll was lost in here and fools disappear often seeking it. Sunken Quarry\nA flooded quarry growing with reeds and several steep stair cases cut into the rock. In the bottom live dimetrodons released here as babies and giant dragonflies. Goat Canyon\nUsed to be where feral goats lurked but now a clan of goat men have taken over commanded by a witch who shelter under the cliffs and perform foul rituals. Demon Dungeon\nWas a feared cult complex purged by templars eighty years ago, now it is a huge cave with shattered masonry where zombies and skeletons still arise from rubble. Shattered Keep\nA hilltop crumbling fort and within a band of orcs live in the rubble and raid area with their dire wolf riders. The shaman has been declaring death to human kind. Cragmoor Falls\nA isolated mountain gorge with a waterfall and marsh land where a civilization of crested newt folk who are last of their kind but can breed rapidly. Blood Canyon\nThe site of a massacre many years ago and remains of weapons and zombies can be found here. Young evil priests come to enthrall undead servants. Hobgoblin Hall\nA ruined manor the floors and roof long missing, now a hobgoblin band of mercenaries and bandits live here with goblin serfs growing fungus and labouring . Hammer Falls Cavern\nA isolated mountain cave behind a heavy waterfall with a dangerous churning lake at the bottom. Behind the falls is a cavern with a nereid and nixies. Old Squid House\nA fraternal order of fisherman long wrecked and abandoned and windows boarded up. Cultists inside perform diabolic elder rites and sacrifices. Mistletoe Cove\nA cliff shrouded hidden bay wit beach one side and a circle of oak trees where nature cult used to meet when resisting the modern church, cultists often hide here. The Old Log Fort\nWas a temporary fort to suppress robber knights years ago and long abandoned. Now it has become occupied by a gang of bandits heavily infiltrated by cultists. The Great Shroom\nA hidden forest hilltop but is actually a gigantic toadstool cap. Inside the great chamber underneath is a dark elf camp site used for millennia for surface sorties. Crannock Hole\nA great fog filled pit with a narrow spiral path to the bottom. Ogres live here guarding a closed chaos portal sealed for a thousand years . Bloodrock Manor\nA shell of a ruined estate famed for a aristocratic cult who murdered and sacrificed local children. The mob burned the cult but phantoms have been seen. Elder Temple\nIn a great rock hewn temple from pre human times guarded by a golem, remains of aeons of mushed adventurers litter the steps . Great Stone Temple\nA great hollow carved into a mountain top once home to monks now the survivors are spider hybrid chaos cultists dedicated to feeding their demon god. Great Ape Ruin\nA sprawling heap of rubble of a ancient civilization where angry apes live. They hate humans who betrayed them in the dawn age and ruined their civilization. Sunken Palace\nWas a ancient complex mostly sunken beneath water now only a ruined great hall chamber is on the surface where fish folk gather for sacrifices. The Great Tree\nThe hollow stump of a dawn age giant tree that once reached the heavens, now grubby worm people live in the hollow eating the remains of the wood. The Churn Dungeon\nWas destroyed when a relic was used to turn interior walls into mud flooding the great expanse into a muddy rubble drowned pit with some possible treasure . Porridge Hill Dungeon\nWas burned out and the wooden interior walls were destroyed leaving a single burned out chamber, local villagers come to collect useful scrap and bones. Bleak Valley Temple\nHas been long forgotten and the statue of a dead forgotten god is worn featureless. Goblinoid tribes meet here to plan war and fling feces at the statue. Warmasters Folly\nWas a sprawling dungeon where a villain planned conquest with a humanoid army until a quake collapsed the dungeon killing all and leaving a great ruined pit. Well of Pain\nA great black flooded pit once a dungeon complex that collapsed and was flooded, now a sobbing water spirit mourns the dead victims of the dead prisoners. Owl Peak Cavern\nA ghastly cave where were-owls dwell. They worship a demon owl idol. The floor covered in regurgitated pellets of human remains and feces. Goblin Gully\nA small isolated hollow in the hiills surrounded by steep rubble slopes and filled with gnarly trees. Goblins meet here for markets and festivals on full moons. Vile Crater\nA meteor fall site now flooded and inhabited by slime creatures. Decades ago a anti paladin threw holy relics here and many pilgrims have died recovering them. Harlot Gorge\nHere a mad priest had dozens of prostitutes hurled off a cliff now is haunted by banshees and avoided by everyone sane. The priest himself jumped in with his gold later. Fanny Hill Dungeon\nWas a multi level complex that collapsed crushing most lower level occupants then abandoned. The rubble filled chamber inside still has hidden treasure . Crow Hill Mausoleum\nWhere a cursed family was interned in this huge single chamber tomb. Now the family arise as undead to worship the demon prince of undeath nightly. Misty Moor Quarry\nA great mist shrouded pit on a haunted moorland quarried by dungeon builders long ago and abandoned. A stone giant family live here with children. Gauntlet Keep\nWas a mountain fort destroyed but the outer shell. Inside the shell a humanoid garrison is camped preventing humans from returning but mostly lazy . Bloodthorne Peake\nA mountain retreat dungeon of a wizard for his menagerie but a monster escaped and killed him collapsing the structure leaving a massive chamber. Bean Hill Dungeon\nWas swallowed up by a planar portal mishap leaving a great burned out cavern where xorn and earth elementals frolic and crystals grow. Temple of Therizorn\nWas a great chaos temple dedicated to a fake god. When crusaders came they removed all the idols but cultist pilgrims still come seeking the false god. Iron Hill Mine\nA great hollowed out hill where meteoric iron was removed. Now degenerate derro pick at the remains to build a iron golem and hate ray beam array. Smoke Hill Cave\nAvoided by most locals and believed home to salamanders but instead deep gnomes have a workshop building steam automatons in secret . Forbidden Temple\nA great walled enclosure with hundreds of defaced demon idols. Cult pilgrims come to worship and paladins come to deface idols and kill worshipers. Peatbog Gully\nA huge rectangular pit in a swampy gully. It was mined for decades before a layer of sacrificed peat bog mummies was uncovered who now haunt the pit . Fever Hill Dungeon\nA dungeon where all the inhabitants died from plague due to poor hygiene or the machinations of the rat god. Now were rats mostly live here . Black Temple\nA square slab of obsidian with great square pillars built by serpent men aeons ago, a giant snake with human torso and arms guards the holy texts and idols . Temple of Zagorax\nThe horned demon god whose cult were shattered and idols smashed long ago. In recent hears a great horned beast has been seen in the temple chasing looters. The Great Air Plaza\nA great stone slab connected by stairs to the ground seldom seen. The plaza is covered in a invisible force maze with air elementals in the centre guarding a gateway. Skeletons of lost travellers litter the maze. Air elementals area thriving comunity . The Onyx Dome\nA demonic prison sealing away a demon lord since the dawn age and built by the gods. If the magic puzzle door is bypassed you can meet the giant demon. The Terrible Stone Circle\nWas used for ancient blood rites long ago. The stones are demons and if any treasure hunters disturb the site demons awaken one by one. The Colossal Beetle\nA gigantic insect exoskeleton left since the dawn age. Demon parasites inside feed off remnants, an adamantium splinter from a god weapon is inside. Pleasure Pit of the Flesh God\nA great pit in the mountains overgrown with fleshy growths and alien organs. From time to time monsters spawned here wander to civilization. Titanhelm\nA great chamber under a mountain formed from a lost titan helmet. Cultists who hate the gods come to worship and plan rebellion against them . Skullhill Cavern\nFormed from the rotting head and skull of god killed in the dawn times. Inside maggot men wizards plunder arcane secrets from the god brain. The Prismatic Dome\nHas sat in a valley for aeons made by pre deluvian wizards to store the sacred relics and monsters of their age. If breached the relics and monsters will scatter and menace the world. The archive contains secrets of stopping the monsters and relics like the uranium golem, the obsidian dragon, the opalescent aurora and bound elemental beasts lords FILENAME: EMO_MentalMutations.ipt Header: Mental Mutations Mental powers are some of the most exotic mutations and have a increased chance of mental defects or powers that will cause problems. Most powers have visible effects when in use. Mental powers might be known as psionics or psychic powers or spell like abilities are used for such powers. Names used for practitioners include mesmerist, medium, mystic or even witches. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/06/d100-mental-mutations.html
Table: start Source: [@MutationSource]\n& Effect: [@GetMutation] Table: GetMutation 3:(minor) [@MinorMutation] 1:(major) [@MajorMutation] Table: MutationSource Among first born of the coming race Family bloodline of strange abilities Experimentation on your bloodline Exposed to psychic phenomena Non human taint in bloodline from hidden race Exposed to cosmic or reality warping forces Exposed to weird crystals Ate brains of a planar entity or some plane shifting organ Haunted by spirits growing up Attacked by parasites from overspace Exposure to powers of a psychic awoke your powers Modified by superior beings Table: MinorMutation Smell or feel uneasy if mental or spirit phenomena used within 3" Ectoplasm forming can produce a pound of slime within 1" Sense evil intent towards you within 1" Trance for one hour replaces sleep Temperature drops when unhappy by ten degrees within 1" Temperature raises when andry by ten degrees within 1" Eyes glow when mad or using powers Hair raises when exited or using powers as if in wind or from static Mental resilience +1 wisdom bonus score Hibernate three months once a year Horrible nightmares and flashbacks make you mutter and sob in sleep, Fried nerve endings diminished sense of touch and pain Split personality offers flawed advice nobody else can hear Memory lapses and repeats telling people things annoyingly Mutters and and tells rambling stories even when alone Prone to irrational weeping in all kinds of situations Prone to irrational laughter in all kinds of situations Unnatural charm +1 Charisma bonus Insects, vermin and parasites repulsed and try to keep a foot away Directional sense always feel magnetic north Perfect sense of time to the second with clock precision Numerate as if had a calculator or advanced abacus skills Highly sensitive to pain and paranoid about threats of injury Empathic sense can feel strong emotions within 3" Phobia as strong fear of a specific thing like strangers, spiders, darkness, etc Hostility field disturbs people you meet -1 Charisma modifier Suicidal tendencies and gloomily fixated with death and risk taking Mental block has 1% chance of any stressful situation being forgotten after Narcolepsy has a 1% chance of any stressful situation inducing d10 minutes deep sleep Aura sight can see aura of living things within 3" can use to target in dark Enormous ego is sure is the greatest and best at everything ever Amnesia when HP below 10% of maximum Mania is obsessed with something like fire, darkness, stealing, sex, etc Planar sense can feel dimensional gates or multiplanar beings within 3" Defective alter ego will seize control for a d4 hours if reduced to 1 HP and fail save Seizures has a 1% chance of any stressful situation inducing d4 minutes attack Unconscious calling attracts hostile creatures increasing chance of wandering monsters Heal one HP once per person per day Spectral breeze everyone in 3" cone feels a chilly breeze one round per level per day Glow aura makes mutant glow at will 1" radius light Can ignite small fires by concentration within 1" as if using a flint on flammable material Animal bond can form strong empathic attachment to animal over range of 3" Glimpse invisible spirits or astral bodies for one round per level per day within 3" Can over hear spirits or astral bodies talking on spirit plane or telepaths within 3" Plant empathy can sense well being of a plant by touch Sense location of dramatic past events like murders or torment within 1" Automatic writing allows a spirit to use your hands to write or draw while in a trance Can repulse dirt and water from body and clothing once per day per level Thoughtography can burn a image from mind onto a surface once per day per level Call ethereal fog over 1" radius once per level per day Control a small hand sized rodent or bird one round per level per day Call a swarm of flies or harmless insects to do bidding one round per level per day Aport a small hand size object to and from ethereal plane once per level per day Astral knife can be formed at will only harms non corporeal or other planar beings Can see inside sleeping persons dreams by touch one round per level per day Can scare a animal under 4HD if fails a save once level per day within 3" Can calm a animal under 4HD if fails a save once level per day within 3" Make a hand size object levitate one foot if concentrated on within 1" Objects in room rattle and make noise when mutant is angry, upset or scared Hostile spirits are attracted to mutants inner anguish, most are petty and troublesome Always knows is a certain loved one in trouble or within a mile often a sibling Can control several cubic feet of smoke, fog or fine particles one round per level per day Can form ice crystals on water or fluids or chill food by concentrating within 1" Long lived mutant expands life expectancy by 2d4 times Cause a object to vibrate within 1" by concentrating often noisy Able to tell if attacked with disease or poison at moment of contact Can sense medical condition of others by touch ans amount of HP Can sense hidden water within 1" through ground 3" with some kind of divining rod Can speed read if literate reading and studying ten times faster Photographic recall memory can specifically remember something specified when seen Can measure distances and lengths from sight Can accurately predict weight of persons or objects Alignment extremist is driven to judge everything be extreme moral code Ambidextrous can use hands equally well Improved split personality offers useful advice and second opinions Can survive comfortably without food or water a day per level Hear whispers and moans of the dead even more depressing in certain locations Have dreams about ancestors lives often triggered by recent events in own life Orgone energy accumulator gains a d3 HP per day from sexual act Has perfect sense of harmony, rhythm and can play any instrument instantly Can douse a small flame (torch or smaller) within 3" once per level per day Immune to eating off food or drinking diseased water but not poisoned Eyes or nose bleeds when using powers or very stressed Can animate a small cubic foot dust devil one round per level per day within 3" Can enter death like trance for one hour per level using 1/10th the air supply Can labour twice as hard performing work of two in any manual labour Spot weakness adds +1 to hit one attack per level per day Aura Barrier HP +d4 Aura Shield +1AC Sense pain or death within 3" Have extra two contradictory personalities who disagree on everything Rage can add +1 damage bonus one round per level per day Ectoplasmic hand size item creation one round per level per day d3 knife possible Evil eye victim within 3" saves or -1 on next saving throw Resistance +1 on a saving throw once per level per day Attribute Amplifier pick one stat gain +1 for one round per level per day Open or close a door or chest or bottle within 3" once per level per day Lesser regeneration regrow fingers, ears, nose and heal double normal HP from rest Third eye can see spirits or non corporeal on astral plane one round per level per day Probability control gain a +1 on any dice roll once per level per day Table: MajorMutation Sense any living being or spirit within 6" unless blocked by four inches of wood or stone Read surface thoughts in 6" who fails saving throw one round per level per day Heal 2hp per level per day by touch can spread points out as needed Power Shout add 1d3 damage to any attack once per level per day Mental Bolt d4 damage once per level per day within 9" victim gets a save Telepathy can communicate within 9" one round per level per day with known person07 Bio Control can add +3 to a save vs disease or poison once per level per day Push a person with telekinesis, save or fall once per level per day Defencive Aura +2 armour once per level per day Aura Barrier provides effective +2HP per level once per day Spectral Mist formed from ectoplasm 3" wide once per level per day Evil Eye reduce foes save roll -2 once per level per day Rally causes a demoralized person to make a new morale check once per level per day Sense Weakness +d6 dam +2 hit once per three levels per day with one round prep Animate Weapon once per level per day can use a weapon telekinetically within 6" Confusion Cloud once per day all within 3" save or confused for 1 round/lv Fear 3" cone effect once per day all in area save or flee for 1 round/lv Empathic Sense can feel emotions of others within 6" can enhance communications Dual Mind can perform two mental acts at a time or one can sleep while other on guard Inflict Madness 6" range, saves or paranoia and delusions for turn, once a day Pyrokinesis can generate a d4 fire with one round intense concentration Cryokinesis can generate a d4 cold with one round intense concentration Image Projection once/day can project self image to communicate to a friend for round/lv Accelerate Healing with a turn concentration can heal d3 per person per day Mental Screen can resist attempts to read mind +3 save Telekinetic Arm can be used to manipulate or hold items one round per lv per day Hypnosis as charm person 6" range once per four levels per day Allurement aura makes living things attracted to mutant within 3" not always for best Psychometry can read history of location, corpse or thing once day per level Sense Home always knows distance and direction home, takes month to change home Fearless is immune to any psychological effect causing fear or anxiety Illusion can make a victim who fails save see a illusion one round per level per day Inhibitor field prevents mental mutations working within 3" if fail save per round Levitation can float with concentration 1" across or 3" up a round per level per day Mind Meld can communicate and share thoughts by touch one round per level per day Mental Block any attempt to interrogate or probe mind causes mutant to block memories Danger Sense mutant only surprised on a 1in6 chance Life Drain once per day can drain by touch 1HP/level from victim by touch and heal self Exorcism can repel spirit occupying a victim giving them a extra save once per day Possession can by touch dominate a person's body by touch once per day for one turn Enhance Strength +1d4 for one round per lv per day Paralysis can hold a being in 6" still for a turn once per day if they fail to save Phobia can make victim have fear of one thing for a turn once per day if they fail to save Force Barrier one round per level per day that blocks missile weapons from one direction Seizure induces a being helpless in 6" for a d10 rounds once per day if they fail to save Stunning Force stops a person for a round who fails save in 3" rage once/lv/day Planar Voices give possible advice once per day per level give d3 contrary suggestions Prophetic dreams warn of danger or death or disaster, greater threat more days warning Sense planar beings or gates or other disturbances within 9" or further for very powerful Suggestion by talking for a turn to victim if fail save changes alignment for hour Fanaticism can add +1 once per level per day day on any roll, can use any or all at once Life Drain Touch, heal self by sapping life from others or by withering plants 1hp/lv/day Animal Attraction can draw small animals, fish or birds near, possibly kill and eat them Draw Beast once day call wild beast near to serve as a mount or pack animal or eat Healing Trance one HP recovered per hour in deep trance Berserker can enter homicidal rage +2 hit/dam can fight until -9 hp, fight till no victims left Group Mind can place self and one friend per level into a mind link if within 12" Psychokinetic Bolt 2d6 damage 9" range once per 3 levels per day Psi Bolt 3d6 damage 6" range once per 4 levels per day, save to resist only affects living Heat Touch can inflict 2d4 damage by touch one round per level per day Suspended Animation can enter trance for predetermined time using 1% food and air Pyrokinetic Bolt 2d6 fire damage 9" range once per 3 levels per day Psychoelectric Discharge d8 electric touch one round per level per day Aura Barrier one round per level per day, can absorb level in HP Poison resistance can get extra save vs any poison once per level per day Disease resistance can get extra save vs any poison once per level per day Illuminated can get extra save vs illusions once per level per day Iron Will can get extra save vs mind control once per level per day Advanced Mind +1 Intelligence Advanced Forethought +1 Wisdom Advanced Magnetism +1 Charsima Call Swarm can call flies, moths other bugs to fill a 1" square round/Lv/day Ectoplasmic Discharge once per level per day can slime someone or 1" square Visibility can make spirit or invisible thing visible to all if fails save one round/Lv/day Animal Empathy can crudely communicate with animals and possibly calm them Dream Travel once/night can appear in dream by touch or very distant for loved one Genius Loci can speak to spirits of a place and ask a question per three levels per day Planar Eye can see beings hidden in other planes, strike any out of phase or displaced Compel Truth with frightening gaze, victim saves or tells secret once per 3 levels/day Ectoplasmic construct form hand size object round/Lv/day, at 5th can be weapon size Soul Gaze can detect unusual souls of secret undead, supernatural or planar beings Biological Sustenance does not require food but still enjoys eating Astral Travel can once a day enter trance and soul can enter spirit world, risky Ghost Light can glow illuminating 1" radius or project a 3" cone of eerie coloured light Psychic Wind can raise a breeze disturbing sand, snow, paper or leaves in 3" radius Call Darkness reduce light 3" radius to night, dimming light sources not direct sunlight Disturbing Force can make everyone in 9" feel on edge, disturbs animals and sleep Telekinesis can move 10lb per up to 1" per level one round per level per day Poltergeist when angry small objects thrown about and people slapped in 3" radius Telekinetic Manipulation fine motor work like lock picking within 1" by concentration Psychokinetic Choke once/level/day within 3" victim living saves or helpless for round Iron Fist once per day per 5 levels unarmed attack can inflict 3d6 damage Arouse erotic feelings in other living beings who fail save but mutant no longer feels any Summon Spirit can call on petty invisible spirit for aid round/level/day most 1HD Serenity the mutant experiences no highs or lows and is is immune to strong emotions Pacifism the mutant is incapable of deliberately killing any living being Jaunt can teleport up to 9" once per four levels per day by sight or to familiar location Teleport once per week to any well known place random and risky otherwise Plane Shift once per week to any well known plane random and risky otherwise No longer naturally ages by act of will force, possibly other forces might age them FILENAME: EMO_Psychon_Settlements.ipt Header: Planet Psychon's Settlements Areas with extreme weather will have a shelter for emergency such as a cave or tunnel complex or an ancient bunker or some kind of panic room. Monsters make this a good practice too. Larger settlements include battlements and a secure roof rather than open courtyards. This requirement has limited settlement sizes. Most areas have a local stable population that is isolated but friendly enough to travelers who dont hang around. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2013/05/planet-psychons-settlements.html
use: common/nbos/Tools.ipt use: EMO_Psychon_Senses.ipt set: maxHom=20 table: MakeASettlement ul \{margin-top: 0px; margin-bottom: 0px; }& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Settlement Type[@SettlementType]& Total population[@Commify with {pop}]& [when]{pop}Racial makeup[#{1d{maxHom}} SettlementHomogeneity]& Ruled by[@SettlementRule]& Aggression[@SettlementAggression]& [when]{numRel}=1[do]Religions/Magic[@SettlementReligionMagic]& [else]Religions/MagicSeveral different faiths and practices:
[!{numRel} SettlementReligionMagic >> implode
]
[end]& ;Religion/Magic{numRel}&
table: SettlementHomogeneity 1:[@SettlementStock], hostile xenophobic racists to all others 1:[@SettlementStock], hostile, actively kill outsiders 2:[@SettlementStock] believe in their own superiority, but are not malicious 2:[@SettlementStock], suspicious, but willing to trade if no trouble 1:[@SettlementStock] wary but making money comes first 1:[@SettlementStock] open and friendly and curious to others 2:Two equal communities, [@SettlementStock] and [@SettlementStock] 1:Two competing species; [@SettlementStock] have greater power but are benevolent to the weaker [@SettlementStock] 1:Two competing species; [@SettlementStock] have greater power and [|enslave|hunt] the weaker [@SettlementStock] 1:Two species, [@SettlementStock] and [@SettlementStock] integrated harmoniously 1:Several races in a caste system:
[@{1d4+1} SettlementStock >> implode
]
1:Several races in constant flux and power struggle:
[@{1d4+1} SettlementStock >> implode
]
1:Several races in a peaceful co existence:
[@{1d4+1} SettlementStock >> implode
]
1:Several races in a comfortable profitable relationship:
[@{1d4+1} SettlementStock >> implode
]
1:Many races in a complex caste system:
[@{1d10+4} SettlementStock >> implode
]
1:Many races in a cooperative egalitarian mixed society:
[@{1d10+4} SettlementStock >> implode
]
1:[@SettlementStock] rule over many races:
[@{1d10+4} SettlementStock >> implode
]
;village gets one roll ;citadel gets 1d3 rolls ;city gets 1d4+1 ;Or just roll as per biggest settlement and spread over hex table: SettlementType 1:Crossroads{pop==1d5}{maxHom==8}{numRel==1} 1:Farmstead{pop==1d20+5}{maxHom==8}{numRel==1} 2:One village{pop==25d6}{maxHom==13}{numRel==1} 2:Two villages{pop==50d6}{maxHom==13}{numRel=={1d2}} 2:Cluster of {numVill=1d4+1} villages{pop=={numVill*25}d6}{maxHom==17}{numRel=={1d{numVill}}} 2:Citadel and {numVill=1d4+1} villages{pop=={numVill*25}d6+100d10}{numRel=={1d{numVill}}+{1d3}} 3:Lone Citadel{pop==100d10}{numRel==1d3} 2:Citadel plus a hidden community of outcasts{pop==100d10}{numRel==1d3[||+1]} 1:Subterranean village in [|cave|ancient bunker]{pop==25d6}{numRel==1} 1:Floating citadel, inaccesible to most without force drawbridge or rope {pop==100d10}{numRel==1d3} 1:Hidden citadel, [|under water|in mountain|in secret valley|on island]{pop==100d10}{numRel==1d3} 1:Subteranean city built into [|mine|cliff|caverns]{pop==1000d10}{numRel==1d4+1} 1:Rare city with some kind of aerial defense and shelters{pop==1000d10}{numRel==1d4+1} table: SettlementStock shuffle: PsychonColors [!PsychonColors] [@SettlementStockB] table: SettlementStockB 6:Humans 1:Eldren ([|Elves|Eloi]) 1:Morlocks ([|Dwarves|Gnomes]) 1:Halfmen ([|Halflings|Hobbits]) 1:Tako (Octopus folk) 3:Beastmen 1:Kobolds 1:Goblins 1:Hobgoblins 1:Bugbears 1:Orcs 1:Ogres 1:[|Mutants|Mongrelmen] table: SettlementRule 3:Assembly of [|male|female] elders 3:Assembly of elders of both genders 2:King selected by random [|lottery|selection process] 4:King selected only when at war or in danger 5:Priest king, selected by divine signs 6:[|Fearsome|Benevolent] wizard in tower 6:Ritual king chosen from strangers then sacrificed to the gods 2:King [|proven to be the best athlete|who won a contest] 3:King, a [|warrior|wizard] who acquired [|his|her] position [|in a contest|by force] 2:[|Robot|Android|Small AI] is king 4:Democracy with votes[||; only [|[|male|female][|s| landowners]|landowners] can vote] 1:King who was decreed to be so by messages from space via an artifact of the gods 4:Overseer with a network of thugs up to the boss 2:Programmers selected by god to relay its orders 2:Directly instructed by [|god|gods] 1:Infiltrated by hostile species in disguise as: \a [#{1d41} SettlementRule >> lower] 1:Ruled by hostile species in disguise as: \a [#{1d41} SettlementRule >> lower] 5:Benevolent despot rules according to alignment philosophy 3:Richest get to buy kingship when last king is poisoned 4:Local mob boss is the real power, using force and commanding the legitimate law, nominally: \a [#{1d41} SettlementRule >> lower] 5:Cult community led by [|preacher|elders|charismatic leader] 5:Inherited monarchy with feuding clans and bloodlines 3:Charismatic war monger in power at the moment 2:Revolutionaries have taken over, out to keep the common people poor and the rich out 3:King who was judged by the church to be from the purest bloodline 3:Ruled by a council of undead elders from a tomb in secret 1:Ruled by a living minor god from the local area 1:Ruled by an elaborate process of divination calculated by experts (astrology) 8:A foreign despot and his thugs - [@SettlementStock] - have ruled here a while 1:Ruled by strange beast with the aid of its followers 1:Minor other planar being rules according to alignment 1:Elemental cult chooses leader from those the elements approve of 1:Heroic outsider, \a [|astronaut|time traveller] makes the rules table: SettlementAggression 1:Always on the warpath 1:Frequently hostile 2:Willing to trade if no trouble 1:Friendly to outsiders 1:Peaceful ;Religion and magic d100 ;village gets one roll ;citadel gets 1d3 rolls ;city gets 1d4+1 ;Or just roll as per biggest settlement and spread over hex ;Roll below, if magician class uncertain replace with your choice table: SettlementReligionMagic 4:Single God talks to high priest via an artifact in a shrine 4:Single God talks to high priest via an artifact in a temple 6:Artifact picks up garbled static from many gods which is interpreted by shrine priests 2:Astronomer interprets the will of heaven by some arcane theory 4:A shaman cares for the community, communing with the spirits 4:A druid cares for the community and dealing with nature 4:A sorcerer leads a cult with active membership and vice 4:A witch performs services to needy villagers and lives near 3:Religion is entwined with state cult such as a city god cult 2:A wizard in a tower preaches philosophy and science, educates common folk 3:Peasants left alone and follow local petty gods, [|priest|shaman] acts as interpreter 4:Ancestors worshiped [|by communing with|as undead], [|priest|shaman] acts as interpreter 4:Music, poets and bards are the holy folk here 2:Monastery serves the locals 4:Lone hermit cave services the community 6:A monster near the community takes sacrifice for favors 3:A [|dryad and her grove|naiad pool] is the local cult 1:A dark well is a night hag pit and she may accept sacrifice and defend her people 1:An elemental node has a being of some kind the locals give thanks too 2:A creature that lives in a [|barn|stove] acts as the village defender and sage 2:A psion [|school|teacher] is in these parts 1:Materialist philosophers, different sects teach different magic 1:Religion here is a sham run by [|sorcerers|rogues] for profit and abuse 1:Religion here is a sham run by fake priests with no special powers 1:Fake potion making racket has community fooled 1:A death cult ruled by \a [|necromancer|evil priest] 5:Alignment-fanatic church here to wage cosmic war for [|Law|Chaos|Good|Evil] 3:A warrior [|order|school|fighting style] 2:Mercantile fraternal brotherhood run everything financial and have rituals like processions 1:Sincere but insane cult, [||waiting to be] exploited by [|a monster|wicked men] 1:Charismatic cultist destroying community and plans to move on to next with lies 2:A different race acts as a spiritual adviser with strange results 1:Locals appease goblinoids with sacrifice, they may protect their investment 1:Witch hunters control faith, power predicated on persecuting rival faith 1:Inquisitors hunt those who commit heresy against ruling gods law 2:Templar order following military god on a crusade 1:Monster hunter club with hunter shrine 1:Adventurer HQ usually based around pub, multiple shrines of adventurer gods 1:Imperial Missionaries spreading faith and trade and language, shrine 1:Megalith and earth mound builders protect gods sacred places and use for ceremonies 1:Cannibal cult practice eating enemies and unwelcome visitors and make undead with scraps 1:Community predicated on magic monument building cult with promises of great reward 1:People here directly in psionic communion with god, all networked with temple
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FILENAME: EMO_Xor_DungeonDressing.ipt Header: Flesh Maze of Xor - Dungeon Dressings Some details for inside a meat dungeon. Wandering monsters are encounters for travelling but also might come around when damage is done to doors or structures. Thieves on Xor have a host of organic fluids, drugs and body parts to trick open doors. Might require local thieves to show the ropes and explain how to use the local thieves tool - mostly bottles of liquid, syringes, tweezers, tongs and tubes. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/flesh-maze-of-xor-dungeon-dressings.html
prompt: Show me: {Xor Damage Response Encounters|Xor Parasites|Xor Animals|Xor Humanoids|Elder Races On Xor|Demons Of Xor|Doors|Biological Lock Opening Mechanisms|Corridors Inside Xor|Flesh Chasms Features Of Xor} Xor Damage Response Encounters use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table:XorDamageResponseEncounters Ochre Jelly come to clean up damage and pests Gelatinous cube clean up rubbish and pests Slithering tracker looking for intruders Black pudding come to eat rubbish Mimic comes to replace missing parts Trapper or lurker above cover injuries like bandaid Shoggoth looking for intruders or acting as dressing 4:Parasitic life looking for food: [@XorParasites] 6:[@XorAnimals] 6:[@XorHumanoids] 2:[@ElderRacesOnXor] 2:[@DemonsOfXor] table:XorParasites Giant leeches Giant ticks Giant ants Flies or maggots Ankeg Featherless Stirges Fire beetles Giant lobsters Giant wasps Carrion crawlers Tunnel worm Purple Worm table:XorAnimals Naked mole rats as big as dogs Shambling bald cave bear covered in rash and leaking sores Swarm of hungry furless rats or albino pink mice Giant pink lizard chamoflaged awaiting prey Giant flesh amphibian frog, toad, newt, axalotl Naked blood sucking giant weasels Strider or axe beak birds featherless and flightless Hairless goats or other herd animals Giant white snakes Tentacled mutant bald apes Bullette burrowing through the flesh seeking prey table:XorHumanoids Explorers from outside seeking precious biological treasure Human local tribes folk nomads seeking nutients or fluids for life Tribe of abhuman barbarians looking for materials to survive Naked wrinkly goblins who worship the body of Xor Naked elven wanderers seeking to protect Xor Naked halflings loooking for an easy feast of flesh Exploitative orcs looking to kill rival life and take what they need Cultists on pilgrimage to see wonders of Xor Trader caravan with beast pulled wagons and mercenaries Rangers exploring the wondrous landscape of Xor Giant exploring Xor and protecting it from unwelcome exploiters Doppelgangers infiltrating and destroying humans table:ElderRacesOnXor Moon beasts, lumpy white tentacle faced frog thing wizards who serve chaos Pink lizard men who survived here while old civilization died out Migo miners seeking exotic nueral peptides and nerve tissue deposits to harvest Cthonian great burrowing telepathic squid beasts who dine on humanoids Dimensional shamblers atracted by plane shifting Xor Fish men hybrids able to dwell in fluids of Xor and predate on humans Gugs, horrible hairy 4 armed giants with sideways mouths who eat humanoids Hairy primitive pre humans who still worship old ones since before their civilization fell Squid men occultists with sinister plans for domination of Xor Headless humans with faces in chests, wicked cultists who serve dark gods Faceless humanoids who worship the old ones and hate humans Humanoids wizards in robes actually masses of worms in human shapes table:DemonsOfXor Larvae grazing on wounds left by demons Quasits out for trouble or souls Horde of mindless manes gibbering madly Pathetic hordes of stupid naked demons looking for victims and food Succubus or Incubus looking for humans to torment and seduce Chasme fly demons carrying larvae to wound Cambion demon human hybrids spreading influence of the abyss Alu demon hybrids press ganging humanoids into army against Xor's defenders Bloated idiotic dretch demons feeding on Xor Rutterkin demons wandering about looking for victims to torment Ghouls seeking grazing grounds to feed off Greater demon covered in breasts with horned head and demon blade table: Doors A flap of skin with a hinge, half are one way opening without damaging them A mouth possibly with teeth, toungue and saliva pool A sphincter can be in various states of being Blockage of scar tissue formed over Folds of flesh block entry like gates Passage just squeezes shut Translucent membrane that admits only certain fluids or life Gelatinous blockage like pherical jellies or gelatinous plug Plug of tissue A curtain of flexible flesh Masses of tentacles block passage Tight ring of contracted muscle leaks toxic or corrosive secretions table:BiologicalLockOpeningMechanisms Nerve cluster require correct manipulation Pheromones chemical scent Bio electric charge or signal Taste key on a bank of taste receptors DNA test from blood or bio fluid sample Retinal scan from visual examination Nueral peptide trigger from brain microsample sample Scent test with a nasal receptor that smells things Keyed food item inserted in a mouth Keyed organ inserted in flesh pocket Particular sound vocalised into sound receptor Orifice requires mouth contact kiss table:CorridorsInsideXor Rigid cell structure walls in round tubes Round tunnels caked with plaque or oily secretions Windy tunnels covered in waxy secretions with hairs Wet crinkly tissue with loose slippery surfaces Windy tunnels occasionally semi blocked with phlegm Spongy tunnels with damp drool covered floor Line with pulsing veins, organs and veins Irregular tunnels with bundles of muscle and sheathes of sinew Wet cave like tunnels often with flowing liquid over the floor Thick ropey organic fibres dripping with liquid Rigid rings of muscle with strong air currents Irregular tunnel choked in twitching polyps and finger like tentacles table:FleshChasmsFeaturesOfXor Orifice with drool waterfall filling pond on the floor Bone structures stretched over with skin Polyps, infections and cancerous growth leaking foul fluid Secretion coated remains of explorer corpses fused to walls Pool of digestive fluids with rank acrid odours and fog Gristly threads and fibrous cables attached to walls, ceilings and floors Tentacles gently swaying range from huge to carpets of finger like ones Nervous tissue growth, many sparking with bio electricity and ozone smells Sacks with creatures growing inside attached to walls Tubes with eggs in various stages of development moving through them slowly Huge brain like sacks suspended from roof Lined with pulsing organs, veins and sacks of gurgling fluid FILENAME: EMO_Xor_QuestsTo.ipt Header: Quests to Xor These are some tables to make hauntings. I think most monsters should be more unique and spirits even more so. Clerics might be sent to clear up some local hauntings. Once you get Exorcism spell you get even more busy. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/d100-quests-to-xor.html
As if you didn't already need a reason to visit Xor here are 100 more to possibly introduce Xor to your players. Generally, a party is selected to find something and the answer is Xor. Some adventurers may get additional missions from their religions or guilds or masters. Use them as ruins and teasers. Perhaps roll a mission per player plus one - select one for official mission and give every player their own missions. table: QuestsToXorFromTheOutside Traveller’s saw a mysterious flesh hued landscape previously unseen in the mountains. Strange potions have appeared on the market, apothecaries guild want to know where they come from. Drugs hitting the streets have infuriated the usual drug dealers and guildsmen they want you to find the source. A strain of new hairless rats are running rampant in the sewers and the guilds want them found and prevented from returning. A nobleman merchant obtained a miraculous wonder food that helped his sick wife and he sends you to find more. Some strange fluids have contaminated the local creeks from the mountains and weird ropy threads have fouled the water wheels and fisherman nets, the river guilds send you to find why. A merchant tells of a wondrous land where he lost his men and cargo, the guild sends you to find the truth and possibly return the goods and men. A butcher from the mountains has been selling wagon loads of fine meat and the butchers guilds and slaughterer yards want you to find where he gets the meat from. A strange gibbering madman was found buy a caravan and told a tale of a murderous land in the mountain flowing with milk and meat, a rich merchant wants him out of the madhouse and to see if there is any truth to the tales. A trader caught a strange wrinkly scarlet goblin unrelated to local breeds. He tells of of an unknown land called Xor and the trader wants explorers to investigate. The thieves guild have many members addicted to a new drug on the street and the guild master cant exercise his power till the source is stopped. A guild of assassins have reported a strange new non member assassin using weird fleshy creatures to kill and the master desires the assassin be found, killed and his secrets stolen. Someone has been kidnapping youths leaving just clothes behind. The kidnappers, slavers and skinners guilds have been getting the blame and want this to end (skinners steal kids clothes). Some of the town guards have been eating a strange compound making them alert, improving night vision and stronger. Thieves guild want the source stopped or under their power. One of the slavers guilds has been selling cyclops mutants with tentacles to gladiators, a criminal guild has been paid to find the source and undercut the slavers. Several dignitaries have exploded in public from strange parasites. Someone is using them as assassin weapons but the grubs in the sewers have begun to infect thieves, the guild want’s this stopped. An assassin was killed in the thieves guild hall with a mask of living flesh, the master wants the source of the mask found. A popular theif returned from a mission out of town and burst into a tentacled horror in the guild hall and only fire could kill him. The guild wants you to find what happened. Giant leeches have appeared in the river and started flooding the drains. Poison has worked but has side effects and the guild wants to find the source of the monsters. Plagues of horrible lice have filled the ghettos and more recently some the size of lobsters and small dogs have been found in the sewers. Bad for business the guild master wants them gone. Military leaders have reports of new monsters and an isolated valley overrun by otherworldly horror. Military have been alarmed by refugees from the mountains driven away by new monsters. Previously unknown monsters have been seen in outlaying regions and a nobleman thinks they are scouts for a greater threat. A great demon has been menacing the frontier and seems to have a base he takes captives to, find the base and stop the demon. A rival power has adopted several new species as riding beasts and wagon pullers and large stores of dried meat. A lord wants to know where these wonders come from. Gibbering naked savages with bone weapons have been raiding the frontiers disturbing the peace between goblins and mankind, find and stop them. An old crusader against chaos has mutant corpses and reports of strange things. The city lords send you with him to confirm or deny the possibility of a chaos breach into our world. Humanoids in the mountains seem to be having a population boom whereas normally they are starving and weak. Now they become bold and ready for war. Who is feeding them?. City militia report wrinkled hairless mutants in the sewers coming from up river, city wants them found and exterminated at the source. Mountain villagers have reported a plague of mimics and other amorphous flesh creatures. Visit and prepare a report and explanation as fast as possible. Farmer Zed has been growing strange twitching ambulatory plants full of meat, other farmers are disgusted and curious where the new money making crop came from. A strange red fleshy weed has grown from the water side and is covering fields. Farmers want to know where it is from and how to stop it. Giant meat eating bugs have been eating farmers in their fields. Farmers want them stopped and the source found. Something has been mating with the livestock and all the animals are being born hairless and strange, find out why. Wild animals have been departing as if a doom is approaching, could you investigate?. A horrible pink chaos goat has been molesting livestock and chasing village women. It lairs in the mountains and heroes are needed to hunt it. Strange pink fleshy boulders have been growing on the edges of the farmlands and villagers want adventurers to find out what is going on. Hairless flesh bats have flown from the mountains and have emptied the granaries. Find their lair and destroy them. A farmer has a strange bull he keeps in his barn, jelous neighbors want yoiu to find where it came from, it produces huge fecund hairless musclebound offspring. A yeoman hunting in the forrests claims strange mutant creatures are coming from the hills and eating all the game and even birds and vermin, they want the creatures investigated. An old hermit came into town crying “dooooom!” then fell dead with a horrible giant parasite bursting from him, the church want matter cleared up. A nun had a vision of demons cavorting in a strange landscape bringing doom to the land and church send investigators. A star fell some time ago in the mountains and odd reports have alarmed churchmen who want the matter investigated. A prophecy about a falling star was discovered in a library and monks think the mountain crater worth another look since they first found the empty pit decades ago. An insane naked man with no head and a face in his chest was caught stealing farm chickens. Clergy need escorts for a pilgrimage to convert the the hidden land of the strange heathen. A high mountain village has reported many monster children so they are sending a mission to investigate possible demonic activity. A priest has a vision that a new god has come into the world and a mission is assembled to greet the god and determine if it is good or evil. Mutant hunting priests declare a frontier area overrun with loping naked degenerates needing holy fire and the heirophant declares an investigation. Demons have been coming from the frontier and charming farming folk, leaving their homes dancing madly into the mountains, the church is suspicious. Goatmen led by a fabulous giant demon baby have been tormenting the frontier folk and have sent a petition to the church to find them and stop them. A band of murder hobos came selling strange treasures and boasting of a magical land in the mountains. After drinking their purses dry they headed back and did not return. A crazed mad adventurer tells of a weird land of fabulous wealth and meat, he has a map for sale. A dead cultist has a letter in his hand telling all cultist to travel to the strange new kingdom of the flesh god to construct a new temple to witness the end of the world. A tavern keeper has cheap high quality fresh mystery meat and explains a man who owed him money brought a waggon load. He had strange bone weapons and other artifacts too. A crazed old adventurer needs some young explorers to help him rediscover the land of eternal youth where he hopes to stay and live forever like his old party. A barbarian with his living weapon with rows of teeth tells you of many implausible wonders and treasures he found there and would like to re visit. A strange left handed man who buys all drinks with strange gems, tells of a land flowing with fabulous treasure and hands out maps tabooed on skin. An adventurer met before tells of a strange land he visited that is growing, soon we will all be a part of this land of flesh and sinew, the sooner you adapt the better you will be. An adventurer tells of a strange kingdom of flesh with fabulous magic, then his nose bleeds and he falls dead. He has a map in his pocket and several potions. A crippled old adventurer the party know has miraculously had his limbs restored, in fact he looks stronger and younger, he smiles and gives you a map to the land of ever living wonder. A formerly crippled old beggar skips down the street praising the land of wonder and promising to take anyone there to his healing shrine. A new sect has been feeding the poor and has many fine muscled youths among them, they invite any to join and promise to teach the worthy about a land of wealth and wonder. A new cult has been using attractive members to seduce new members, an adventurer manages to steal a leather-bound book from a cult lover with a map and describing wonders of the new world. A robed sect announcing the end of the new world marches the streets giving away free meat vellum scrolls of their prophecies, they welcome pilgrims to visit them. A new cult manages to help the infertile with many wondrous pregnancies, as monster children born the cult flee to the frontier to escape the towns wrath. A new cult of the flailed god preaches using human remains for food and tools in preparation for the coming god, when he comes those unready will be washed away by the flesh tide. Succubi and incubus demons have been working to start a new cult who’s members leave city on a pilgrimage to the land of love, desperate to find their lovers the cultists abandon all kin and wealth. A cult of flagellants publicly mutilate themselves then depart too the land where they will be reborn ever young and undying in the arms of the kingdom of the new god. A robed sect have been kidnapping youths and taking them somewhere out side the city, many families offer rewards to find missing kin. A cult on death row were caught salting the fields and poisoning wells and eating mild poison to avert the great devourer who comes to claim us all, their books tel of the great eater and how they hope to avert his coming. A wizard has several strange tools made of flesh with teeth for edges and he wants more. An alchemist growing strange fleshy things in his lab wants more of the strange spores that he found on the frontier. A wizard has found a spellbook of living meat with strange new spells found in mountains, he wants investigators to find more. A wizard tells of an apprentice who had been seduced by blood wizards. He found their secret school abandoned and a map f the place they went beyond the frontier, he wants the apprentice back. A summoner has been questioning a succubi and believes there is a demon haunted strange kingdom just beyond civilization, he wants explorers to find it. A blood sorcerer has been having visions of his patron entity that calls him. He wants to travel there with his cult of degenerates and directly commune with the patron but wants guards. A wizard has found a strange land with his crystal ball and wants adventurers to bring him back samples of it’s wonders. A sorcerer has become adicted to a new drug and want a better source, he provides a magic compass and cash and sends adventurers. A wizard has been dissecting the new breed of pink river dolphins found in the river and is convinced the species came from the headwaters of the river, he will pay to confirm his theory. A demonologist has learned demons are coming en mass to this world for a great prize in the mountains. He will pay explorers to investigate and believes the demons seek a wonderous realm of power they wish to make part of the infernal realm. A family lost a child to a new cult who went on some pilgrimage to the ever living land or something, they will pay to get the child back. A long lived attraction widow has a secret map and needs explorers to recover a magical milk to keep her young, she will pay and they may use the treatment too. A young knight has been given a quest to find a missing woman, all he has is this cult map and some cash to hire help. A wise old lord has been having trouble with demons and mutants and wil pay to know where they come from. A young lord has word that the ruined bone castle in the hills has returned to life and needs confirmation of this, he worries some other evil fuels the problem. A lord of the city has many jars of picled mutants and believes such creatures are increasing. He wants explorers to find the source, no doubt an evil wizard or demon or something. A titanic naked cyclops was killed attacking lords castle and it’s organs proved valuable to scholars in the city. He wants you to track it and find more exotic creature guts. A lord is secretly a wizard and his line have kept a living lake of Xor flesh alive in dungeon for hundreds of years. Now they want real thing and send hired adventurers to escort them to the central nerve citadel of Xor or a Brain Ziggurat or something. The lord had an ancestor battle Xor long ago in a previous growth cycle, lord sends adventurers and prepares to escape dimension with family. Family of mad wizard nobles want to send some members of clan with guards to explore Xor but each has a differnt true selfish motive besides collecting lore for clan. A god sends you a dream sending you to a distant land to find your true destiny. The gods are rattled by Xor and assemble then send a message for heroes to investigate. A great relic warns that Chaos is coming, and Chaos is attracted to Xor. A god disguises them self as a mortal patron, paying investigators to find Xor. A king has been sent a message by a divine power to send party to explore Xor. A great being of eternal evil tries to get the king to stop adventurers travelling to Xor. An angel or devil comes down and instructs you to investigate Xor on behalf of gods. A god prepares a doomsday monster to scorch the earth in case Xor gets out of hand. The apocalypse monster will lay waste to a fifth of the world. another god warns some mortals. The gods are seizing pairs of mortals and animals and monsters to repopulate the world after it is sucked dry by the nutrient Cycle of Xor, some spirits and servants of gods warn humanity. The elder gods are planing to destroy this universe to stop Xor, part of an aeons old chess game that has failed every time before, cultist are swarming to Xor to help (the gods of Law try this too to stop chaos even though Xor is neutral). The gods are preparing for battle, the apocolypse is comming and churches are preparing and arming zealots. Some church's send adventurers on suicide missions (they don't emphasise the suicide) part). FILENAME: EMO_Xor_HolesAndCorridors.ipt Header: Holes in Xor + New type of corridor These are passages made to Xor by some outside force. They may have healed to some degree long ago. They may have moved far from the surface over time. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/07/d100-holes-in-xor-new-type-of-corridor.html
prompt: Show me: {Specific Holes|Make A Hole|Alien Corridors|Local Hole Uses|Hole Entrances|Hole Types} Specific Holes use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAHole ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Type[@HoleTypes]& Entrance[@HoleEntrances]& Use by locals[@LocalHoleUses]&
table: AlienCorridors Made by a mole machine and healed to some degree Made by passage of a great worm Made by passage of a meteorite long ago Metal pipes, steaming rust tunnel of a complex used by some humanoid race like dwarves A mine tunnel from long ago for some purpose with bone supports and scared flesh Tunnel from non human creatures burrowing for food (roll encounter at end) Tunnel made by a destructive [|spell|ray] that carved through Xor Scarred channel made in some ancient attack from some titanic being A blazing divine sky chariot crashed charring a passage, parts of it may remain An infection from outside was sealed of by Xor long ago to be healed, now a dead zone An alien parasitic entity - [|a plant|alien flesh|a gelatinous creature] - hostile to Xor Built by demons as a complex for their plots against Xor[|||, still active|long forgotten] table: LocalHoleUses Used for cult sacrifices tied and left here Locals leave idols and throw food in to appease spirits Local justice practices hurling people in Used as a challenge for initiation ceremonies Used to hurl in the dead Used to dispose of garbage Locals use for forbidden vice Lovers meet for forbidden embrace Hunters come here and await game Foul witches, evil cultists hold blasphemous rites are held here table: HoleEntrances A ten foot wide shaft going down a d10 x 10 feet A sinkhole collapsed into flesh cave with pool below A well d4 x 10 feed deep with fluid of some kind in pool A bubbling spring with crystalline scum around a semi flooded pit Some foreign material like wood or bone supports the pit mouth Scarred jagged opening made by someone or thing Fleshy flap with hinge over a pit entry Greasy secretions of oil surround the pit edges Cone shaped slippery pit entry difficult to escape from A fleshy tube breached surface and broken open table: HoleTypes Pit Lair Trap Cave Hidden Tunnel Scar Cavern Shaft Entrance table: SpecificHoles An angry hungry carnivorous animal A wary herbivore will attack any it can A pile of rotting corpses Smashed open pots and chests Old graves dug up by [|looters|animals] Pool of oily secretions and dead skin Scab covering foul infected waste A scabby crater with a small iron meteorite buried in the bottom Full of huge leathery eggs Web covered desicated bodies left by preditor Giant tarantula guarding nest and desicated corpses Angry giant ant lion in lair A huge hairless bear wallowing in pile of desiccated smelly corpses A pack of giant mole rats tunnel complex A pit of liquid with a giant lobster parasite hiding underneath A pit of giant maggots with giant flies defending them A pool of fluid with a scarlet giant octopus under the surface A family of carrion crawlers with paralyzed victims A family of hairless sabretooth tigers A small tribe of goblins wallowing in foul slimy fluid Stretched skin membrane covering pit of slowly digesting corpses Pit expands if anything standing on edge, pit lined with spines Pit with corpses in bottom sprays cloud of toxic gas if anyone gets close A mouth with teeth and toungue ready to swallow obstructions Delicious odour lures prey to slippery edge into acid pool Fleshy tentacles snare anyone getting too close to pit Strange fleshy fruit like cluster gives off charming sonic waves to attract prey into acid Organ in pit psionicly appears as something desired, victims stuck in webbing and die Clusters of breasts in pit produce addictive milk makes victims obedient guards Anything close to pit sprayed by tentacle with slime, rewrites your DNA into tentacle thing Cave home to a tribe of naked cyclops cave men bandits Cave shrine lair of a cult who perform horrible rites Cave where witches meet and have cookouts in cauldrons Cave where a grumpy naked philosopher lives with his animal pals Cave with a pool where animals come to drink, lick salt and get out of the weather Cave where ancients have tattooed some occult mystery on the skin walls Cave with oily pool with grubby traders come to collect precious fuel on hairless camels Cave with piles of oliy filth, garbage and human bones and a sleeping neo-otyg Cave with feral children mostly hostile but bridgeable with food Cave with wizard and a d4 apprentices Semi concealed cave with piles of dead murdered robbed bodies Pit covered in a huge loose scab inside are piles of copper coins and pots of liquid Discolored patch of skin, actually [|the top of a camouflaged giant crab|a spider's trapdoor] Pit opening covered in dandruff flakes hides door to subdermal dungeon complex Pool of liquid has metallic structure and bodies on the bottom Pool of tar like oil with struggling hairless ,mammoth and sabretooth cat trapped in battle Pit with sticky muck in bottom with remains of soldiers from the outside world with armour Scarred pit with portion of [|stone|bone] sarcophagi exposed from under regrown tissue Ash in burial urns covered over in giant fingernail, several shadows lurk here An Iron maiden locked in a pit covered in garbage, inside is a crazy flesh golem Tunnel complex full of fungus and naked wrinkly goblins Tunnel complex with a subdermal village, common folk living their daily lives Tunnel into a hotel and tavern complex enjoyed by many weird races Tunnel complex of mine tunnels burrowed by dwarves, other creatures have moved in Tunnel deep into the subdermal realms of Xor via a spectacular fleshy cavern Tunnel into subdermal cavern bubbling with streams and pools of fluid crawling with life Tunnels into cave complex of beast riding raiders with stable and living caves Tunnels full of thousands of large naked vampire bats and waste pools resembling blood Tunnels with ruined equiptment fused into walls and remains of a built living complex Tunnels with remains of a Migo base with alien biotech, laboratories and storage pods Feasting horrors ate themselves to death here leaving scarred pit and desicated corpses A volcano sized pustule erupted here long ago leaving a stinking scarred pit full of bugs Abandoned open cut meat mine here long ago with mine cart tracks overgrown Scarred over worm tunnel with giant ticks feeding on walls A massive explosion erupted from the subdermal realm leaving a burned scarred pit Object from space fell here long ago leaving deep crater pit overgrown with alien plants Some huge thing was born from here long ago leaving a jagged healed scar pit Some god struk Xor here long ago leaving a clean wet wound pit that never healed Remains of a mine pumping apparatus over a mostly healed scarred pit A sky chariot crashed here leaving strange space trash around a healed over pit Oily hairy cave complex home to clan of naked wrinkly kobolds who eat waxy secretions Abandoned mine complex with cogs and rails fused into walls where morlocks dwell A long abandoned mausoleum where buried remains in wall niches are absorbed by Xor Entry into huge cavern with forest of scarlet bronchial trees guarded by ochre jellies Open cut mine where people cut huge sheets of scarred skin for all kinds of purposes A butchers mine servicing trade caravans with meat, bone and exotic fluids A tunnel complex where lazy ogres wallow in pits of gore a favored beauty treatment A tunnel complex home of hairless carnivorous apes. Savage cannibal elves with bone tools and piercings dwell here with goblin slaves Charred tunnel complex home to fire newts and riding striders A sixty foot well full of salty water with lobsters and squid swimming inside A sinkhole into a large cavern with a fresh water lake of blind fish A shaft deep into the flesh of Xor with iron staple ladder into the subdermal realms A shaft into a naked pink bat cave with remains of an elder bat god step pyramid inside A cut shaft with a pulley and 4 man bucket that can be raised or lowered into lost mine Geyser hole erupts decayed liquid once a day but enters into a ruined cave village A great sacrificial shaft 120 foot deep enters into cave filled with gore and sacrificial gold A great shaft with branded demon runes around it, 60 foot drop to a chaos filled complex A large shaft breathing tube with string winds in and out leading to subdermal realm Shaft caked in rotten phlegm and pus with a 40 foot drop into ghoul filled cave Great flesh gates into subdermal kingdom of orcs, many hibernating is liquid filled sacks Pool around a large drooling mouth with gap in tooth entry, a sleeping purple dragon lair A pit with a long stinking sealed sphincter gate, full of neootygs, ropers and filth A pit with a great semi clear membrane over a subdermal lake like a giant blister Shaft into chasm where flying demons rule a citadel full of slaves desperate to be free A shaft with sickly infection of green slime at the bottom with glowing maggots Shaft surrounded by leaking breasts pouring like fountains into cavern of feeding things Huge pit leading to subdermal flesh giant kingdom with ogre and orc slaves A great gum like gate blocks entry to long sealed cave of an ancient wizard school A damp tunnel into saliva pool filled caverns home to a tribe of frog folk FILENAME: EMO_OSR_Rations.ipt Header: Rations Requested by Chris H on G+ - Thanks for this idea. Rations are handy to have in you game and this will help you to pad out loot on enemies and add some colour to your meals. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/07/d100-rations.html
prompt: Show me: {Most Common Rations|Rations Found In Dungeon|Interesting Preserved Food|How Long Will They Last|Whats Gone Wrong With This?|Preservation Methods|Containers|More About Rations} Most Common Rations for Sale use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutRations [when]{rep}=1[do]& Dwarves probably best the distillers and make canned processed food too. More outgoing dwarves outside of their strongholds prefer wild boar, rabbit and mole if they can get it. Worms in aspic and termites are a favorite. Such dwarves like beer and mead.\n& \n& Elves eat dried fruit and nuts and salad and a small amount of meat especially venison and rabbit. They make light longlife rations that are nutritious but not filling and bland. Elves like wine and mead.\n& \n& Goblins can live off bats, bugs and mushrooms. They drink grog fermented in hollow logs that tastes terrible.\n& \n& Orcs eat anything and anyone. They prefer that slaves make them food. Cubes of troll meat seared or frozen remain fresh and alive and can be grown into a troll if needed, especially when retreating.\n& \n& Halflings make good quality rations but their idea of a day's food could be a week of gourmet living for most poor people. If desperate they can make even the worst food tolerable and would rather dress up terrible food than eat less.\n& \n& Beer is big in the bronze age. Wine from grapes came later from Persia, distilled spirits came still later. Wine can be made from plenty of plants, flowers and fruit, not just grapes. Availability of sugar, tomatoes, or potatoes might be an issue in your game being new world in origin. Andeans managed to freeze-dry potatoes on mountains. Grains mostly can be more easily hoarded and stolen and taxed than tubers. The ability to store, steal, and tax a food item affects civilization quite a bit.\n& \n& Brine, vinegar, or woodchips for smoking might be found too. Empty containers for food will be about also.\n& \n& Dad told me how our ancestors were given brine with the fish removed, and chaff that horses wouldn't eat was given to peasants by foreign landlords (for fishy brine and shit bread - yum). Fishy gruel and terrible black bread was a gulag favorite. Starchy water from cooking rice with a dash of chili would be a gift to beggars, the ill, or the elderly. All kinds of horrible leftovers and offal are possible food. Tripe is common everywhere. Keeping peasants on a bad diet diet stunts mental development, height, and health, making them easier to exploit.& [end] table: HowLongWillTheyLast Dangerously past use-by date, but hard to tell. Maybe if you're desperate... A bit spoiled, but edible if you're desperate {d4} weeks One month {d3} months {2d6} months A year {d6} years {d100} years A thousand years table: WhatsGoneWrongWithThis? Swarming with weevils Swarming with maggots Swarming with moths Gotten damp and rotten Mould growing in coating on outside Fungus thoroughly ruined Covered in mouse bites and feces Home to a rodent nest Gremlin infested Psychoactive vision-inducing ergot, save vs. illusions and paranoia table: PreservationMethods Dried Pickled in brine Pickled in vinigar Salted Smoked Sealed in wax In [|oil|fat] In alcohol Fermented [|Candied|Soaked in honey] table: Containers Box Barrel Clay Jar Sack Bucket Cloth wrapped Bark wrapped Hide wrapped Wax sealed Leaf wrapped table: MostCommonRations Dried groats of mixed grains served with hot water Dried hide biscuits boiled into stew tastes like boots Dried biscuit from [|oats|barley|wheat] flour Dried beans Salted dried [|pork|beef] for humans [|Dried|Salted|Smoked] fish Pickled vegetables mostly cabbage Cheese sealed in [|fungus|wax] Dried mushrooms Strings of [|||dried] [|garlic|onions] table: RationsFoundInDungeon Ground dried mystery skin and hide that make a porridge Bricks of dried grains you soak in water, often with growing fungus and a hint of gravel Dried mystery meat strips often tastes off and horrible Dried mystery vegetables and herbs in powder for soup Biscuits like salted highland oat cakes, hard and dry Dried insect cakes high in protien Dried mushrooms[|||||, poisonous|, psychedelic] Dried algae cakes[||, horrible|, horrible|, horrible] Elven wafers wrapped in leaves, delicious and nutritious but leave humans feeling empty Dwarvern tinned grey slop made by alchemists, technically organic table: InterestingPreservedFood Beer Barley grain, good for soup with herbs Dried corn, ground and made into porrige Dried beans Dried berries Fruit leather Dried grain Dried mystery meat Dried beef Salted pork Bacon Smoked fish Dried fish Salted fish Crackers Dried Bread Pickled eggs Pickled onions Dried tubers Pickled herrings Pickled cabbage Mustard pickles Pickled cucumbers Waxed wheel of cheese Candied fruit Sheep cheese in oil Dried nuts Dried shrimp Pickled snails Dried mixed vegetables Dried Tofu Dried bean curd Dried sausages Fermented beans (tempe) Salted cauliflower Salted turnips Smoked cheese Sundried fruit Smoked rabbit Smoked game bird Jellied meat sealed in fat (confit) [|Goose|Duck] fat Butter Dried [|mushrooms|fungus] Salted frogs Jam Honeyed meat Jellied eels Jellied lampreys Blood sausage - mostly lard, blood Honeyed locusts Olives in oil Mixed vegetables in oil Worms in aspic Dried squid Pickled mushrooms Fermented shrimp Fungus covered soft cheese Dried seaweed Truffles in oil Peppers in oil Pickled ant eggs Crickets in brine Century eggs Pickled Pumpkin Pickled chicken feet Pate sealed in fat Sheeps head cheese (not cheese at all) Jellied calf head and feet Pickled brains Jugged hare Fermented milk (alcoholic) Fermented fish heads Lutefisk (fish treated with lye) Pickled sea urchins Dried jellyfish Acorn flour Chestnut paste Pickled baby mice Dried crickets Fermented pork and rice Pickled fish eyes Seabirds in seal fat Salted whale blubber Pickled starfish Dried scorpion Snake pickled in wine Kunga cake, pressed block of flies [|Dried|Pickled] centipedes Dried mosquito eggs Dried Lizard Dried Rat Jellied elk nose Wine often made from non grapes lie dandylion Prunes in poert Kumquats in brandy Rhubarb preserve Apple and blackberry preserve Cider Mead FILENAME: EMO_Gamma_MobileCitadels.ipt Header: Mobile Citadels So I had a request for mecha cities from Luka Rejec on G+. Others contributed more entries (thanks to Michael Raston, Sherief Gaber, Christopher Paul, Dallas M, Goblins Henchman). I like the idea that cities representing their race on some blasted world battle each other, trade and hunt kaiju. I could do some strange things with this like a setting on a mostly desolate word of god monster cities. The small tables are for filling out details short in Specific Cities, or use them to create a whole city. Also see old posts for more ideas. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/07/d100-mobile-Citadels.html
prompt: Show me: {Specific Mobile Cities|Make A Mobile City|OldPosts|Why Is City Mobile|Mobility Type|Primary Construction|Surface Structures|Inhabitants And Operators|Old Posts} Specific Cities use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAMobileCity ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Mobility Type[!MobilityType]& Why Mobile[!WhyIsCityMobile]& Primary Construction[!PrimaryConstruction]& Surface Structures
[!{1d3+1} SurfaceStructures >> implode
]
& Inhabitants/Operators[@InhabitantsAndOperators]&
table: OldPosts [#{rep} OldPosts2] table: OldPosts2 :These artifacts could be in a citadel or tables could be mixed with these: elfmaidsandoctopi.blogspot.com.au/2014/09/1d100-magic-monster-machines-for-your.html :These monsters might battle a city or be good to build a city on: elfmaidsandoctopi.blogspot.com.au/2014/02/d100-kaiju-monster-apocalypses.html :Citadel generators - Psychon version and fantasy versions: elfmaidsandoctopi.blogspot.com.au/2014/01/complete-guide-to-psychonian-citadels.html elfmaidsandoctopi.blogspot.com.au/2014/11/underland-citadels-celebrating-post-600.html table: WhyIsCityMobile To battle enemy cities To battle kaiju Escape disaster Seasonal mobility To spread influence Cursed Serving a god Boredom Self aware 3:[|Secret known only to a few|Reason forgotten|
[!2 WhyIsCityMobile >> implode
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] table: MobilityType Legs Floats Flies Burrows Swims Teleports Plane Shifts Carried Wheels Tracks 2:
[!{d2+1} MobilityType >> implode
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table: PrimaryConstruction Titanic Animal Invertebrate Kaiju Hybrid Monster Kaiju Machine Living Stone Living Metal Animated Bricks Mobile Crystal Ambulatory Fungus Walking Plant Bound God [|Hybrid|Fusion]:
[!2 PrimaryConstruction >> implode
]
table: table: SurfaceStructures {roll==d3}[@SetPlurality with {roll}]{roll} Mansion{s} 2:{roll==d5+1}[@SetPlurality with {roll}]{roll} Village{s} 2:{roll==d3}[@SetPlurality with {roll}]{roll} Town{s} 1 [|Keep|Castle|Citadel|Fortress] 1 University 1 Necropolis Ruins 1 [|Pyramid|Cathedral|Ziggarut] 1 City table: InhabitantsAndOperators Witless humans ride like parasites Human magicians control and enslave rest of population Undead Faerie kind Humanoids ride and use to raid new territory Goblinoids crawl all over without any control Demihumans operate it Abhumans are frmer slaves of long gone operators Insane cult operate and worship planar beings Dwarves built or enslaved Creators long gone, now occupied by dozens of feuding races in ruins Race of monsters controls it table: SpecificMobileCities A clockwork trundling great wheel golem with a suburban fairymancer block inside its gleaming spyridian gyres. from Luka Rejec A crippled Tarrasque with wheels in rear and castle on back, inhabitants shoot elephants or auroch into desired path as titbits from trebuchet. A Titanic hermit crab with a glass citadel on the back with a lost race of eldren dimensional travellers. A colossal steam powered Iron Golem with a population living in houses among cogs who maintain the golem but don't know why, the richest live in head with poor stoking furnaces. A titanic swan ship with sails populated by aloof swanmays and elves with werewolf soldiers who raid for supplies in long ships. A great crystal disc with a city on the back which flies seasonally from crystal plinth to plinth across the world. Civilizations rise and fall in between plinth usa and locals dont realize what plinths for till the cities come. A great obsidian, jet and basalt monolith filled of the serpent men that marches on adamant legs, destroying and enslaving all on its path. A colossal bronze bull with a Ziggarat temple to chaos on its back laying waste to all. chaos pilgrims and demons occupy it and guard its treasure and dimensional gates. A giant tarantula with a dark elf fungal cathedral on back, clouds of spores and irritating spider hairs like javelins follow in the cities wake. A mechanical bronze scorpion damaged and wandering madly while on back a city of men enslaved by efreeti waste lives with intrigue. A great stone sphinx with a gold and quartz clad pyramid on back houses undead hordes of the mummy pharaoh, mad for gold in the service of Set. A slimy octopoid headed toad bodied elder god with a multi spired iron citadel chained to its back and manacled with mystic signs, mad cultists within goad creature with magic signs and use it to travel across world seeking prehuman ruins and loot relics. Sentient bio engineering factories in the shape of worms, churning out untold humanoid offspring as it chews through. from Michael Raston Giant gold boar with brazen city and two huge cannons on back run by dwarves. Firing guns can be heard a continent away but has not been don for a millennium. Titan snail with mindflayer city in shell, awakens every ten thousand years to feed, then sleeps till world recovered for another feast. Gargantuan Chimera with Acropolis on back, populated by hostile myrmidons, relic of ancient god wars. A crystal tripod with citadel on back, has a great magnifying crystal it uses as a heat ray, populated by ant men determined to wipe out human kind. A crazed anchorite wanders the wastes. A city thrives in his imagination. The combination of ESP and Teleport permits entry. from Dallas M An ever growing and dying mass of weeds and vines, moving along the landscape like a heaving, shuddering tumbleweed. Houses a commune of feral druids. from Michael Raston A megacacti with ecology of races living inside for protection. Cacti can fire thousands of arrow like quils. On feet level beetlemen guard feet and collect refuse for cacti.. Inside hidden occult worm men store and grow food inside and run the show. Top giant talking sparrow folk scout and occasional carry bug men. A plodding steambutt behemoth with cute wooden shacks growing out and among its stacks. Houses a radical neo-collectivist hippy dwarf commune. from Luka Rejec A cubist nightmare of inverted cathedrals of the cube demons suspended from gleaming crystal skyhooks, dragging furrows in the ground as it follows the movement of the cube-star. Inhabited by sentient molluscs, ratmen and the pygmy elves of Fur-rie. from Luka Rejec A great green mold-cube with a the town-houses of the eunuch mindflayers suspended in force-sacs within the roiling mold-cube, connected by prismatic Gates held in coordination by the distributed mindgasm of the groping reality extension that is Muth the Danzikkert, mother of squids. from Luka Rejec A floating monolith with a city of light darting through its para-crystalline quantum-computation structures, it constantly shifts. from Luka Rejec The reanimated skin of an undead greater titan's cow, it walks around on the limbs of dead warriors denied entry to the shores of the Rainbow Isles for their sins. Atop its leathery surface grow the gorgeous, engorged, gloaming mushroom towers of the vegan egg-slaying elven paladins of Patanapatanupantatantan. from Luka Rejec A great stone mule, upon its head a crown of gold, in the crown a palace of malachite, in the palace of malachite a lapis maze. from Luka Rejec A great mecha of steel and whining antigrav modules, with great fang-like towers and obscure geometric monstrous sculptures, it houses a graveyard of radioactive waste safe from the lesser ones that came after the ascension of the greater ones. from Luka Rejec A undead titan driven by lich living in brain pan land who direct lesser undead and necromancers to operate and steer the great godling corpse. Twin cities, each atop a giant green scarab beetle, in a perpetual cat-and-mouse pursuit of one another across the land. This could be for amorous reasons or animosity. The inhabitants will express their city's sentiment's towards their counterparts, loving or loathing accordingly. Sherief Gaber they might steal each others dungballs - cities crushed under poop - chase kaiju for poo. (me). A great clockwork brass cathedral on metal legs, its gongs and bells awaken everyone for miles. On the hour every hour it shoots out a clockwork horror that rampages across the land. Modrons built it and abandoned it but misguided cult of law inhabit it trying to understand how to operate it and the understand the patterns behind its rambling path. A great jade pyramid with a single all-seeing mad eye bobbling along atop a swirling gyre of rubbery grey-purple tentacles. from Luka Rejec A rusting cylinder of an ancient alloy, pocked by the craters and blood-stains of crazed dive-bombing elven paragliders, it slides along the ground leaving glassy furrows when nobody is looking. Some say it is the entrance to the tubular bell of creation. from Luka Rejec The great munificent turtle mummy of leather and horn shambles along, moaning as it seeks the long-destroyed Beach of Desire. The order of the Kogalogas rides it, whispering that the beach is just over the next hill to keep it moving, the turtle and their keep of rags and bones. from Luka Rejec A slug grown monstrous, sloughing off fleshy little sluglets as it goes, fueling itself with the life energies of the foolish little folk, host to a tent-city of parasitic meat-hobbits who live off the little sluglets and farm its cyst-riddled flesh for slug-pearls to trade with the bird people of the Cone Mountain. from Luka Rejec A tower with stick insect legs home to a dreaming old woman with a heart of gold and a mind of steel. from Luka Rejec A great metal and rubber kangaroo with a small gnome city in its pouch. from Luka Rejec An amalgamation of brick golems, glazed and dazed and confused, that nearly achieved lift-off in the anti-gravitic wars against the sky-demons, now in thrall to the siren song of the nymph Emphatica the Blue-Green, they tumble and gyre in ballet-like-half-floating dance as they keep aloft her great crystal goblet-swimming pool in which her villa floats on an isle of kelp from Luka Rejec a great pine tree, gnarled with age, it travels along moonbeams on deathly still nights, bearing its squirrelfolk masters and mistresses on their heathen ley-line squirreling missions. from Luka Rejec a giant fleshy peach encircling a kernel of steel, home to the artificial metal mind Jojo, it bobs along in rivers and seas, and floats under a levitating disk of purefloatonium when it is above land. from Luka Rejec A tavern in a mirror that reflects itself from point to point, always suspended just above the horizon, like a rainbow perennially about to descend. from Luka Rejec A titanic brain in a jar on the back of a dinosaur kaiju, the brain is inhabited by horrible alien beings who engineered it as a computational device but they and the brain have gone mad and forgotten the great secret they once saught. Two separate threads of destiny woven into great balls of destinal yarn, they float and orbit each other, creating a tornado. from Luka Rejec A great bowl, empty, save for a pseudo-intellectual pea avatar of the pseudo-god Ashlar Five, it wobbles along on one shaky wheel. from Luka Rejec A colossal brewery on stilt legs that harvests grain with huge sucking funnels and produces thousands of litres of beer for the mysterious inhabitants within. The are short robed humanoids who communicate by belching. Peasants fear it stealing their crops but occasionally it dumps thousands of gallons of yeast slops when cleaning the great vats. A great floating gold sphere that drifts about randomly until it comes near a grave yard when it speeds towards it and sucks up residual souls. Dead kaiju attract it too and a huge mouth opens to eat them. A great fat unicorn of pearl on legs of obsidian with a horn of gold, a gaggle of laughing, never-aging children live within its mouth, a posse of grim wizened nomads live in its bowels hunting white blood cell-dogs and eating cat-sized-bacterial fruit-urchins, a clutch of grasping half-dead-but-undying wizened wretched live in the feathers of its rainbow tail. from Luka Rejec A tank titanic on treads of titanium, so large its peaks are lost in the clouds, crushing mountains beneath its waste, devouring soil and rock and spewing out finely made kitchen appliances that all cry out piteously for the "electric city" before choking into death. It is home to mute servitors of the machine cult than no men have worshipped in a hundred hundred years. Come to think of it, not many men are left, it's all accreta and detreta and mountains of dead kitchen appliances. from Luka Rejec A great steam calliope operated by gnomes on the back of a mighty hairless guinea pig. Its terrible music drives people mad after a few days and keeps babies awake. The great beast moves on when had fill with trees. A huge shambling pile of logs the size of a mountain, crewed by intelligent beavers. They pause to gather tasty new wood and drink lakes dry. Their main contact with humans is to taunt them and display their intact testicles which humans used to hunt for musk. A gigantic levitating pyramid of feces that drips thousands of gallons of effluent as it passes overhead. It seems to be occupied by a civilization of otyughs and ropers. They believe they are saviors and helpers by depositing dung heaps and monsters behind. A great glittering moth that blocks out the sun and carries a mighty walled city of moth men on its back. Parasites have enraged the moth sending it out of control. The moth men used to battle ant men in dawn age but both sides have bigger problems now. A giant rolling clod of earth and roots, with a city inside. A civilization of various mineral based abhumans, dwarves and gnomes and talking animals like moles. The cosmopolitan races within want to roll the sphere off the end of the world and become seperate by falling for eternity, perhaps growing into a new plane. A titanic Amber Lion with a ruined temple on its back occupied with cavemen descendants of fallen civilization. Made from the sap of the world tree as a plaything for gods and titans. The shamans order death to any who steal amber and can track any from the construct. A living glacier fragment of the Ymir (his tooth) from before the world was made. It walks on its roots and brings it;s own frigid weather system. Has four great hills each with a cavern settlement with a different race. Include inteligent penguins and polar bears, vikings and undead. These factions fight and raid outside. Deeper caverns are filled with dark elves, dwarves trolls and purple ice worms. A levitating chunk of fenced-off real-estate with empty warehouses and subterranean bunkers and tunnels, some with remains. from Luka Rejec The Great Boat City of Black Gate; bourne aloft on a host of enslaved water elementals, aqueous sprites, and gelatinous beings. The primate inhabitants (the former servant class of the deposed Elementalists), in pursuit of landward pillage to the greater torment of their means of locomotion. from Goblins Henchman A colossal Russian carved wooden doll levitates across land, when threatened it opens and another half size version comes out, this process continues till a human size wood golem is the last one. The structure and its smaller versions are operated by female druids who use the wanderings of the doll to plant female druid cults across the world . They are notorious for being angry and topless. Wood golems act as servants and soldiers. The spirit of an entire city that was destroyed by a volcano. It is usually incorporeal, floating across the land, except in the light of the full moon it becomes solid again. Here, one can trade for strange and ancient items, secrets lost to time, and make alliances with the spirit world. Christopher Paul. Manbar the Moon Lens city, a great disk that amplified moonlight into projective pulses . from Goblins Henchman City of Fires is situated on triangular plinth, the plinth superheated, melting the land underneath into a pliable molten mass, whence it travels an obsidian track is left behind. from Goblins Henchman Khank is mouthed on the back of a great grasping hand. from Goblins Henchman Slaver city of Pum II is pulled forward on chains attached to huge land anchors. from Goblins Henchman The ball-like city of Fume moves on a single great caterpillar-track, the track an infinite Mobius strip loop. from Goblins Henchman Nimbeara travels by chewing the land before it as if the loam were water using an Archimedes' screw mechanism. from Goblins Henchman A bubble-like tesseract of fluid moves by performing a double rotation about two orthogonal planes, within its confines live an aquatic trading race. from Goblins Henchman An inter-dimensional city, within its confines its people are born live and die normally, in OUR dimension their lives exist for mere fractions of seconds, in OUR dimension, looking down from near by mountains, the city pulses flexes, and moves like a writhing beast as if watching a great city in fast forward . from Goblins Henchman The jungle inhabitants know the city as the Owl City, seen by them aloft on great wings, fearing the soundless hunters at night. from Goblins Henchman Full of haunted libraries and owl men (me). A titanic stone dwarf hollowed out with dwarf and troll civilizations battling within. Occasional refugees escape the age old war and cause trouble to those people displaced by the statues passage. A titanic white bouncy puppy goaded by scholar eldren in a marble spire citadel who patiently tolerate their cities steed having erratic behavior. It especially chases spherical things and digs up kaiju bones, and leaves worm filled poops as big as hills behind. A ginormous spinning top generates a storm system and can skip over obstacles or water. The city within remains stable and a race of arrogant wizards within care little for the outside world, engrossed in their magical research. A mighty iron pangolin with a stupa temple on back carries imortal monks in trances across the surface of the world and sometimes beneath it. A collosal crimson demon with a city for a hat and a giant spring from the waiste down bounds across the world causing chaos and destruction to all in his wake. The demon being known as Zeberdee is unaware of the race of men who dwell in his hat and study his chaotic ululation and gyrations. They believe this understanding can be used to understand the secrets of the multiverse. Only time will tell if they are mad. A titanic boot stomps across the world crushing villages and common folk. It is ruled by a witch who adopts all the orphans left behind. Her army of flying monkeys pillage food and abandoned children. Once inside they never age and some estimate several thousand children live inside feeding off porridge, bread and candy. A towering bronze tyrannosaur with a exotic serpant man palace on its back struts across the world looking for herds of animals to eat and kaiju to fight. The serpent man cult of sorcerers are shapeshifters who might try to appear human to deceive humans. They crave magic items and books and care for their pet. Tick and worm men in the beasts body are a constant anoyance. A mighty hungry centipede with a road on its back and a stupa on each segment roams the land eating all it can find. Each stupa shrine has different occupants including ghosts, animal spirits and monks and shamen of various alignments. Pilgrims travel the three hundred and sixty five shrines and prey earn merit in heaven. Getting on or off is a problem. A tremendous serpent biting its own tail savagely undulates and spasms in its battle throes across the land. Trolls, elves, men and dwarves have tiny kingdoms within and many get trapped inside trying to escape being crushed by the thrashing serpent. Parts of the serpent are exradimensional and it'd digestive tract takes years to travel. A gargantuan scarlet angry land whale swims through the soil occasionally swallows a town. Many races inside dwell with towns adapting and blending populations. A race of praying mantis bio wizards have struggled for aeons to control it so they can conquer the multiverse. They abandon weird hybrid creatures and experiments through the great world inside the whale. A might insectoid tripod with a living pyramid stomps across the world. Inhabited by octopoid aliens who crave conquest and lock human slaves in magic control shackles and drink their blood. They use smaller tripods with tentacles they drive to capture more slaves. The great pyramid is a city with a inhospitable gas environment. Slaves live in special breathable habitats and wear living gas masks when serving the masters. A mountainous flying undead head soars through the skies with a city of liches in its rotting brain. The former slain god invades lands by raining undead fromm the sky on victims lands. A mighty sloth fell from the trees supporting the skies long ago and crawls inexorably slow trying to fing the mythic trees lost long ago. Among its fur grow forests with villages of savages among the folicles. If the mighty sloth is bothered the savages swarm like beserk ants to aid the sloth god. A enormous ginger bread house with duck legs stride across the world settling occasional luring curious locals inside. The witch who rules it with her army of gingerbread men eats some and enslaves the rest in her kitchen with addictive baked goods. Sometimes the onion domed ginger palace is found near a disaster site offering hospice to survivors then it runs away when victims are trapped inside. A titanic carved ornamental table with elephant head and trunks for legs roams across the world. On the table top is a small sea with islands, kingdoms, towns oblivious to the fate of people below. A huge wooden box walking on stubby legs roams the world with a handle on the side which turns. Inside the box churns cream of the celestial cow goddess making delicious butter for the gods. Inside the box walls and the great wheel inside holy monks and priests prey and keep evil demons away so the holy butter will be untainted. Modrons aid the priests and keep the wooden cogs moving smoothly. A great fiery bird crosses the skies on its back is a city of holy people who worship the bird. The bird battles its enemy a great vampire bat demon. A great vampire shadowy bat demon with a city of undead, cultists and demons on its back. It battles its enemy a great fiery holy bird but the two mostly on oposite sides of the world in pursuit of each other eternally. A immense wooded X with a crucified titan writhing in pain flies across the world dripping blood. The blood forms monsters and on the cross cities of cultists and enemies fight to free or destroy the titan. A titanic hive of demon wasps flies across the world, the wasps scour the surface for food and kidnap humans to impregnate with wasp-men offspring who eat the "mother". A sprawling cathedral on the back of a titanic stone wolf walks the world, leaving trails of undead and demons. A humongous hydra with a zigguratt on its back walks the world breathing fire and laying waste to nature and civilization. In the ziggurat a race of giant harlots engage in a ceasless ritual orgy to operate the beast. Mortals are raided and kidnapped to participate but most don't last long. A titanic black 4-horned billy goat with demon sigils on fur and a iron bell of hell around his nech strides across the world. On his back a citadel of witches with a army of goatmen wage war on the mortal realm. A mountain scale turtle slowly drags himself across the world surface and even under it. In the shell many races have taken shelter and live obliviously to the outside world. Most of them outside is a myth but some occasionally escape and colonize the outland. A great shaggy cad tital struts across the world occasionaly pausing to drink a lake or play with a screaming village. On her back a citadel of catfolk live a paradise with milk, treats and comphy pillows and servants. When the great cat pauses the catfolk explore and steal anything they take a fancy too especially clothing. A great bell hovers over the ground shaking the earth with vibrations beneath it. When the bell tolls devastation wracks the surface. In the bell dwell a race of men with a large percentage of monks. There are several bells of different alignment that battle on sight causing havoc to the people bellow. A great statue of a multi headed and armed godess floats across the sky, occasionally dropping fireballs and mountainous slabs of rock and rubble. Inside are colossal seemingly endless ruins where factions of good and evil fight, decendants of builders of long ago who cannot remember why they fight. A great painted red with blood wooden egg rolls across the land inside rabbit men and human beserkers who control it pause to launch a bloodthirsty crusade on the poor locals. Their blood goddess is served by red robe blood druids who demand sacrifices to keep the egg working. A great step pyramid shell of a mighty hermit crab strides the land. A city of cultists within sacrifice blood and hearts to their chaos god and raid lands the crab passes. A great pair of boobs oozes across the land crushing everything. In the cleavage valley between them a amazon citadel preys to keep them moving and safe. Invaders are enslaved, used up till ruined then thrown in front of the titanic tits. A great demon mother swine with a blood drenched citadel full of angry hungry devil swines roams the world destroying all in her path with her tusks and plow like nose. Occasional she stops to give birth to a litter of giant demon pigs but thankfully she chases them and tries to eat them. The devil swine accumulate piles of treasure visible from a distance. A great shambling fleshy blob rolls across the surface, possibly part of the flesh of Xor or its offspring. A great bone castle atop is home to a race of mad skinless savages. A great smouldering space rock crashes leaving devastation. From the crater it makes, hoard of space orcs pour forth eating and killing. When they have their fill and all the slaves and treasure they can carry they return and the rock flies into the heavens to return again one day. FILENAME: EMO_Gamma_MeanderingMetropoles.ipt Header: Mysteries of the Meandering Metropolis in the Hexcrawl Royale So the mobile city thing which I started has more submissions: mutationapocalypse.blogspot.com.au/2016/07/20-more-mobile-citadels.html A sample hexcrawl royale setting for walking cities and kaiju: Most of the world is wasteland with wild animals and monsters. Some primitive survivors live in the wastes, others hid in dungeons and caves while the surface was purged. Then there are the great mobile cities, remnants of wars between the gods that wrecked the world. To this day, these cities continue to battle gigantic monsters and each other. At name level, players could even represent a whole city, or the party could be defenders or even rulers of a city. In games of this level, a city or kaiju should die, or a dungeon be destroyed every session. Wiping out the last representatives of a race or finishing off a god is possible too. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/07/mysteries-of-meandering-metropolis-in.html
prompt: Show me: {Encounters|About Mobile Cities|City Quests|Make A Kaiju|Make A City|Ground Dwellers Encountered|Strangers Encountered|Terrain Obstacles|Resource Types} Encounters use: common/nbos/Tools.ipt use: EMO_Gamma_MobileCitadels.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: AboutMobileCities [#{rep} AboutMobileCities2] table: AboutMobileCities2 1:While seeking resources for cities and dungeons to explore the city lords keep an eye out for kaiju or other cities.\n\n& A defeated kaiju could be turned into a colony with a building and control device added. Looting a city would help to improve your city's stats, but if you lose you might need to resume life in a new city or take over from within the conqueror.\n\n& One city could also trade with another, if the oter city isn't hostile or both are too wary to engage.\n\n& Some large powerful cities could enthrall smaller ones and run them ahead as scouts, or use them as guards or decoys.\n\n& When cities clash they collide and the populace takes arms like a ship's crew and board each other, looting, killing and enslaving. 1:Citadel Tracking Sheets for campagn\n\nI envision keeping track of the campaign area with a hex map to record. It could double as a simple wargame and record any local kaiju, cities, ruins or dungeons or resources. 1:City or Kaiju Stats d6\n\n& Strength - roll under score to inflict a hit\n& Defense - roll under score to resist a hit\n& Sight - range in hexes can see and chance with d6 roll of detecting\n& Visibility - range in hexes can be detected from\n& Move - how many hexes per day can move\n& Size - population capacity and volume (in hectares?)\n\n& STR/DEF related for combat\n& SIG/VIS can also be used for communications range\n& MOV/SIZ how fast how big\n\n& Stat up kaiju the same way. 1:Combat:\n\nYou can attack any stat and the victim gets to make a defence roll to resist losing 1 point. Invulnerable foes battle then get bored and wander off if they fight each other.\n\nCities in the same hex always see each other. 1:You could wander about some off the shelf setting and destroy it for fun like Krynn or Greyhawk or Mystara and stomp everything you dislike. Let local villains make or find a mobbile city. Lead your city on missions from the gods. Each player over a camppagn of a new city a week game. Eventualy each player develops bond to a favorite city. Players unite for a battle each with a mobile city and do some millennial event on a setting. A flying or spacefaring or plane shifting city could be nifty campaign. Such a game could be short or long but controlling a mobile city sounds like a high level adventure which I need more of. & Or use one of these classic hex crawls: & save.vs.totalpartykill.ca/grab-bag/synthexia/ & save.vs.totalpartykill.ca/grab-bag/kraal/ & save.vs.totalpartykill.ca/grab-bag/wastes/ & save.vs.totalpartykill.ca/grab-bag/hexenbracken/ table: CityQuests [when]{rep}=1[do]Outside resources citizens most want.
[end]& [@CityQuest2] table: CityQuest2 [|Statue|Monument] recovered from enemy Conquest and glory over subject peoples Crusade for [|a god|some cause] Secrets of [|magic|power] Special knowledge of some mythic event Slave workers Kidnap new mates Sacrifices of blood and souls, preferably someone else Find a lost thing in a [|forgotten ruin|dungeon] [|Capture|Get revenge on] a hated fugitive Seeking to rescue [|person|group] A important item to maintain the city table: Encounters [when]{rep}=1[do](1 in 6 chance per hex crossed). & Once a kaiju or city is on the map, the DM tracks them until it leaves the local hexcrawl map. Cities may detect each other and will usually close. Most Kaiju start with a melee attack, only using ranged if the city does first or the two have previously battled. They might use ranged on a faster or fleeing foe.
[end]& [@Encounters2] table: Encounters2 2:Nothing 2:Ground Dwellers: [@GroundDwellersEncountered] 2:Terrain Obstacle: [@TerrainObstacles] 2:Resources: [@ResourceTypes] 1:Possible Kaiju sighting: [@MakeAKaiju] 1:Possible City sighting: [@MakeACity] 1:{enc='[|Kaiju|City]'} [|trail|former resting place][when]{1d3}>1[do]. Leads to: [@MakeA{enc}][end] 1:A Stranger on the ground is spotted: [@StrangersEncountered] table: MakeAKaiju ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table border="0" \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& {resources==1d2-1}{noRuins=='yes'}& Type[@Kaiju]& [when]{dead}[do]\z[else][||Special[@KaijuSpecial]][end]& [when]{resources}>0[do]Extra Resources
[!{resources} ResourceTypes >> implode
]
[end]&
& [when]{dead}[do]\z[else] [@Stats][end] table: MakeACity ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table border="0" \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& {resources==1d2-1}{noRuins=='yes'}& Type[@Cities]& Mobility Type[!MobilityType]& Why Mobile[!WhyIsCityMobile]& Primary Construction[!PrimaryConstruction]& Surface Structures
[!{1d3+1} SurfaceStructures >> implode
]
& Inhabitants/Operators[@InhabitantsAndOperators]& [||Special[@CitySpecial]]& [when]{resources}>0[do]Extra Resources
[!{resources} ResourceTypes >> implode
]
[end]&
& [@Stats] table: Stats Stats & table \{border-collapse: collapse;\}tr \{border: 1px solid black; border-collapse: collapse;\}td \{border: 1px solid black; border-collapse: collapse;\}&
& Strength{1d6}& Defense{1d6}& Sight{1d6}& Visibility{1d6}& Move{1d6}& Size{1d6}&
table: GroundDwellersEncountered Human tribesmen Human barbarians Human kingdom Human cultists Demihumans Humanoids Beastmen [|Giants|Trolls|Ogres] Undead Mixed dungeon dwellers Elemental beings Outer planar beings - [|demons|devils|angels] table: TerrainObstacles [Pit|Pressure or buoyancy drop] Terrain collision Volcanic vents or smoke Weather Mountain range Thing falls from the sky Awaken a hidden kaiju [@MakeAKaiju] Debris of wrecked city collision Illusion Force feild Dimensional vortex Collision with divine being table: ResourceTypes Food resource - [|edible stuff for city populace|livestock] Fuel resource - [|for city|for light and heat for residents] Slave resource - labourers mostly kidnapped or commercial Mineral resource - metal and other buried goods Building resource - raw materials for building city or structures Luxury resources - desirable goods that keep people happy or can be traded Knowledge resources - [|books|scrolls|maps|knowledge of other cities or kaiju] Religious resources - [|holy relics|artworks|sacred scriptures|saint bodies] Medicinal resources - medicine to help population grow or trade Alchemical resources - [|potions|gunpowder|means to make life forms] Magic resource - [|spells|components|ingredients|magic items] [when]{noRuins}[do][!ResourceTypes][else]Ruin resources - crumbled [|settlement|settlement|dungeon][end] table: Kaiju Land Burrowing Flying Aquatic Amphibious Triphibious Technological construct Magical construct Undead Elemental Outer planar Dead kaiju remains with {resources==1d3+1} extra resources{dead=='yes'} table: KaijuSpecial Drone or scout pet with better mobility[||||||, intelligent and speaks]. Ranged attack like fire breath, laser eyes, shooting shuriken, acid spit. Regeneration - recovers lost stat point in a day instead of week. Chemical cloud - [|smoke|hallucinagen|narcotic|poison]. Alternate form - [|gas|transformable|mimic|stone]. Teleport once a day. Plane Shift once a week. Has {resources==1d3+1} extra resources stockpiled or in body. Ability to capture foe with web, pincers, ray Speed burst with leap, hop, rockets +{1d3} Move {d6} times a day Party of adventurers aids kaiju - [|magicians|cultists|murder hobos|meddling kids] Allies - [|{d6} smaller allies|{d3} kaiju|best buddy or pet|city follows it] table: Cities A old rival for resources Long lost friendly city unseen for decades A trading partner A mystrious city making friendly signals An old enemy city A strange city hanging back warily A city of pirates and scum A city of insane murder cultists A regular partner and military ally City overrun with madness on fire City brandishing troops and weapons City is out of control with population in panic table: CitySpecial A mighty vehichle used by populace to scout Ranged attack like fire breath, laser eyes, shooting shuriken, acid spit Regeneration - recovers lost stat point in a day instead of week Chemical cloud - [|smoke|hallucinogen|narcotic|poison] Illusion field can be invisible or seem to have fire wall or be a phantom City can teleport to far away if theratened Has a gateway inside to somewhere far away population can use Has {resources==1d3+1} extra resource points in storage Specialist elite troops for boarding cities or raiding surface Can increase defence by +1 if does not move City led by a [|mighty hero|magician] with {d3} friends Has {d3} smaller cities as companions and scouts table: StrangersEncountered [@Stranger].[|| [@StrangerSpecial].] table: Stranger Fool Spy Herald Merchant Assassin [|Wizard|Sorcerer] Priest of Druid Cult [|preacher|leader] Dungeon boss Monster in disguise Adventurer Escapee from enemy table: StrangerSpecial Famously attractive Serves other planar patron - [|Law|Chaos|Elemental|Balance] Has a famous magic item Has a weird [|curse|fate] Famous expert on a field of knowledge Knows location of resources Knows a enemy cities weakness and location Knows how to add a point to a city stat Can sabotage a city stat point Knows about a dungeon complex Stranger is an Immortal Deity in disguise FILENAME: EMO_Xor_Missions.ipt Header: Missions on Xor Xoranian against Xorastrian as I provide the missions you get given while on Xor, as opposed to the previous table (EMO_Xor_Quests.ipt) which assumes you are an outsider. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/07/d100-missions-on-xor.html
table: MissionsOnXor Lost child seeks family. Lost adventurer seeks friends who got lost. Person trapped in a pit with no way out. Person trapped in gelatinous horror slowly eating him. Person nailed to bone crucifix unconscious. A head sewn on a monster body screams for help. An old man says his clan in imprisoned in subdermal kingdom. A succubi in human form begs for help to save friends from demonic prison. A desperate youth escaped from cannibal clan who have their siblings. A farm youth cries that a cancer troll blocking entrance to his clan cave. A shaman offers magic to help the youths who all did not return from their initiation. A clan of nomads on riding turkey's request you search a hole for them. A family of tanners have had morlocks kidnap their children. A wisewoman requires beetle glands for a potion to save clan leader. A clan of witch women have had their cauldron stolen by goblins. A nomad clan of amazons seek their escaped concubines or new ones. Nomads have lost their prophet who is with kidnappers in a bone tower. A clan of nomad serial killers claim they need to rescue kidnap victims from cave. A nomad slaver clan will give you half the slaves you can free from an orc stockade. A clan of cyclops men have had their treasure stolen by a thief. Villagers need help from marauding bandits. Villagers need help from hungry dinosaurs. Villagers have had stores of dried meet stolen by naughty goblins. Villagers upset water caravan is missing and need water supplies. Villagers infiltrated by changelings or lycanthropes or undead. Villagers in fear of mad wizard and their flesh golem. Villagers prize ox missing and they think trolls took it. Villagers cry that head has been tainted by chaos and they fear them. Village under sway of devil swine who don't like outsiders or trouble makers. Village under sway of psionic spiders who eat juiciest child monthly. Lord of a bone castle has had daughter fall into a subdermal realm. Lord of region in flesh tower has had had all metal weapons disappear. Lady of the bone tower requires champion to defend it from evil wizard suitor. Castle of flesh welcome travelers but ask if heroes can stop basement trolls. Queen on the bone ziggarut needs someone to stop beastmen hordes invading. Lord of a bone keep has fallen to a curse and people ask heroes to find the evil witch. Knight guards a bridge over huge hungry mouth and demand a fight to cross. Knight on a quest for the bone throne just needs help to kill evil cult leader. Princess living in a giant snail shell with her slug men guards needs escort to town. Crying lord needs help to save daughter from a giant fleshy anemone beast. Wizard requires some xor hormones in tears and knows where the bold can find them. Sorcerer requires bathing in milk of Xor to maintain his youth and will pay in magic. Magus believes there is a subdermal ruin under the hills where a lost relic might be found. Wizard requires some animal or beast men specimens for his menagerie for breeding. Wizard fusing creatures into new ones but some escaped, wants them back. Wizard seeks subdermal nerve cluster under citadel they believe can commune with Xor. Wizard making walls of meat and bone around villages, wants to protect common folk. Wizard knows star metal can be found on Xor and has calculated where to find some. Sorcerer making love to crevice found in Xor till a baby escaped, sorcerer wants it back. Wizard discovered necromancer plot to kill Xor and make undead, wants plot stopped. A healer was kidnapped by goat men who wish to defile the holy person. Crusaders week to exterminated chaos but need adventurers to locate the chaos breach. A kindly priest has grown a temple from Xor flesh but ogres want to eat it. Virginal sisterhood all became pregnant in one night and the sister-abott wants answers. A priest was killed trying to exorcise evil from a mad flesh golem roaming in area. A great ribcage cathedral priesthood thinks something evil burrowing underneath. An order of monks contemplating the enigma of Xor have developed unusual fighting skills. Priest has come from outside to convert Xor worshiping villagers to his strange sky god. A war nun has started a chaos crusade army of unarmed farmers, children and elderly. A priest of Law has come to stir up anti chaos fanatics like witch hunters and flagellants. An adventurer party found lair full of demons and plan to flee to outside world. Adventurers upset something in a cave and quakes have been daily since. Band of murder hobos are camped near a flesh cave and villagers want the scum gone. A band of adventurers have become warped by chaos and wander land murdering. Adventurers kidnapped some women from the town and have taken them to a bone ruin. A band of adventurers chased a succubi and came back undead wights monsters. Adventurers stole village pigs for a feast and villagers want the lowlife filth gone. Drunken adventurers holed up in the tavern and wont leave. Adventurers roaming area kidnapping women and frightening animals. Adventurer band somehow fused into a mad gibbering shoggoth on the rampage. Pilgrims from outside come to behold Xor are useless parasites and locals fed up. Flagellants of Xor camped nearby corrupting and seducing youths into joining them. Xor worshiping fanatics opposed to sentient life, damage own brains and attack locals. Druids of Xor have judged locals and set monsters on them for not living in way of Xor. Xor sex cult seeks magic to interbreed and merge with native creatures of Xor. Outsider cult the feasters of Xor fanatically maim and eat Xor thus attracting monsters. Deluded cultists trying to drill into Xor to release certain fluids which causes side effects. Cultists of Law come to see Chaos and stirring up long hidden demons. A cult claim to speak for Xor and kill all non believers. A cult come to awaken Xor by injuring and irritating neural hot spots. Chaos cultists using lesser demon familiars to torment common folk. Minor demons have been raiding town for people. A sucubi/incubus has been draining important locals leaving them weak. Villagers and animals have been freakishly mutating. Larvae have been caught crawling about garbage in town attracting demons. A huge demon has been chewing gorily on Xor and locals terrified by what will happen. A great demon has been demanding virgins each month. Demons in disguise have been infiltrating town. Cult serving a demon prince have become active and have a black temple. A mid rank demon leading a horde of smaller demons has blocked a trade route. Xor sends you a dream showing some menace to it. A giant brained creature comes from Xor seeking heroes to stop necromancers invasion. A face forms before adventurers and gibbers something about a coming threat. Wind carries a voice from distance you can make out as request from Xor to kill chaos. Great face forms in mountain mouthing request to stop some wizard. Your dream lover appears in mist, it is Xor who wants a subdermal complex destroyed. Flesh on ground liquefies into a face gasping for you to stop elder monsters returning. An elderly person channels Xor who warns you of anti chaos crusaders fanaticism. A face appears on your body mumbling something about coming of chaos then fades. Xor appears as a titanic alchemical hermaphrodite to warn that a long lost complex of relics has been awakened within Xor and defilers must be stopped. FILENAME: EMO_OSR_NiceVillageEncounters.ipt Header: Nice Village Encounters What, there are nice villages? Yes before villages became chaos corrupted hell holes they were possibly nice. Nice villages could be trick or a front. Drive your cynical suspicious adventurers crazy with a nice village. Places like this can remind you what the good fight for. Pubs close early here and the beer is good but mild. Possibly a petty god protects the area or retired adventurers are among populance. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/07/d100-nice-village-encounters.html
table: NiceVillageEncounters A friendly goofy dog runs up barking and rolls over to show his belly. A friendly cat sits on a post will greet friendly travellers. A cheerful pig wanders up wanting a scratch. A jolly cow wanders up to lick travellers. Baby goats frolic on path about you. A mother duck and her fluffy babies crosses path in front of you. A rooster crows cheerfully. A pony whinnies cheerful at travellers approach hoping for an apple. A friendly billy goat playfully rubs his head against a traveller. A turkey gobbles cheerfully or geese honk with delight. A child runs up to strangers to say hello. Kids throwing acorns at each other stop and apologizes in case they upset visitors. A child offers to guide you around for free. Children run up and offer you apples they just picked. Several kids sing national anthem mistaking visitors for important dignitaries. Child offers to fetch bucket of fresh water for travellers. A child praises travellers in name of popular religion. An adorable child wants to show you their toy or dolly. A foolish child thinks visitors might be elves (easily impressed). A child faints at how attractive a visitor is, then blushes and runs away. Farmers in fields offer you to join them for a beer. Farmers wave cheerfully. Farmers offer you some free turnips. Farmers laying about fields with tools having a quick nap. Farmers in a cart ask if you need help with directions. Farmers chatting leaning on fence bid you good day. Farmers gathering stones and building a wall stop to say hello. Farmers ask travellers so solve conflict over farming methods. Farmers fishing at a pond. Farmers with bows, slings and some birds they have caught. Cheerful blacksmith offers special to travellers on horse shoeing today. Tavern keeper comes out of to offer first drink on the house. Baker offers a free loaf of bread. Store keeper asks if your looking for lost purse someone dropped. Tanner scraping hide in a frame bids you good day. Wood cutter offers to show you good camp sites to save inn fees. Butcher plucking some birds offers you biggest one at normal price. Stableboy offers to water and brush your livestock or pets for free. A barber offers a free haircut for news from out of town. A store keeper invites you to try some genuine bargains. Housewife offers travellers a blessing. Housewife offers you some fresh berry muffins from the oven. Housewife offers her foolish son as a manservant. Housewife asks if you have seen her stray pussy. Housewives spinning wool giggle and blush at visitors. Housewife cheers that finally decent respectable travellers have come. Housewife with fat jolly sleepy babies smiles sweetly. Housewife chases her slightly attactive daughter out of house for visitors. Housewife beheading a chicken, praises the gods for bounty. Housewives with baskets of produce respectfully let visitors pass. Old man mentions he was an adventurer when young and blesses travellers. Old woman smoking a pipe offers cheap medicine and remedies. Old man with stick says he cant remember when such mighty heroes last visited. Old woman yells out accommodation advice. Old man playing instrument with young goats frolicking about him. Old woman dying some wool smiles with toothless grin. Old man sweeps path in front of visitors announcing to all visitors have arived. Old woman sitting with her pussy on rocking chair waves and offers cup of tea. Old man rushes home and returns with fancy hat and implements on belt. Old woman invites you in to have fortunes told. Youths maypole dancing invite strangers. Youths holding hands sitting on haystack cheerfully. Several youths offer services for any chores. Attractive youths follow visitors about watching everything they do. Several youths wrestling stop and stare amazed at adventurers awesome stuff. Youths helping an old person. Youth compliments visitor on attractive body or equipment or pet. Youths singing hymns with village elder. Youth being schooled in a skill by elders. Youths helping repair old widows roof. Village idiot appears and tries to get adventurers to buy them a drink. Village idiot sits on fence points, laughs then falls off fence. Village idiot talking to cow about nature of reality. Village idiot tries to turn self in to visitors for having a heretical thought yesterday. Village idiot playing in mud with pig. Village idiot playing instrument badly, everyone puts up with it stoically. Village idiot trying to convince priest to officially marry these two dogs. Village idiot making donkey noises. Village idiot looking in bushes for purdy luvley elves. Village idiot asks visitors if his standard of idiocy compares to other village idiots. An old widow talking to her prolific cats. An old drunk being helped to feet by locals. A disabled grumpy war veteran being given a bath by local widows. Old hermit getting long beard trimmed. Child offering stray puppies or kittens to visitors. Tradesman helping make prosthetic limb for veteran. Priest or druid healing homeless man so he is fit to work again. Soup being given to needy who sleep in barns for work. An adoption ceremony in progress for found homeless child. A sleazy lecherous travelling peddler being scolded and fined by sheriff. Sheriff greets travellers and thanks them in advance for good behaviour ernestly. A local bard offers to guide you and perhaps hear your songs and deeds. A priest greets you and offers free first aid or to prey for your wellbeing. Local wise woman tells you to be careful because two years ago she saw a kobold. A student wizard offers to cast a zero level cantrip spell for free like mend for practice. Local inn keeper asks if you want any lanterns, ropes or a ten foot pole left in a room. Village headman tells you about a low rent shack in village for goodly adventurers. Village elder offers to tell you about adventure he had fifty years ago near here. Village gossip desperate for any good gossip or news because so quiet here. Local beadle or bailiff offers to help you carry bags to the inn. FILENAME: EMO_OSR_PrisonCarousing.ipt Header: Prison Carousing Some adventurers, especially thieves, might end up in prison between adventures. Obviously prison isn't fun or our whole society would be a prison. But one person's humiliating punishment might be another inmates pleasure. I just write tables I'm not judging you. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/07/d100-prison-carousing.html
table: PrisonCarousing Always watching back avoiding fights and brawls. Got shanked and spent lots of time recovering. Knife fighting - can use anything improvised pointy as knife d3. Bare knuckle fighting league run by inmates and guards. Got into inter gang fighting. Killed {d6} fellow prisoners in self defence. Killed {2d6} fellow prisoners as a contract killer. Got recruited as gang enforcer. Got a big dangerous buddy to be your follower. After killing cellmate were chained in solitary darkness. Adopted as lover by dangerous psycho. Got favours from guards performing sexual tricks. Lived as cross dresser. Worked in a pimping racket. Smuggled pornography. Promised to marry a charitable person to help get let out. Fell in love with stranger through letters and smuggled notes. Contracted horrible sexual disease. Somebody somehow got pregnant. Paraded about and groped nude at governors private parties. Made {3d6*10}gp dealing in contraband. Dealt in drugs and lived above average conditions. Got easy life by blackmail and information brokering. Sold slaves to inmates to get by. Lived in fancy cell with own slave by hustling and bullshit. Owe {3d6*10}gp to thieves guild for keeping you alive. Mob after you for crooked drug swindle you pulled. Brokered peace between gang and factions. You sold poison, weapons and contract killers. Govener threw you out because you were making too much money. Caught escaping with fake disguise and beaten. Caught escaping when tunnel collapsed, got manacled in high security. Your escape committee was betrayed by a squealer. You got out in load of laundry and are now wanted. You owe {3d6*10}gp bribe to governor for releasing you early. You escaped by cross dressing disguise. Someone paid for your early release in secret and you wonder who. Played dead and escaped when thrown in a pit of lime. Got the plague, went into a coma and got dumped in river. You got stabbed and were sold to pie maker by guards. You got to crack big rocks into little ones for months. You learned how to make and repair roads. Some skill you have got you a cushy job (literacy, music, art?). You worked in laundry and learned how to strip a corpse into scraps of bones. You copied fraudulent love letters the governor sold to perverts. You made fake antiques in a sweatshop. You worked in dye pits and your skin is still discoloured. You cleaned sewerage pits in the prison and were sick mostly. You worked with poison chemicals and your lifespan is reduced by {2d10}%. Put to work with entertainers, singing, dancing and impersonating opposite sex. Beaten daily with can, birch or whips on A frame. Chained to walls mostly and your still recovering -{1d6}" move for {1d6} weeks. Kept in stocks or wooden cage. Kept in dark solitary cell. Kept in cell with disease victims leaving you inflicted. Kept locked with iron mask in solitary. Tortured in dungeon relentlessly. Locked in a cesspit full of sewerage and garbage. Locked in a dark hot box in the sun. Starved and left underweight -{d3} CHA for {d3} months. Got to be affiliate of prison version of thieves guild. Made international smuggling contacts. Made a new best friend or potential follower who owes you a life debt. Know corrupt prison staff. Governor thought you amusing personal servant and liked you. Met a member of assassin guild or cult. Old man constantly manacled you helped turned out to be a wizard. Met lots of mercenary killers. Met lots of colourful murder hobos who keep asking you for work. Met mysterious old man who told you of your strange destiny. Earned {d6} new gang tattoos. Back covered in whip scars. Scars from failed suicide attempt. Burn scars from branding irons of torturer. Pock mark scars from disease. Hands calloused and swollen from labour and frostbite. Covered in persistent lice you have trouble getting rid of. Facial brand or tatoo informing everyone of your crime or vice (possibly untrue). Manacle scars on wrists and ankles. Developed {d3} phobias from prison life (locked doors, chains, torture). Corrupt guards from prison days think you are trouble and want you dead. Joined a religion to help early release but now they expect you to attend services. Joined a secret society, turns out they are planning end of the world. Joined a cult but after helping your release you realized they were worse than prison. Members of a race or nationality think you are great for your help in prison. Members of a race or nationality think you are a bastard and they now hate you. Joined a gang who turn up in your life now your free expecting petty help. An enemy gang hate you over beef from prison time. City guard and country sheriffs think you are a no good trouble maker. Criminal syndicate spy on you and seek opportunities they can exploit. You joined black lotus cult in prison and they keep tabs on you for some reason. Prison gang gave you tattoo of a dungeon or treasure map on your back. You are willing to try any drug, drink or quick high for a thrill. You managed to make alcoholic prison goon and now a horrible alcoholic. You developed a {d4}gp / day drug habit and dealers know you. You developed uncommon sexual tastes that scare conservatives. You quite like the occasional expert flogging. Priest heard about what you did in prison and want to help save your soul. You have weird sweaty nightmares from prison and bad drugs. You developed taste for buttchugging alcohol and potions. FILENAME: EMO_OSR_NonfatalTorments.ipt Header: Non Fatal Torments So these are mostly intentional non lethal torments for punishment from urban authorities, cruel nobles or dungeon monsters. Sometimes mobs get carried away and go too far. The DM should decide how long punishment lasts - quick for minor crimes, longer for serious crimes. Some might result in scarification and crippling wounds. You could roll on this several times. Some are weird or magical; most are historical. Related Posts: elfmaidsandoctopi.blogspot.com/2016/02/d100-gruesome-deaths-and-punishments.html elfmaidsandoctopi.blogspot.com/2015/08/1d100-angry-mobs.html elfmaidsandoctopi.blogspot.com/2016/07/d100-prison-carousing.html from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/07/d100-non-fatal-torments.html
table: NonFatalTorments Whipped on A-frame with 1 yard long bundle of birch or "birching" Whipped on A-frame with bullock drovers whip Whipped on A-frame with horse riders crop Whipped on A-frame with cat-o-nine tails Beaten with clubs by group of bailiffs and beadles Beaten and kicked by group of bailiffs and beadles Whipped with a flexible cane Whipped with chains Bound and hands smashed with clubs Feet beaten with sticks Locked in stocks in public to be abused by common folk Locked in a gibbet or cage and left to elements Chained by leg manacle to large rock and left to elements Locked in a wooden box with possibly some body parts exposed Locked in a pit or well with a lid Locked in a dark cell alone Manacled to wall and left in dungeon Hung by foot manacles upside down Put in cage on waggon and paraded about town with garbage hurling mobs Tied to wooden cross and exposed to elements Strapped in a wrack and stretched Locked in an iron maiden Feet locked in spiked iron boots Thumb screws applied Chained up and suspended with weights hanging from feet Tied to a wheel and rotated or rolled Spiked collar on neck makes impossible to rest Locked in a metal chair with spikes Locked in a metal mask forces mouth open Locked in metal mask with eyes blocked Wrapped in thorny vines Wrapped in stinging nettles Rats in cage attached to stomach or face Bound and mauled by savage dogs Locked in box or pit then wasp nest thrown in Tied to ant nest Tied to rotten maggot filled meat or corpse Bitten by venomous snakes Hurled into leech pit Dragged by horses Branded with hot iron Forced to dip hands in boiling oil or water Burned with flaming torches Teeth removed Fingernails removed Sexually abused and humiliated Crush body parts with tongs Objects inserted in body Tattooed with name of crime, possibly on hand or face Tongue cut into split Restrained or locked up till starve or near death by thirst Bound and swung through bonfire Forcibly dunked underwater on apparatus till almost drowned Objects inserted under finger nails Nails hammered into body parts Force fed vile fluids like piss, rotten blood, mild poison Force fed painful or nightmare inducing poison Burial with head exposed Tarred and feathered Crushed with large rocks Labour in mine or quarry Labour in dye pits Labour processing sewerage for crop fertilizer Labour building wall or road Labour working with plague victims and lepers Labour stoking furnace Labour turning a wheel Labour cleaning out sewers and cesspits Labour processing human corpses Sold into temporary slavery Thrown from tower Thrown into rapid river Exposed to sun or kept in hotbox Catapulted Bled till near death Stabbed Splashed with acid Mob throw rocks till elders satisfied Drive spear through thigh, tormentors make clear they can kill you Struck in head with wooden mallets Locked with dangerous criminals keen to abuse new inmates Locked with madmen who,s ceaseless gibbering drive anyone crazy Locked up with disease carriers Locked in tiny dark cell alone Locked in large courtyard with common criminals Locked in cruel workhouse Locked in ship galley manning oars Locked or sealed in tower or wall or bridge with food and air hole Locked below deck on a prison hulk floating on water Banished or sent to colonies Wizards allowed to experiment leaving victim a mutant Wizards allowed to experiment leaving victim a beastman Wizards allowed to experiment leaving victim an orc Victim cursed to labour for public in a zombie like state Victim cursed with terrible affliction or condition Ears or nose or finger cut off Left in haunted graveyard with horrible undead and maddening spirits A hostile mad spirit allowed to posses victim for a time Turned into an animal for a time Tortured by a summoned monster from beyond FILENAME: EMO_Xor_Wonders.ipt Header: Wonders of Xor Xor wonders include awe inspiring scenery or monuments, all possible adventure hooks. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/07/d100-wonders-of-xor.html
table: WondersOfXor Great bone citadel reaching into heavens Huge blood geyser shoots up and rains down An alien rusted metallic structure attempting to tap bio electricity Gibbering giant face on a flesh mountain Gigantic breast spraying milk into air that forms into a stream Gigantic crater with huge sphincter pooping Gigantic crater with spiked toothed mouth like a sea urchin Huge eyeball that moves and looks at intruders Area covered in eyes everywhere Gibbering mouth in thousands Sea of pink writhing tentacles or worms Great flesh trees with clans of humans connected by umbilical cords Pink coral reef with ecology of strange human like beings filling ecological niches Huge crater with face in bottom, locals hurl strangers into it's mouth A crashed star ship with weird automated defense puzzles and illusions A rusted ocean liner turned into a town Forest of gigantic hair follicles with roaming creatures A gigantic arm blindly reaching and trying to grab and crush anything it can reach A titanic ear with a waxy bristly pit into the subdermal realm Thickly carpeted with hair region, creatures curled up asleep, pleasant droning sounds Great bubbling lake or well of of acid, a structure built on floating foam and scum Great cut bleeding swollen canyon, partly filled with blood, puke, piss or remen Some civilization made great tattoo patterns for the gods too look down on Huge bone and flesh aqueduct carrying veins and open flowing fluids Bone henge frequented by blood druids Huge waterfall of blood emptying into a scarlet mist shrouded lake Huge sprawling bone ruins Rotting kaiju carcass crawling with giant flies and beings battling over best bits A mountain of flesh with a face budding from xor trying to break free A huge crater with thousands of tentacled mutants fornicating and eating each other Scarlet flesh tower citadel of eldren, mostly empty A huge sphincter releasing fart gas, goblin kids with torches trying to set alight Huge arms growing from Xor thumb wrestling or playing rock paper scissors Huge mouth gate in mountain under siege from orcs trying to batter teeth down Tempting but empty town with food growing from walls, actually a trap that eats citizens Two mountains with faces spitting at each other with a saliva lake in between Giant mouth choking in lake of it's own vomit Gigantic forest of cocks get aroused as creatures walk near them A great fleshy bridge reaching into a huge dimensional portal Colosseum of meat and bone where death matches of monsters are cheered by crowds A huge pit lined with shattered ribs and muscle opens into subdermal kingdom A titanic nose where cyclops giants mine green and yellow nuggets to trade as food Weird fleshy citadel outpost of migo who mostly abandoned it leaving monsters Huge ruin of biological vehicle being built by lost race to escape Xor Forest of antlers, horns and tusks growing with tufts of hair for brush Forest of fleshy trees growing transplant organs, orchards with eyes, ears, noses Forest of giant bronchi swaying with Xor's breaths Forest of anemone with massive trunks and tentacles catching airborne spores Mountain of star fish or sea urchins or gelatinous blobs Clouds with millions of sky jellyfish some enormous some with deadly stings Millions of crabs on migration cover landscape for miles Millions of fleshy pink bats swarm blocking out sky and screaming Valley of train size worms eating calcium deposit growths Sprawling maze with walls made up of fused naked humanoids who spent too long inside Valley with lost race of titans semi fused with surface of Xor but idiotic and babbling Canyon with living creature bridge creatures entering mouth to cross A massive flesh pyramid with a great judging scowling eye that twitches and stares A titanic mind numbing shoggoth twitching and pulsing and sucking, growing slowly Titanic humanoid made from thousands of fused people seated on mountain A titanic baby suckling on a giant breast of Xor in sleep Two colossal shoggoths groping and kissing each other Lake of pink floating cells and tears, any approaching are bombarded with hallucinations City built on skin membrane over a mighty living lake that feeds off evil dreams of people A flesh city grown by race of pink lizard men and their pink dinosaurs herds A distant mountain explodes and sky rains pus and infected globs of diseased matter A lake of bile where demons relax, bathe, splash each other laughing and towel slapping Giants jumping in valley to make boob and buttock like hills wobble and jiggle for a laugh Titanic eggs with something squirming inside, one is under attack from something A valley where giants are being born from the surface of Xor fully formed A great egg in distance starts to hatch, a newborn hungry baby kaiju roams area for days Kaiju trapped in giant amber like resin polygons with shocked expressions Valley where skeletons are growing meat and some start to stand and come to life Gaping flesh smoking pit to the abyssal realms of demonkind, flying demons in distance Haunted bone sky scraper swarming with bats and flesh hounds, home to vampire king Infested scarred hills, tainted green purple and pimply with bone dome of ghoul king Giant fleshy snail with houses carved into shell slowly moves, a friendly trade town Giant praying mantises are rearranging sacks of giant brains from behind a force field Great sea shore with floating brain cities in distance Giant star nautilus has crashed and it's internal species assimilating into Xorian ecology Titanic tentacled anemone where colourful fish men civilizations battle for supremacy Skeleton graveyard where millions of animals have come to die Dead lake of nitrates and mummified crystallized creatures that tried to drink it Valley of fantastic crystals some with creatures frozen within A pair of kaiju snuggling asleep against a mountain looking content A god like being crashes from sky, starts to attack Xor then is swallowed up Mountain with a ring of monster heads at base, atop it is a mighty flesh castle Citadel of ceratin has grown into the sky and a murderous band of monsters dwell within Tribe of giant cyclops with harpoons chasing land whales or purple worms Great alien crystal fortress grows like infection in Xor, evil space eldren within Titan lounging on a bone throne being served meat from quarry by morlock serfs Titan covered in warts strangling a dragon and forcing it to burn them off Colossal tentacle faced eyeless flesh toad being worshiped by faceless naked savages Titans kids playing with knucklebones willing to play with interesting creatures they find Pink salty water begins to rise flooding land full of pink crocodiles and giant squid Kaiku whale and squid battling in a salty lake bellowing and screeching A titanic open mouth has a city built inside for shelter, a friendly fearless trade town Savages set fire to hairlike grassland then snack on delicious burned skin of Xor A great citadel shaped like a skull on a square plinth grown from the flesh of Xor Polyp hills leaking secretions where chaos worshiping cancerous trolls are spawned Citadel and citizens growing rapidly from flesh of Xor by time you get close they believe they have been dwelling here for eons complete with ancient customs and traditions FILENAME: EMO_OSR_FlotsamAndJetsam.ipt Header: Flotsam and Jetsam A few years ago everyone did this. Crap on the beach. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/07/d100-flotsam-and-jetsam-post-900.html
table: FlotsamAndJetsam Mountains of sea weed Spectacular driftwood with barnacles Hundreds of jellyfish Hundreds of sea urchin Hundreds of dead fish Hundreds of dead starfish Hundreds of dead cuttlefish Dead dolphin with shark bites Dried rotting dead mermaid horror from the deep Several giant slimy tentacles A dead rotting whale covered in crabs and gulls A rotting sea serpent A unconscious sailor from far off land Dozens of shipwreck victims (possibly some live) and several sea chests Dozens of murdered bodies and empty sea chests left by wreckers A huge sand castle built by crab men as temporary base Remains of a jollyboat smashed up Intact small fishing boat with fishing nets and rods and rope A wooden pulley with a short length of rope Barnacle-covered float with torn net A bottle with a letter requesting help d100 years old A bottle with a treasure map A bottle with a will for property far away A bottle half full of rum A tiny chest with some small jewelry with semi precious stones Carved wooden prow of ship with mythical creature A fancy captains hat A ship flag on length of rope Long length of hemp rope Man o war jellyfish with stinging tendrils A gasping turtle tangled in a net Hundreds of tiny crabs eating a huge strange unrecognizable creature A piece of amber A battered tree Gigantic eyeball of some marine creature Dead albatross (possibly alive helping it brings good luck) Huge crab claw Dead [|trilobite|sea scorpion] Beautiful badly hurt mermaid Huge shark tooth Cluster of sea sponges tangled in weed Rusty key Gigantic bones possibly from whale Unhappy lost seal pup Wooden pegleg Wooden box with d6 bottles of rum Large block of seasalt Rotting baby shark Huge giant squid carcass Huge shell Strange symbol made from arranged [|stones|weed|sand] Baby [|Crabman|Mermaid|Squidman|Mantaman] Dried puffer fish Human skull with barnacles Rusty old breast plate Dead marine crocodile Angry sea snake with deadly venom Block of melting ice Biological sacks of fluid some kinds of egg White cuttlefish bones useful crafting material or good for birds Remains of wrecked ship long buried on beach exposed by moving sand A small anchor covered in barnacles A wooden barrel with d4 1=grog 2=water 3=body 4=sea biscuits A battered locked book, mostly illegible but tantalizing hints A strange creepy wooden idol of squat spirit A strange green stone idol of a squat sea demon A elegant noble looking native idol [|A whale|An elephant] tusk A blob of ambergris A narwhale horn A leathery corpse in shredded clothes actually a marine zombie Intact skeleton with bandanna and seaman's clothes holding cutlass leaps up to attack Monkeys playing on beach Wax tablet dedicated to ancient evil sea demon by a cult, causes dreams if kept Strange chunk of gold resembling drift wood, cult treasure of vindictive fish folk Crude wooden raft recently arrived Clay pot decorated and sealed, containing [|wine|oil] Corroded copper coins scattered in sand all over beach Lump of [|copper|silver] coins fused into mass, covered in barnacles Human finger with ring Single [|gold|silver] coin in good condition Pretty smooth worn glass pebbles once bottles Interesting looking semiprecious stone Large crystal A bone dice Ring shaped stone reputed to offend elves Huge shell actually hermit crab looking for snacks Carved wooden figurine like a duck Cowrie shells strung together a form of currency in some places Leather boot with crabs inside Stray dog with collar [|Ship's steering wheel|Wagon wheel] Ship's [|rudder|mast] Chunks of burned boat scattered along beach Ships canvas sail, tattered but repairable Green sealed bottle with occult symbols, contains soul of evil sea captain Green eyed stone idol, whoever finds it becomes possessive and paranoid Disgusting mass of twitching slime with eyes trying to ooze back into sea A wax coated wheel of cheese possible edible Erotic idol carved from tusk of marine creature in unrecognisable style FILENAME: EMO_OSR_VillagersMistakeAdventurersFor.ipt Header: Villagers Mistake Adventurers For.... Village lynch mob table could be handy too... elfmaidsandoctopi.blogspot.com/2015/08/1d100-angry-mobs.html from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-villagers-mistake-adventurers-for.html
prompt: Show me: {Villagers Mistake Adventurers For|Why Do They Think This} Villagers Mistake Adventurers For use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: WhyDoTheyThinkThis It happened in last year Someone had a dream Someone saw and interpreted strange omens Rumours rife in area Happened in other village once Happened long time ago Bard told a story Crazy local spooked everyone with story Stupid locals pieced together rumors Soothsayer or fortune teller prediction table: VillagersMistakeAdventurersFor Inquisitors; villagers act pious and fearful and hide stuff. Bandits; villagers make big show of defences and look surly. Cultists; villagers make holy gestures and carry holy symbols. Tax collectors; villagers hide stuff, empty shops and roll in filth. Murder Hobos; villagers lock doors and close shops. Heroes, village youths swarm and swoon about them. Returning heroes who left village as youthful adventurers a decade ago. Doppelgangers; villagers armed and suspicious keep in pairs. Witches; villagers make hex signs, stand in chalk circles and fling salt at adventurers. Animal rustlers, armed villagers armed and hover about live stock. Were creatures; villagers wave about wolves bane and carry silver implements. Nobles in disguise; villagers polite and charming and bow constantly. Adventurers responding to wanted posters they sent to city about local monster. Elves in disguise; villagers polite, scared and sprinkle iron filings around village. Spies for foreigners or dungeon boss, make patriotic displays of defenses. Undead; villagers wave holy symbols and fling holy water. Performers; villagers get exited that troupe of travelling showmen arrive. Traders, shop keepers rattle wares and housewives flock to inspect goods. Prostitutes, enthusiastic sleazy customers make lewd comments. Mercenaries; villagers with sack of copper try to pay party to kill something. Plague Carriers, mob with torches and masks throw rocks. Possessed; villagers hide and lock doors priests try and exorcise. Chaos warband; villagers flee leaving food on tables and sick and lame. Ghosts; villagers all scared, priest tries to find out what spirits want. Nature Spirits, leave offerings and chanting and bowing. Illusions; villagers ignore party as if not there, look afraid. Gods; villagers lay prostrate, afraid to look up unless bidden. Fish men hybrids; villagers look angry and fearful, cooking and chopping up fish. Escaped slaves; villagers thro nets and lassos on party hoping for reward. Angels; villagers afraid, well mannered and wearing holy symbols. Devils; villagers flee screaming and waving holy symbols. Cannibals; villagers watch suspiciously offer bread and vegetables only. Murderers; villagers follow and spy on party, refuse to be alone with, look scared. Secret Police; villagers make patriotic displays of state loyalty, erect monument of ruler. Evil magicians; villagers scrawl hex signs on doors, wearing charms, scared. Healers; villagers offer gifts, food and beg them to see old and sick. Agents of local villain; villagers barricade houses and carry weapons, very hostile. Demons; villagers hysterical running, screaming about end of the world. Rival village spies; villagers boastful, display weapons, stores, fat animals and babies. Long lost sibling, villager convinced party member is a long lost sibling. Long lost child, elderly villager overjoyed to have found party member. Criminal enforcers; villagers surrender copper pieces and beg for mercy. Thieves; villagers all holding purses and watching party like hawks. Drunks, village women and priest hurl rotten turnips and cry no more drunks. Perverts; villagers led by priests abuse "your sort" demand party leave. Migrants; villagers insist party surrender weapons and enter stockade or leave. Refugees; villagers offer party food, old blankets and ruined shack to stay in. Ghost hunters, exited villagers follow party telling them about local haunting. Monster hunters; villagers offer tips on local monster lairs and offer to sell supplies. Travelling magistrates; villagers swarm with petty disputes and grievances. Cattle mutilators, angry farmers with pitchforks and rocks gather. Vampires; villagers hang garlic on houses and form mob with torches and wood stakes. Nobles in disguise testing villagers who are polite, serve best food and act slavishly. Wealthy in disguise; villagers throw selves at party in hope of producing rich heirs. Lost villagers taken by slavers; villagers overjoyed and have a feast to celibrate. Vandals who ruined local fences, gates and signs demand compensation. Bounty hunters, villager is afraid party come for them and rest hide them and are hostile. Pregnant village girl accuses party member of being lover, village readies a wedding. Dandies from city; villagers charge more and try to make everything look fancy. Counterfeiters; villagers inspect coins and call sheriff if any try to spend money. Press gang, come to kidnap able bodied for military or maritime service. Charlatans; villagers skeptical and think party have fake wounds, treasure and weapons. Prince/Princess looking for marraige. Pimps recruiting prostitutes; villagers hide youths and are surly to party. Sheriffs, beadles and bailiffs from another village looking to take local to court. Knights on a quest; villagers exited and treat party kindly, some kids ask to be squires. Slavers here to buy or kidnap youths or tradesmen; villagers present unwanted kin. Wizard looking for students; villagers force children to present selves in best dress. Tradesmen looking for work; villagers point out chores they need and offering copper. Spies from another village seeking trade and craft secrets of locals who are wary. Crusaders home from distant war; villagers demand stories, blessings and locks of hair. Demonologists; villagers think party here to look for ritual supplies to call a demon. Exterminators; villagers think party here to kill giant rats roaming streets and basements. Highwaymen; villagers call sheriff, wary and suspicious of everything party do. Eunuchs; villagers sympathetic and kindly, make odd comments, some try to seduce. Guild inspectors, come to check tradesmen and shops up to spec, dues paid. Kings men inspecting sheriff, bailiffs, beadles; villagers present grievances in secret. Church agents inspecting local churches; villagers make shows of piety and singing. Druid men of old faith; villagers dance about in masks, erect a maypoll, sacrifice a goat. Animal inspectors looking for diseased or deformed livestock; villagers hide animals. More city hipsters looking to ruin village life; villagers fling turds and shout at party. Scholars investigating rural life; villagers tell tall tales in hopes of boosting local business. Pilgrims; villagers try to sell saint relics and offer to show local holy rocks and wonders. Foreigners; villagers think they can rob and murder party and no body will care. Students; villagers tempt them with booze, cheap food and winking maidens to stay. Musicians; villagers demand party put on a show and offer them beer. Hunters; villagers welcome party with hospitality and tell them where local game hides. Tourists from city; villagers offer to show local ruins, caves and put on extra quality food. Travelling folk; villagers demand enemies cursed, fortunes told then encourage to leave. Virgin inspectors; all eligible women in hiding, menfolk surly and rude. Doctors or midwives; villagers tell party aches and pains and request medical advice. Courtiers; villagers offer youths as servants, try to impress with crude country manners. Undertakers; villagers insist party embalm and bury recent deceased. Punks from city; villagers wary and hostile, hide youths and watch party for trouble. Royal inspectors; villagers run about fixing stuff and making village look nice. Water inspectors; villagers check local dams, streams and wells for pollutants in panic. Education inspectors; villagers present talented youths in hopes will be selected. Surveyors come to inspect land allotments and borders; villagers present deeds. Adventurers; villagers try to sell maps and equipment and booze. Turnip god and retinue in disguise; villagers present turnips to be blessed. FILENAME: EMO_OSR_MadmenAndMonsters.ipt Header: Madmen and their monsters To simulate that Frankenstein experience... from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-madmen-and-their-monsters.html
prompt: Show me: {Madmen|Created Monsters} Madmen use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: Madmen ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Madman Name[@MadmanName]& Wants[@MadmanWants]& Laboratory Location[@LaboratoryLocation]& Requirements of Monster Making[@RequirementsOfMonsterMaking]& Problems so far[@ProblemsSoFar]& Assistant[@Assistants]& Local Minions[@LocalMinions]&
table: CreatedMonsters ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Type[@MonsterType]& Unusual Property[@UnusualMonsterProperties]& Monster wants[@MonsterWants]& Assistant[@Assistants]&
table: MadmanWants To be like the gods Respect from peers To be feared To build an army of conquest Learn secrets of the universe To insult the gods To sell secrets to evil cause To replace humans To prove superiority to peers To become a mighty ruler Somehow get back lost love Revenge table: MonsterWants True love A normal life To not be feared Revenge To destroy everything on rampage To die and take others with it Create more of it's kind To destroy creator To destroy normal people To eat flesh To end the pain To be left alone table: RequirementsOfMonsterMaking Necromancy and corpses Breeding or hybridising Magical spells Enchanting automatons Grown in pits of slime Alchemical apparatus Use of an artifact Strange location Aided by planar entities Secret formula Secret ritual Otherworldly power table: ProblemsSoFar Stars must be right Physically flawed Mentally flawed Expertise required Documents required Rare ingredient required Human sacrifices required Flawed test subjects escaped Sabotage from minions Incompetence Madness Enemies table: LaboratoryLocation Old tower or windmill Dungeon Cave Castle House in village or city Manor House Catacombs Sewers Hospital or madhouse An old ship hulk Inside a giant hollow tree Through a gateway like a mirror table: Assistants A hunchback or dwarf A gang of bandits A younger student A misguided lover An ugly beastman A gang of robed and masked cultists A monkey, ape or other clever animal A prototype creature that is disguised as human An Imp or minor planar creature in disguise Were creature mostly in human form Undead disguised as human Huge ugly scarred strongman table: LocalMinions Terrified local villagers, live in fear, would love to revolt Loyal villagers, always think the best of the master A village of [|Elves|Dwarves|Halflings|Gnomes] A village of [|Beastmen,|Orcs|Lycanthropes|Goblinoids] A gang of horrible bandits, willing to murder or kidnap A clan of roguish nomads in wagons who act as spies, carnies and theives A gang of hired men at arms who follow the master for good pay A robber knight and his entourage has seen better days now fugitive criminals A cult somehow controlled or led or with similar ideas and guys in hooded robes Hunters, evil hunters and poachers who act as scouts and spies Ancestral slaves or serfs obey the master from tradition without question A large group of strangely loyal [|wolves|bats|rats|cats|wolves|bats|rats|cats|frogs|lions|ravens] table: UnusualMonsterProperties Very intelligent and cynical and probably depressed, can learn magic given time Very moronic and prone to beserker rages if scared or spooked Has an evil side like another personality that schemes and is secretly malicious Has been possessed by a spirit of evil and wants to betray or murder The monster regenerates and is long lived or immortal Monstrous makes anything under 4HD save or will flee till out of sight Has {d3} more attacks than normal specimens Has +{d3} AC better than normal specimens [|Fire|Cold|Lightning|Acid] attacks heal them Altered diet making it's behavior very different can heal a HP/Turn eating material Has {d3} spell-like abilities usable once per day Immune to [|mind control|illusions|energy drain|elemental] magic table: MadmanName Gretchen Muftler Dorian Kraalstone Miriam Pennworth Karl Rotthiem Zoran Kastleburg Cynthia Rosemont Lars Klundvolt Lazlo Klawnacht Horrick Blatthorn Delia Stanwick Orlac Hundgerter Zoltan Mortdrake Echardt Zuulman Natasha Gulagstadt Primrose Ramsbottom Earnest Klingsor Saul Manningway Albert Druunman Lutipold Vanheck Chrysopathia Doombrite Pollyanna Scarman Tobor Gliekman Malcombe Hulkman Kieran Boltman Gareth Landsden Lordnum Tateward Sinestesia Bloodblum Augustus Goldrutter Anastasia Vortigan Dirk Cuthog Erkhart Zarignan Mortimer Shivman Alice Treppanathy Zorad Knorrsman Richard Vanderslabb Cinnamonia Shanktruffle Oran Schillman Dorak Tannerskin Tabitha Klorenstan Luciana Chlumford Elspeth Moongate Elgrinn Scargort Alana Torrenthill Vladek Konstarrin Ranstead Lowbridge Morgan Gruberhole Arne Strangeman Victoria Stillenford Austin Spleenman George Strangleton Alfred Tenordrake Adelaide Vanderpump Orel Goodmanson Charlotte Killman Rostan Baggenthorpe Estelle Gloomenstien Harriet Fangdrake Christia Sibeline Gordon Shuntknuckle Henry Krakengate Juniper Greymarsh Zabor Osterlich Benjamin Clawchain Lotan Kraymichal Colette Grimsgate Vivian Chelmsford Cranston Velmont Fabian Stagman Corben Burnhill Cornelia Cherrabim Horatio Blowhardt Goran Bloodstorm Adriana Manglethwait Deborah Fangcastle Ronyard Tantallum Erin Thule Eric Stillman Helena Firemont Hector Gibbetreach Orlando Mansonkin Gregor Tennerbrae Herbert Pickman Sophia Chrystalmont Henrietta Clayman Gilbert Chincliff Astrid Blackwood William Bileford Digby Hellmont Benedict Ramsblood Ebony Nightraven Joseph Nullwight Grant Hackmann Eloise Wolfkraven Brian Montghast Charles Linktorn Virago Foghaunt Oscar Gillman Peyton Bloodwart Lucia Blackhorn Aston Starman table: MonsterType Zombies Skeletons Ghouls Ghasts Wights Mummies Gingerbread Golem Bone Golem Wood Golem Amber Golem Stone Golem Flesh Golem Bronze Golem Iron Golem Gargoyles Mimic Shoggoth Ochre Jelly Beastmen Flesh Collosus Harpy Lamia Sphynx Wyvern Chimera Manticore Troll Ogre Orc Giant Dragon Centaur Vampire Griffin Hippogryph Dinosaur Megafauna Grey Ooze Carniverous Ape Human Dwarf Elf Elemental Nilbog Fire Newt Homonculous Behir Giant Invertebrate Mutant Beholder Lycanthropes Salamander Giant Animal Algoid Grell Githyanki Displacer Beast Gremlins Needle Men Nonafel Retriever Scarecrow Sheet Phantom Skeleton Warrior Son of Kyuss Xill Baslisk Cockatrice Ankheg Black Pudding Bulette Catoblepas Water Weird Mermaid Hydra Kaiju or grgantua Invisible Stalker Leucotta Gorgon or Medusa Minotaur Neo-otyugh or otyugh Giant squid or octopus Owlbear Peryton Pegasus Purple worm Roc Roper Rust Monster Shambling mound Treant Umber Hulk Will-o-the-whisp Wind walker Yeti Cloaker Shadow Drider Formarian Zorbo FILENAME: EMO_OSR_EvilLordFuntime.ipt Header: Funtime for evil lords So what kind of stuff does the local lord do for fun? Especially the crazy evil kind. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-funtime-for-evil-lords.html
table: SadisticEvilRulerHobbies Catapulting prisoners - [|walls|monsters lair|from tower|into statue] Hurling prisoners [|into wells|off towers|in volcano|into a arena] Watch victims be eaten by wild animal Watch victims face trial by water for witchcraft Watch daily torture sessions Watch public and private and after dinner executions Spends hours signing death certificates Personally assisting his secret police Watching bodies be torn apart, eviscerated, dissected Operating court with outrageous harsh but fair justice Running a secret start chamber to torture, rob and kill in secret Secretly serves a foreign or other worldly master to weaken area Likes to hunt peasants or anyone really dressed as animals Likes to make victim run gauntlet of he bodyguards blows till dead Allows citizens to never leave and spies on all leaders Directs agents to torment and ruin lives of people in secret for fun Likes to have people framed by agents and let mod kill them Has population searched for [|weapons|cults|werewolves|witches] Attracts and employs a d4 psychopathic experts in various strange fields Construct a mighty automaton with countries wealth Construct a tomb killing and tormenting zealous fanatic serf workers Construct a mighty monument with slave or penal labour Support a state cult with statues, temples and parades and festivals Agents among people spy on common folk seeking dissent and unhapiness Breed a type of monster that eats humans for fun Enjoys tormenting prisoners with satyr, dryad, succubi, kappa or other sexual monster Practices public human sacrifice for state control possibly uses a monster Hunting with minions, happy to substitute animals for people Abusing sexual partners from unhappy common folk or lesser nobles Loves horses and obsessed with them, annoying spoil sports deserve trampling or being torn apart by horses or dragged by horses or anything cruel but with horses Studies hideous rites, depraved magic and sinister gods Collects blasphemous erotic arts in all forms, statues, paintings, prints, taxidermy, etc Blackmailing and bullying lesser nobles for land and money Spoiling innocent young people with seductions Manipulating sex lives of courtiers and servants for fun Collecting human body parts for [|mummification|sacrifice|food|display] Encourages d4 wicked wizards or sorcerers in area with tolerant atitude Running peasants down from horse or chariot or carriage at any chance can get Having slaves whipped while does business or during meal Has huge feast of ridiculous rich food most which goes to servants and dogs Invite guests to dinner then horribly humiliate them for fun in front of other guests Insists on sleeping with every person before wedding night they please Likes leaving prisoners locked in cages, gibbets, in ponds, in caves and inspects often Likes to keep harem of filthy brazen lovers of the common sort Likes to have affairs with married nobles for fun and to test loyalty Wants to prove is the strongest, cruelest and evil ruler in the land Has wild parties with secret society or cult and flaunts law with status Likes to visit prisoners for conversations and possible to torment or lie to Likes to experiment on victims in secret lab with experts on hand to work on project Fortifications, weapons and war put ahead of food starving the people and keeping poor Control the resistance for fun may even use a alias and control from within A famous scrooge coin counter and miser, allows own kin to die of hunger and cold Famous patron of the arts commissioning wild follies and supporting horrid state arts Literacy and books are outlawed and confiscated in name of security and for elites Allows disasters and accidents to take peoples lives just to see what will happen Has children taken away to pick best for self and slavery Enjoys watching things burn, people, animals, plants, and evokes evil fire elementals Has a secret pool of chaos which they watch when used to mutate and make monsters Has a trove of lawful anachronistic relics - [|guns|armour|scanner|cyberlimb] Has a evil relic or artifact that advises and empowers and even resurrects them Obsessed with history and builds [|museum|library|theater|stadium] Loves sports and games, holds contests and always wins and kills competitors Seeks dark relics of bygone age for power at any cost Has a imprisoned being to study - [|dragon|demon|sage|spell caster] Obsessed with parents and relatives and flies into murderous rages when dissapointed Likes to release monsters into the are just to see what will happen Likes to spy on courtiers and house staff via secret spyholes, passages and trapdoors Likes to devise horrible death traps and test them on thieves Likes to feed butchered victims to pet monster their one true friend Yearns to develop improved powers of flight or a flying vehicle or war machine Has all money spent on home improvements and decor, kills old decorators or critics Has private armoury and likes to test new weapons on prisoners Likes to let prisoners escape with ordeals then stop then at last moment and kill them likes to observe victims get killed in private dungeon by monsters from secret spyholes Watches enemies burn the steak but might take pity on some and strangle them first Watches enemies be beheaded and have heads put on poles, has many enemies Watches hangings or strangling as often as possible fitting in several sessions a day Likes to sacrifice youths to treasure hoard to be undead guardians forever Likes to cruely shoot people or animals and servants organised strange new targets Thinks they are a excellent and fair judge and likes to meddle in court cases and trials Likes to hoard wealth wallowing in it and sucking the kingdoms capital and growth dry Has aspirations on other lands controlling spies and missions to undermine other rulers Likes watching murder and takes time out to stab some people or have servants do it Is a amateur artist and funds wasteful spectacles of gimmick filled schmaltz Collecting gold to free a loved one from a greater enemy, willing to use anyone Uses a relic to peer into hells and get new ideas for practicing cruelty and red tape Trying to advance the apocalypse start time Spends time with adviser from hell Enjoys training secret order of assassins or cult Likes to use prisoners or subjects as furniture, stepping on bodies wherever they walk Have prisoners locked up with mad and watch them get crazier from secret Has a demonic servitor which it personally controls on missions Training monsters as mounts or guards or hounds Likes to hear horrible stories at dinner from old rakes and prostitutes Likes to test gods will by performing vile acts to see if gods will stop Enjoy watching prisoners being impaled and walking through forests of the dead Personally kills prisoners for fun, possible increasingly weird to keep up the thrill Likes to abuse and fornicate with prisoners Is convinced they are chosen of a vile god and that they are the greatest villain FILENAME: EMO_OSR_CourtOfTheOverlord.ipt Header: To The Court of the Overlord! Rulers get wary when powerful adventurers turn up. They get queasy when nobody murder hobos start buying property and influencing guilds. Establishing strongholds in the wilderness and damaging the economy with small change is dangerous. Suddenly your party has been noticed and the ruler wants to meet them. Just being a heavily armed traveller with mighty relics is enough to warrant the ruler's interest; the higher the level the more likely. This automatically happens at 9th level when most heroes get some kind of title. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-to-court-of-overlord.html
prompt: Show me: {Summons To The Palace|The Agenda|After The Meeting} Summons To The Palace use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: TheAgenda Intimidate them with display of who is boss Test their mettle what kind of men are they To determine their alignments To talk about taxes or try and take their money Send to deal with some enemy perhaps fight kills both Determine if they are appropriately patriotic and obey ruler See if they can be used as weapons against something Set them an impossible task and hope they don't return Examining them to see if they deserve titles or official jobs To see if any could pass as noble blood and marry them off to a relative Have a special property or estate causing trouble and gift it to party Be seen publicly befriending party in case they get murdered horribly later table: AfterTheMeeting Sends spies and possibly an agent among followers Has their bloodlines investigated Pays a magician to scry with magic information on party Investigators follow party money trails and prepare a secret tax audit Former lovers and vice investigated for possible blackmail or scandal Paid speakers and gossipers spread rumours about party Has a magical bug or spy planted on party like a trained gremlin Has assassins paid to avenge any harm to rulers on party Plans to throw them a surprise party or invite them to dinner or a public feast Wants to hear party stories and adventures so all the bards follow party When the party accomplish a deed will build a monument to the heroes Desperately makes allegiances and recruits powerful henchmen and items table: SummonsToThePalace Ruler wants to see displays of martial skill in a grand melee Ruler invites to a joust with other local leaders Ruler wants to take party hunting Ruler invites to a meal to see their manners Ruler invites to a ball Ruler invites to see a musical or dance performance Ruler wants to see if any noble or eligible for marriage Ruler has heard the bards now wants party to tell of deeds Ruler treats one party member as special and rewards them Ruler wants to spend time being pampered in bathhouse or harem with party Ruler want to see if they can work out a strange puzzle box or riddle Ruler informs them of a dungeon complex with something the want in it Kindly give them looting rights for last adventure, now wants a favour Ruler mentions a lair of a great beast that threatens the land Ruler has robber knights supported be enemies in old ruins, gives ruin to party See if any might enough to battle a rivals champion in battle Requires magical advice which annoys the current adviser Can they help defeat a terrible curse Provided a warrant and 90% loot rights for a clan of bandits Given titles of Sheriff or Bailiff or Taxman and sent to serve difficult minion Wants party to guard a family member who is to be married Wants party to guard a hostage about to be exchanged Wants them to have tour of palace dungeon and invites them to leave enemies inside Walk in guardian with courtiers and morning tea Ruler is amorous for exotic lovers, selects a party member for special privileged Ruler knows of a haunted property he would like them to investigate Ruler mentions a cult have land in fear and a secret temple Ruler has a quest in a far away land offers to reward on return greatly Ruler looking for new chums who are not stuck up, eventually wants to see a dungeon Lets them peek at treasury to impress them Wants an exotic beast or monster trapped for a pet Lost an object possibly in old catacombs or drain sends party Invites them to stay makes it difficult to leave Invites them to attend court Invite them to petty royal household jobs like groom, chamber attendant, doorman Has them rewarded with fancy outfits in rulers colours and presented in public Has an artist make image of party to be displayed in palace or public Suspects enemies close wants party to locate and eliminate Suspects a with in court, probably a servant please investigate Find special ingredients for a feast or it will be ruined Old hole sealed under palace wants you to look at A monster on the moors terrifying villagers A forest beast interfering with foresters work Fishermen wary of water monster by sea shore, lake or river Suspects a conspiracy of spies or traitors at work in kingdom A vile witch has pestered part of kingdom for hundreds of years A giant has blocked a road and needs killing Something has been eating the rulers farm beasts, they are the biggest and best in land Visit former enemy with gift and letter from ruler Has a difficult to use magic item as a gift Wants you to escort lover to some location and back Wants you to murder occupants of a house murder hobo style Wants you to assist secret police Wants you to make a road safe for royal travellers Wants you to find a demihuman or humanoid for menagerie of sentient beings Wants you to teach wayward bastard the murder hobo life Wants you to take a rich youth into a real dungeon for a thrill Wants you to escort band of degenerate youths in vice district Wants you to accompany gourmet relative travellers to eateries across kingdom Has a family weapon or relic lost to monsters in some hole somewhere Wants you to entertain dinner guests with your exploits Wants you to tell his bard your adventures Thinks party have relic gives 48 hours to hand over Wants a creature hunted and killed and cooked for feast A fugitive is hiding in villages in disguise pleas find them Goats are spying on kingdom, find the goat leader, don't tell anyone Kidnap attractive citizen and bring them to rear of palace midnight Burn down an area of old growth monster filled forest Given list of fugitives hiding in dungeon to find Believes there is a gateway to other world in kingdom needs it found Invites party to enter nobles horse or dog race A roguish possibly noble youth broke kinsman's heart so go give them a beating Someone living in palace sewers please find them Someone travelling with important documents, kill them and burn papers Member of household having a secret affair, find out who Take this mutated baby far away and find some peasants or monastery to adopt it Burn down this house and kill anyone inside Take this bastard child and take them as your squire Take this relic to a distant church Take this royal body from palace mausoleum to far away family crypt by night Someone in village is a were beast go catch or kill them Local cultists have been sacrificing virgins causing a shortage, stop them A creature in a pit has been fed for centuries now ruler wants it killed instead Capture a child with certain signs and take them far away or kill them A magic creature has been stalking the palace grounds by night murdering Previous magical adviser has run away, can you fetch them please Important child found magic mirror and now missing find them A bastard child needs transporting to a rival kingdom where he can cause trouble Offers a letter of marque authorising to kill bandits and loot them in kingdom A privileged school producing traitors, infiltrate and find out what is going on Goatmen in the woods are performing vile rituals and erecting black stones, stop them A magic fish has been seen please catch it for my supper A magical tree has grown rare fruit go fetch it and keep poor people away from it A hidden people or demihumans has been reported in wilderness, go catch me one Presents certificates declaring them friends of the kingdom and free passage of tolls Grants them a village of the most cretinous slack jaws party ever seen A certificate or looting rights to a local dungeon the ruler wants destroyed Help locals dig out an old mine full of goblins and ghouls Wants to be respected and liked by party, if disappointed sends hired killers They have been replaced by a monster in disguise and want party imprisoned or killed FILENAME: EMO_OSR_PoemsAndBards.ipt Header: Poems, and Why Your Bards are Lame A friend has been using my Shadelport theatre tables for a dwarf theatre fan in his D&D game and I was reminded of fun I had with these. Poems are handy for bard performances, to find on scrolls or as possible quest subjects or clues. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-poems-and-why-your-bards-are-lame.html
prompt: Show me: {Poem Subjects|Poetry Types|More About Poems and Bards} Poem Subjects use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutPoemsAndBards [when]{rep}=1[do]& Poems can be competitive, and performers might battle in a genre, or maybe just extolling the useful virtues of a date palm vs. a coconut palm. Contests might be in courts or public as entertainment or serious duels with high stakes.\n\n& Bards in play should battle NPC bards or compose a new popular poem that people want to hear (or steal or copy). Performing a famous poem from memory might be a challenge too. Each poet might recite a stanza. Boasting is popular in some contests, and insults are common too. Sometimes contestants take turns to compose an original verse with turns to improvise a stanza. A subject might be given by a judge. \n\n& Arabic poets had many fomal battle modes - this was a good bit:\n& al-Nābighah al-Dhubyāni (ca. 535–ca. 604), one of the great court poets of Arabic literature, served as the first judge, and where the seventh-century female poet al-Kansā gained fame for her elegies for her brothers, who had died in battle, and dueled with the likes of Hind Bint ‘Atabah and Hassān Ibn Thābit. When al-Nābighah suggested that she was the best of poets with a uterus, she responded "and of those with testicles as well!"\n\n& Anytime great bards or poets meet, people will expect a contest. Some will be bitter and shame the loser some will elevate both or produce a collaborative work. Great battles might be the subject of worked by later bards.\n\n& Contests might be judged by the most important local person, most attractive lady, oldest man, greatest scholar, a priest or the mob. If you offend a great poet or cheat them, look out, they are vindictive and might curse or lampoon someone who wrongs them.\n\n& Occasionaly a ruler encourages poets and attracts art and culture. With more bards, schools start and battles become commonplace.\n\n& These might also be subjects of artworks canvas, vases, metalwork or prints. Most frequently they are scrolls or books and quite valuable.& [end] table: PoetryTypes Sonnet - love poem which dealt with the lover’s sufferings and hopes Burlesque - treats a serious subject as humor Eulogy - written to praise the deceased Lyric - expresses the personal thoughts and feelings of the poet Ode - A lengthy lyric poem typically of a serious or meditative nature Epic - long and narrative poem that normally tells a story about a hero or an adventure Ballad - tells a story similar to a folk tale or legend Romance - emphasized emotion, nature and individuality Didactic - educational or teaching something posibly concealed as a fable Lampoon - slanderous insulting satire to ruin reputation table: PoemSubjects The unicorn and the maiden The dagger and the sword The slasher of Vicetown The old gods tears The thief and the manticore The lucky prince The pumpkin head and princess Ode to the chess master The golem of Shadelport The bearded queen Horror of Devil Rock Tiamat's last treasure The terrible witches of Blood Beach The gigolo's curse The crafty cat and the mad wizard Journey into hell Ode of the dawn ages Epic of the overthrow of the monster empire The doom that sunk the city in the sea Jack and the three headed dragon The goose girl and the foolish giants Prince August and the Scarlet Spider god Epitah of the first Emperor Ballad of Bowser the wonder hound Explorers of the lost Island My potions bring the heroes to my court Sage Grundlock and the foolish students The Baron is harsh but fair The story of Gunter and Eleanor The beggar with the huge member The Gardener and the Priestess The seduction of the virgin The Ivory princess her seven consorts Wines of the seven kingdoms The Battle of Castle Black Hunt for the questing beast The loyal manservant and his kind masters love Gnoric in the Harem of the Ice Giants Foolish king Zutan and his seven brides In the court of the monkey king In the court of the Slumbering sea god Songs of the wise ones Torments of Saint Orenzar The maid and the mule The sun and moon's chariot race in the sky Curse of the frogmen The vampires court In the graveyard at night The splendid court of the necromancer king The wise treasurer of the foolish prince Ice palace of the bear queen The fool on the moon Lies of the rat king The five foolish friends and the ferryman The hellhound and the minstrel Whispers from the darkness Blood feast of the demon god Night orgy of the beast gods Swords of the frog prince The Barron in the mushroom kingdom Cry of the ghoul priest Fall of the crystal ziggurat In the Dungeon of the Lich king The mutant, the fool and the fishman The owl king's nephew Seven idiots for seven villagers Black lotus dreams and confessions The shanking of the good kings jester The old beggar and the twenty six virgins Reaper comes for s all Romance of the first empmire Shadelport worst city in the world The cannibal clan under the hill Blood throne of the vampire queen Song of the eye wizards court The elf king is also a queen Fall of the bone forest kingdom Death of the twenty seven foolish bandits The lonely apprentice and the nanny goat King Hragnar against the gods The executioner and the wigmaker The dragon and the cucumber Foolish jack in the pool of the frog men Count Escobar and the Moon Kings daughter The fire giant and the kind bunny Flesh feast for the kingdom of Xor Life in the court of the sea dragon king Beholder love sonnets vol12 Lament of the lizard king Rotgrubs killed my brother Saga of the goblin prince Doom in the Hellbog Tale of the werewolf princess Fishman Love sonnets Six score daily duties of the pious peasant Countess Gretchen and the troglodytes Plough Ox loves his master Theres a vampire in my catacomb Last knight of the Doomed king Love out of wedlock angers the gods FILENAME: EMO_OSR_FairgroundAttractions.ipt Header: Fairground Attractions When seasonal fairs come around many well-off persons from the city go to the country to enjoy festival living and the romantic life of the rural fair. Actually many fairs in wretched poor places are terrible, but some in better towns are lovely. Then there are those isolated villages you dont hear much about... from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-fairground-attractions.html
prompt: Show me: {Fairground Attractions|Odd Fairground Occurrences} Fairground Attractions use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: FairgroundAttractions Best [|wool|cheese|milk|honey] contest Best [|spinning|weaving|needlepoint|dress making] competition Fattest [|goose|pig|cow|pony] Largest [|pumpkin|turnip|bean|onion] contest Best [|apple|grapes|pear|lemon] contest Best bread competition Best pie competition Best beer and wine contest Best farm dog contest Mightiest cock competition, loudest cock breaks any tie Strongest farm lad contest Prettiest farm maiden pagent Best lumberjack contest [|Sheep|Pig|Cow|Untamed horse] wrestling contest - [|Billygoat|Cow|Donkey|Dog] wagon races [|Rabbit|Bear|Wolf|Boar]-hunting contest Target shooting contest - [|thrown rock|bow|sling|crossbow] Ball contest village vs. village, spend two days trying to keep pig bladder full of peas Stickball, villagers spit into some traditional division and see who can get most runs Lynching a local criminals with abuse, beating, humiliation and possible death Best metal work competition Best carpentry competition Best knot tying Best sausage making Best meat contest Best hair competition Best baby competition Best whittling contest Best found mushroom contest Best knot and rope collection Best runner Best swimmer Best climber34 Best rider Biggest eater Biggest drinker Fattest competition Boxing contest Fastest scything competition Best thing dug up in a field contest Best fish caught Best preserved animal pelt Cider tasting and drinking contest Best scarecrow contest Best story telling contest Battle of the bards contest Children's athletic contest with over competitive parents Recruiter for mercenary company looking for strong youngsters Villagers run around circles about village naked or dead will be offended Trial by ordeal for petty criminal (branding, stocks, boiling water) Maypole dancing Dancing contest Flagellants amp up the festivities Old way druidic followers offer mushrooms and narcotics Priest offering beer or wine Singing contest with various categories Jumping skyclad over a bonfire Sacrifice an animal (lamb or goat kid) Building a wickerman effigy for bonfire night Leave out a conacopia offering at festival heart Prestidigitation artist with card and ball scams Juggler with pick pocket partner Strongman challenges on comers with trick props Ball toss win a turnip or a beer! Carny healer selling miracle potions Carny fortune teller with spooky tent Freaks in cages possibly dungeon monsters and humanoids, pay per peek Horseshoe toss game probably rigged Arm wrestling contest Chess contest of other board game Wagon and farm tool merchants visiting with wagons Spit roast stall with muscly oily hairy men working at meat Stall local made snack food (pancakes, buns, pasties, pies) local craters have benches and special wares on show Traveling tinkerers with odd items and wares to trade Exotic merchant with jewelry, perfume, narcotics and fancy scarves Slave dealer buying and selling Visiting prostitutes Livestock trader with farm animals and some odd pets Non human merchants with exotic goods Bear bating Horse fighting Cock fighting Horse or dog racing Gladiatorial fight (backwards country copy of city event) Donkey race Knights Jousting organised by local lords Grand melee with men at arms and even some poor knights Tent of travelling strip show with pretensions of being love cult Tent of known alchemist selling drugs and potions at high prices Mystery play of religious event at climax Religious procession chanting through village with priest Religious healers visiting with magical healing for right price Wise old person has come seeking heroes for a quest Wandering hermit heals worthy for free Celebrate and sacrifice to ancestors, priests commune with dead Villagers dressed as monsters whacking people and expecting gifts Dancers led by hobby horse who looks more like a dragon (obbyos) {d6} lesser fireworks from the city, from some rich show-off table: OddFairgroundOccurrences Some people having a separate secret after party out on the moors later Robed fisherman from coast or wetlands visit seeking mates Pick pockets in town working the crowd Bailiffs beat up some drunks (how drunk are you?) Villager sings song of horrible murders and events seem to be happening again to you Drunk local youths cause trouble sticking up for locals Old murder hobo drunk dies with map in hand Local youth flirts but watched closely by whole village Drunk found stabbed and robbed Kids follow from afar speculating about party Wizard drinking heavily says can take you to secret dungeon now Barbarian out drinks and fights all comers A visiting noble decides you look interesting Secret police in disguise watch party Priest in disguise looking for heresy or cults or witches Agent of thieves guild examining village valuables Satyr with stolen pants, boots and hat tries to seduce ladies Faeries invisibly at festival leaving treats and pulling pranks Horrible gremlins are planning to ruin festival and trap fest props An evil invisible imp watches for promising souls to buy A famous group of artists or writers from the city with court connections A serial killer from the city has come on a murder holiday in this charming village Goblins come to trade but if mistreated cause trouble Drunken orcs turn up for party Succubi selecting evil old men to finish off quickly A shape shifting dragon joins celebrations and has sagely conversation topics A uniformed inquisitor watching everyone silently Drunken punch up breaks out Coward likes to surprise sucker punch unsuspecting people then flees Sneaky mystery groper among crowd Limbless drunken war veterans rolling in muddy street, people avoid them A bard has come spy on behalf of wild druids to find true believers A disguised dark elf selling magical dungeon pies for a laugh Notice some robed zombies in crowd Angry drunk knight abuses you and wants a fight Assassin from guild here to murder someone at right time Several rangers here investigating someone from a distance A drunk turns into a were beast after dark See some farm animals talking A man selling kobolds in a sack he found in his cellar Halflings outraged over not being welcome in eating contest so start fights Gnomes leave out gifts for guests House trolls seen watching revelers then flee Man with chained monster challenges all comers Rakasha in human form explores village Old murder hobo said he saw a shapeshifter replace someone Doppelganger sneaks among revelers looking for opportunity for best murder Peasant lost pet, wont say what it is, runs away if challenged Plague carrier has a good sneeze on you An old witch joins in punishing and blessing those she interacts with Some of those beastman costumes seem pretty real! Notorious drug smuggler seen among crowd Loud mouth crime guild boss returned to home village for festival with gangsters Some of the horn masked stick dancers getting carried away scaring crowd Devil swine in human form looking for interesting slaves to charm Hell cat walking about in open looking for a master they can tempt to hell Village idiot possessed by turnip god and in ritual clothes Carnies looking for guys to rob, fight or take women from Tatooed lady carny looking for someone to visit her caravan and check her shelves Jolly fat friar dangerously drunk and lecherous Witness grave robbers while everyone busy with festival Witness house thieves trying to rob unoccupied house Witness a hitman about to shank someone in festivities A dwarf challengers all comers to drinking and smoking contest A Halfling challenges all to an eating and drinking contest A prostitute from love cult in city offers sex with all comers starts ten minutes A wizard turning animals into people to sell to slavers Overhear sentient forest creatures discussing how degenerate humans are An elf comes to party but careful to not let any filthy human touch them A seedy old man offers to rent you goblins with the quickest wrist action in the land See a bugbear snatch someone near edge of woods Drunken sheriff wants to deputize your party because he needs a lie down Old farmers and murder hobos telling ghost and dungeon stories Overhear women discuss who is the easiest sex manic in the village Someone is revealed as a dark elf in disguise and vanishes A drunk beserker chasing villagers in monster costumes See bandits gathering on village fringes Someone at party is a spirit come back for festival in human form for night Drunken apprentice drops his spell book and several look interested A sorcerer having a bad trip summons some monsters by accident Rats trying to gnaw face off sleeping drunks See stirges hiding and awaiting to feed off drunk people on way home Men by creek fighting over woman or pony (kelpie) A city rake trying to lead a kind local maiden astray (1in6 a disguised devil) Villagers want you to resolve a long inter clan feud and judge who is right Shapeshifters or spirit folk looking for healthy mates Find a lost unhappy child Find a shapeshifter disguised as a lost child See some people sneak away from village and into the woods Decadent noble and friends with guards snootily looking down on everyone Fox after villagers chickens and geese Wolf after a sheep or pig, villagers ignore whines from sheepdog Local merchant needs some adventurers to locate something in local ruins Very attractive person interested but only will date dancers or musiicians Juggler sets self alight and panics, needs help! Someone has put sleeping herbs in the mulled wine Druid angry this village abandoned old faith and uses magic to punish Saw an old standing stone move a few feet Saw movement and lights from graveyard FILENAME: EMO_OSR_EvilCommonerSecrets.ipt Header: Evil Commoner Secrets from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-evil-commoner-secrets.html
table: EvilCommonerSecrets Secretly poisons people to get what they want Secretly cannibal serial killer Provides information to bandits Steals from the church in secret Serves pies with human meat Feeds mob corpses to pigs Keeps orphans in cellar sweatshop Keeps unwanted children in attic Keeps idiot child locked in barn with chains Likes to throw dogs or children into wells Kidnaps children and sells to slavers Robs children of their clothing, tempts them with food Likes to drug pretty people and rent to friends Sacrifices children in secret underground shrine Has model of town filled with rats, listens to their advice Has a pet monster/s and dumps babies in the sewer Likes to dig secret tunnels and spy on everyone Spies on locals through windows Makes up outrageous gossip to see what will happen Forces partner into prostitution Beats up partner nightly and publicly abuses them Sell unfit old food with questionable ingredients Robs graves in spare time with friends Mutilates animals for fun in secret Gets drunk and urinates and vomits on peoples belongings Likes to imprison and torment strangers in basement Likes to garrote strangers by night Likes to murder people on streets and remove skin for private collection Likes to demonstrate boxing skills when drunk on unwilling strangers Sits on porch and provokes fights with passers by "what are you lookin at?" Likes to make fake artifacts and relics then sell them Likes to steal animals, butcher them and make big deal public feast Steals teeth from corpses to make dentures Likes to cut coins and make counterfeit ones in shed Bashes people in public to get nicer things Makes false reports to sheriff to get rewards Accuses anyone of being a witch if they don't do as told Buys and sells stolen goods Dealing in drugs to support own addiction Likes to steal travellers luggage Likes to rob and beat strangers with a club Keeps vicious dogs and likes to set on people Amateur arsonist, likes to watch people and houses burn Likes to shoot people from hiding place Prefers exiting sex with strangers to lawful partner Likes to expose self to youth and proposition them Strangling small animal and hiding remains in odd places Collects awful degenerate prints in secret Plants contraband on strangers then sets law on them Informs thieves if any good targets or strangers in area Likes to let dangerous animals loose from farmers pens Likes to set fire to animals tails for a laugh Likes to tie cats tails to pole then watch them fight Like to watch viscous pet dog maul other persons pets Likes to follow attractive young people about for days Likes to startle horses and cattle with firecrackers Likes to stab strangers in crowds Likes to rent children out as servants to murder hobos Likes to murder homeless people Likes to strangle or stab prostitutes instead of paying Has unnatural relations with farm animals Likes to read blasphemous lore in old books Experiments with evil relic kept in basement Likes to try to summon demons from old manual Deals with monsters and offers them human victims Likes to watch a monster eat people and lies to lure fresh victims Likes to bury people and animals alive for kicks Likes to drug people and tattoo them Collects human ears and competes with other awful collectors Likes to make artwork with murder corpses, wishes could show people Likes to write mystery and horror fiction, researches by killing people Kidnaps children to sell to cultists Likes to use petty spells for practical jokes learned as failed apprentice Sold soul to hell and must perform orders of devils Worships demons and occasionally calls a lesser demon and sets it loose Likes to spy on locals and learn their secrets and blackmail them Likes to drown people and animals Likes to leave false witch signs and make everyone hysterical A demon visits them every night for unholy fornication Adopts orphans so they can beat them, work them and starve them Provokes others to fight then bets on outcome Likes to burn trees and fields and store houses Likes to steel food from locals Likes to beat up drunks in the name of goodness Likes to run over animals and people in waggon Convinces strangers that certain locals are witches and cultists with gold Enjoys flogging servants, partner and animals publicly Likes to hide mutilated corpses in other peoples property Keeps a creature in basement and feeds it murdered people Likes to embalm people while still alive in basement Secretly a lycanthrope Secretly a cult leader with local coven Secretly a drug addicted sorcerer who kills for money with powers Secretly member of assassins guild Member or informant of the secret police Carries a horrible contagious disease but they seem to be alright Secretly has an evil familiar and feeds it blood for advice Secretly a devil swine with various charmed local thralls Secretly has sexual relations with a monster Secretly a demon, devil or rakasha or a doppelganger FILENAME: EMO_OSR_StrangeLittleShops.ipt Header: Strange little shops I had never seen before.... from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-strange-little-shops-i-had-never.html
prompt: Show me: {Make a Shop|SpecificShops|Strange Locations|Strange Features} Make a Shop use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAShop {agePlus==0}{ageLabel=='Age'}& ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Shop[@SpecificShops]& ShopKeeper
[when]{rollShopKeep}[do]
[@StrangeShopKeepers][end]
{ageLabel}: [@Age]
[@Gender]
& Location[@StrangeLocations]& [||Strange Feature[@StrangeFeatures]]&
table: StrangeLocations In a wall In a waggon In or under a bridge In a street-accessible basement Up tiny stairs to [|a cramped upper floor|an attic] Inside another shop Inside [|an inn|a pub], in rented room In [|a rented warehouse corner|stables] In a [|boat|houseboat|rotting hulk] in the harbour In the crumbling upper floor of a tower In a gatehouse spare room In the shadows of a filthy alleyway, well hidden from the street table: StrangeFeatures Strange guardian {d3+1} strange guards Spell caster owner [|Mirror|Door|Rug|Painting[ in room is a gateway [|Gremlins|Spirit|Poltergeist|Giant rats] in the shop Shop is alive Shopfron moves around city Shop has a teleporter pad Important customers only, only those of minimum level {1d8+2} will be served Everything covered in webs and dirt, yet there's always new stuff every visit Shop has many cursed and difficult-to-use magic items Shop has antique items with ancient scripts and nothing new table: StrangeShopKeepers // (If not specified) A [|wizard|sorceror] A [|cleric|druid] A [|shaman|medium] [|A necromancer|An evil high priest|A summoner] A [|sage|bard|monk|mystic|psionic] A [|demi human|humanoid] [|A beastman|An abhuman|An automaton] A [|hunchback|mutant] A [|lycanthrope|doppelganger|changeling] A cultist of \a [|elder god|planar being] A planar being from another world in disguised as a human A secret police spy op, keeping an eye on murder hobo magic stockpiles table: Gender Male Female table: Age {d100+d10+10+agePlus} table: SpecificShops Strange little shrine with healing for profit cult{rollShopKeep=='yes'}. Strange decorated shrine with {2d6} local cultists attending a healing guru. An old shaman with snakes in baskets sucks wounds out of victims{ageplus==50}. An old person mixing healing potions and herbs in dirty pots on floor{ageplus==50}{rollShopKeep=='yes'}. Filthy local people who offer healing milk of sacred [|goat|rat|dog|caterpillar].{ageLabel=='Average Age'} Shifty man with pushcart offers healing dust at cheap prices (1in6 illusion or poison){rollShopKeep=='yes'}. Strange foreigner with exotic healing treatment with needles, incense and herbs{rollShopKeep=='yes'}. Person with strange creature that eats wounds away leaving victim healed{rollShopKeep=='yes'}. Robed cultists mixing strange substances sell healing brews and addictive drugs. Selling high quality exotic beer and healing brews from imported and found barrels{rollShopKeep=='yes'}. A shaman exorcist from far away wrestles spirits, surrounded by fetishes. A modern occultist ghost hunter and exorcist sells spirits and ghosts in bottles. A naked priest with shrine specializing in curse removal. Curse dealer sells curse items and prepared scrolls to punish your enemies{rollShopKeep=='yes'}. Mud caked mystic who cures poison and diseases via unusual ritual spells{rollShopKeep=='yes'}. A cleric who specializes in breaking spells, enchantment and curses with lots of shouting. A lizard man shaman who can restore memories and help you remember past lives. A goblin witch doctor using mushrooms to treat all kind of ailments or boredom. Cheap holy stuff pop up shop by church in need of quick cash, trying to avoid scandal{rollShopKeep=='yes'}. Holy relics going cheap, saint knuckles or hair, old statuary from ruins, headstones {rollShopKeep=='yes'}. Dealer in magic weapons and armour from a single exotic ancient source{rollShopKeep=='yes'}. Magical armourer (1in6 Dwarf) makes custom objects over months. Wand dealer with many cantrip wands or a few almost burnt out old ones{rollShopKeep=='yes'}. Magical jewelry and gem dealer some with specific saving throw bonuses or better{rollShopKeep=='yes'}. Fetish making witch makes items with +1 one use saving throw or other bonuses. Old person with familiars brewing mostly herbal and exotic ingredient potions{rollShopKeep=='yes'}{ageplus==50}. Scroll shop selling custom magical scrolls and occasional low level spell book. Sorcerer selling drugs, hookas, pillows, scarves, candles, incense and luck charms. Wizard selling books some occasional magic scrolls or badly damaged spell books. Wizard specialising in one use or limited use magic items. Poison maker with foul creatures, potions evil herbs and drugs with creepy customers{rollShopKeep=='yes'}. Golem maker specializes in type but might sell others, mostly household worker models{rollShopKeep=='yes'}. Apparatus brewing strange creatures, alchemist will rent or create custom life forms{rollShopKeep=='yes'}. Potion making lab with apprentices working away with lab equipment for master{rollShopKeep=='yes'}. Potion tester, former apprentice gives pretty good estimates for low price with his test kit {rollShopKeep=='yes'}. Automaton maker building magic and clockwork devices and creatures, most are toys{rollShopKeep=='yes'}. War alchemist makes gun powder, fireworks, rockets, incendiaries, mines, smokebombs{rollShopKeep=='yes'}. Metallurgist identifies metal, traces in soil samples, makes acid and can refine metal{rollShopKeep=='yes'}. Researching transformation on side will convert currency and change coins cheap{rollShopKeep=='yes'}. Clone master can grow a hostile clone in a vat that hates original, very expensive{rollShopKeep=='yes'}. Sage specializing in dungeon maps and lore who really gets into research. Sage interested in dead monster body parts for research and dissection pays well. Sage historian interested in lost relics to prove bloodline claims and cause trouble. Sage is an expert on languages old new and exotic will translate anything eventually. Sage is scholar of identifying magic items and researching histories. Sage is historian on ruins and old houses especially in city or area around it. Sage is authority on undead and graveyards, collects rubbings of graves and family trees. Sage is expert on other planes and life forms, collects interesting left over creatures. Sage is keen on other races and collects relics and objects made by non humans. Sage collects heroic tales and stories of adventurers, has lots of old dungeon maps. Bard sells musical instruments of many exotic types and sometimes a magic one. Bard sells gossip, rumours and will spread propaganda about town for money. Bard sells sheet music and many include snippets of history, legends and dungeon lore. Bard identifies magic and researches history for a discount if he hears good stories. Bard sells love poems and inspirational speeches which prove to be very good. Bard sells magic stuff he has trades, some very petty, some cursed some good. Bard sells clothing for dashing swashbucklers and performers, some is magic. Bard shop is front for a brothel but has some very exotic workers and tricks. Bard lawyer with documents including deeds for property, dungeons and goods. Bard play writer with stage props and costumes from old productions on sale. Squat robed cultist with idols and incense selling exotic tea and drugs. Cultist with lots of familiars - [|rats|frogs|cats|newts], selling as pets or snacks. Cultist selling grave goods like old jewelry, slabs or marble, headstones, sealed urns. Cultist butcher selling preserved human body parts for magical reasons and for cannibals. Cultist selling adventurers maps he gets sent by boss monsters on weekly basis. Cultist goods from converts at low prices for fast quiet transactions. Cultist vil books and fragments or forbidden lore, like rumours too. Cultist cursed goods and potions for quick sales no questions asked. Cultist selling slaves especialy children and useless old people, always buy virgins. Cultist assassination contracts for a side business. Exotic shields some magical some with mechanical tricks{rollShopKeep=='yes'}. Exotic armour some made unusually or from other races, some magic{rollShopKeep=='yes'}. Adventurer supplies especially ropes, rations and some magic{rollShopKeep=='yes'}. Thieves equipment store including quality tools. hidden things and exotic tech{rollShopKeep=='yes'}. Map shop of world, ancients, ruins, dungeons, sewers, towns{rollShopKeep=='yes'}. Gunsmith selling muskets, handguns, blunderbusses, grenades and a small cannon{rollShopKeep=='yes'}. Adventurer selling exotic animals and monsters in cages{rollShopKeep=='yes'}. Exotic horse dealer has some weird foreign breeds and mounts used by non humans{rollShopKeep=='yes'}. Exotic dog dealer has some weird foreign breeds and animals used by non humans{rollShopKeep=='yes'}. Trap and lock dealer buys olf trap mechanisms and damaged locks and fittings{rollShopKeep=='yes'}. Soothsayer sacrifices animals and studies entrails to warn customers of fate{rollShopKeep=='yes'}. Nomad seer has magical scrying device and esp, can locate people and things far away{rollShopKeep=='yes'}. Shifty diviner with magic cards will tell your future, most are fake but this one is uncanny{rollShopKeep=='yes'}. Tattoo master can give you tatoos with warnings of fate, he is in trance while working{rollShopKeep=='yes'}. Priest specializes in divination magic and astrology skills, has astrolabe and sky charts. Priest or wizard specializing speaking to dead spirits charging loved ones substantially. Crazed wizard has spoken to planar beings too much, has great insight but confusing. Shaman communes with local or ancestor spirits and questions them for advice. Trance prophet inhales fumes through crack in floor to speak prophetic riddles {rollShopKeep=='yes'}. Dealer in prophetic books, scrolls and books on divination techniques and omens{rollShopKeep=='yes'}. Acupuncturist can change alignment short or long term (takes a year){rollShopKeep=='yes'}. Has maps and documents and items from other planes and bits of creatures{rollShopKeep=='yes'}. Wizard teleports or plane shifts people for cash, not very exact if he has not been there. Weather witch can create weather in locations or give bottles which release fog or storms. Wizard sells beings trapped in stasis as statues, not sure when wears off. Bumbling mechanomancer builds stupid gadgets that mostly disappoint, some work once. Crystalmancer selling possibly magical pretty crystals, some work some alive. Beastmaster selling trained tame exotic creatures only one to a customer ever. Man selling gremlins in cages, claims some trained specialist who obey one command{rollShopKeep=='yes'}. Crazed mutant selling strange relics and weapons from another reality (lasers?). FILENAME: EMO_OSR_Boulders.ipt Header: Boulders Obviously I'm now scraping the bottom of the barrel and have used up all my ideas. This will be a terrible useless table you can use indoors or outdoors when you need to roll large rocks. You should roll on this table as many times as possible every game. I would use for landmarks in hex crawls and caves or when landscape is getting boring. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-boulders.html
table: Boulders Porphyry boulder of volcanic ash surprisingly light Boulder has rune carvings covering a grave pinning down a wight Worn ancient boulder used in ancient times for humanoid king coronations Squat toad shaped boulder, ancient altar of frog god Boulder a fertility shrine attended by attractive youths Boulder pins a spider demon trapped but unharmed by non magic rock Boulder has crude dungeon map carved on it Boulder has hearts and goblin names carved on it Boulder covering a pit full of starved ghouls Boulder covers a treasure pit with guardian skeletons Boulder has long worn footprints of a devil on it Boulder holds a trapdoor down, inside is a furious mummy Boulder has rock faeries living inside who offer food and drink and sex Boulder is a living monster which animates and attacks any who get close Boulder is a xorn egg almost ready to hatch fully grown intelligent being Boulder is actually a mimic, likes to look like has gold or gem seam inside as lure Boulder is a favorite basking rock of a giant chameleon Boulder has a hollow with fresh water inside Boulder has a thin crack with gold ring wedged deep inside just visible Boulder has sparkling fools gold deposit Boulder has fossilised dinosaur bones visible on surface Boulder has arrow and initials A.S. carved on surface Boulder has colony of thieving rock rats living underneath Boulder has crude prehistoric carvings of dancing goat men Boulder has bearded madman chained to it Boulder has ferocious flesh eating ape chained to it Boulder has several savage dogs chained to it Boulder is warm to touch and has a heartbeat Boulder is strangely cold with frost on surface Boulder has carvings and text of ancient religion on surface Boulder has crudely drawn dicks drawn all over it Boulder has a huge nest on top Boulder covered in piles of animal feces Boulder has a mysterious torch like jet of flaming gas on top Boulder has carving of ancients depicting grusome human sacrifice Boulder carved into likeness of large earth goddess on throne Boulder has gate sigils if read opens gate to tiny elf colony pocket universe Boulder is fake and covers entrance to kobold hole Boulder is lost favorite rock of a local giant who misses it Boulder has crushed adventurer and kit sticking out from underneath Boulder is actually a giant petrified monster turd full of animal remains Boulder is a curled up hibernating rust monster will awake if metal nearby Boulder is a fossilized giant brain Boulder is a titans dream and only a phantom Boulder has semiprecious crystals on surface Boulder spattered in blood from years of sacrifices Boulder has a hole where a flock of stirges nest Boulder is a giant lump of candy spat out by some primordial being Boulder is a mass of fused skulls Boulder is actually a huge tooth Boulder is a mimic having a nap Boulder covered in adventurer graffiti A ship anchor is fused inside boulder Anchor was an ancient anchor stone carved with antediluvian script about a ship Boulder slightly levitates above ground and was in past visited by pilgrims Boulder is carved with face of giant angry baby Boulder is carved with serene nymphs reclining and vandalized Boulder is carved with scene from mytholgy Boulder is carved with ancient gigantic king smiting enemies with three languages Boulder is an ancient borderstone with inscription from a lost city with patron god Boulder has crudely carved holy symbols over prehistoric rock art Boulder has dinosaur footprint fossils Boulder is naturally shaped like a giant skull Boulder has remains of quarry marks from shaping in prehistoric times Boulder of a type of rock from far away and signs of being dragged here long ago Boulder is overgrown with tree roots Boulder has a tint cottage where brownies live Boulder carved with funeral memorial Boulder is a trap which rolls towards anyone aproaching or passing Boulder precariously balanced and easily rolled from position Boulder is a petrified giants head worn from age Boulder has a hole inside sealed with clay, an ancient mummy is inside Boulder is a former holy place and carvings of pilgrims on surface Boulder is a favorite spot for goatmen to frolic with young Boulder coated in magical moss with potion like quality Boulder is carved perfectly spherical by ancients Boulder is carved perfectly spherical by ancients but broken open by treasure hunters Boulder is actually a blinded burn scarred helpless beholder but can still bite Boulder has a trickle of water from inside where a saint touched their staff aeons ago Boulder home to cluster of rock worms Boulder has a clean hole cut through somehow for some unknown reason Boulder is actually a huge snail shell left in past Boulder has a crude shack built into it where a crotchety old retired murder hobo lives Boulder is worn carved tip of structure buried long ago Boulder glows in the dark Boulder has trail of destruction behind it from when it rolled here years ago Boulder is sacred place where goblin women come to give birth Boulder is haunted by phantom of person crushed by it Boulder is haunted by shadows of evil men sacrificed here in prehistory Boulder has a patch of yellow musk creepers and guardian zombies and treasure Boulder is a giant dice used by giants long ago Boulder is a family of bowlers, living rocks that dislike adventurers who killed their mom Boulder is a coiled giant rock serpent hibernating Boulder is a giant ball of dried snot from a titanic formarian in the dawn age Boulder is an imprisoned demon trapped by a druid long ago Boulder is an evil elemental in stasis trapped by a wizard long ago Boulder is remains of a petrified cave troll exposed to sunlight spell by cleric Boulder is hollow and home to a family of harmless goblins Boulder is a coiled up stone drake in disguise having a nap Boulder is a giant petrified eyeball of a titan FILENAME: EMO_OSR_NonCorporealUndeadHauntings.ipt Header: Non Corporeal Undead Hauntings These are some tables to make hauntings. I think most monsters should be more unique and spirits even more so. Clerics might be sent to clear up some local hauntings. Once you get Exorcism spell you get even more busy. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/non-corporeal-undead-horrors-pt2-d100.html
prompt: Show me: {Specific Hauntings|Make a Haunting|Haunted Places|Former Life Purpose|Remains|Burial Location|How Did They Die|Who Killed Them} Specific Hauntings use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAHaunting ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Location[@HauntedPlaces]& Former Life Purpose[@FormerLifePurpose]& Remains[@Remains]& Burial Location[@BurialLocation]& How Did They Die[@HowDidTheyDie]& Who Killed Them[@WhoKilledThem]&
table: HauntedPlaces Abandoned murder house Ruined old tower Ruined old manour house Ruined old church Lonely moors Old graveyard Under old bridge Creepy local patch of woods Lonely crossroads Old mill pond Mausoleum Old farm shack table: FormerLifePurpose Revenge against murderer Revenge against ex lover Revenge against family betrayal Revenge against business partner Revenge against rival clan Revenge against thieves Find something of great wealth Find lost or forbidden knowledge Find something of power Find ultimate pleasure Find family heirloom Find true love table: Remains Burned ashes possibly in urn Crumbling chunks of bones and teeth Scattered bones Pile of bones, possibly charred Skull, possibly charred Coffin, chest or box of bones Intact skeleton Intact skeleton with hair and clothes Desicated dried corpse with streatched skin Worm eaten semi liquid body Presrved stinking slimey corpse perfectly preserved corpse table: BurialLocation Under stairs Under floor Secret wall panel Forgotten hidden crypt Under roots or in hollow of tree Bottom of pond Bottom of well Midden heap Under foundations In wall cavity In ceiling Under field or garden table: HowDidTheyDie Strangled Poisoned Burned Drowned Stabbed Fall Diseased Decapitated Tortured Hung Eaten Beaten table: WhoKilledThem Nobility Criminals Mob of commoners Suicide Lawmen Cultists Family Madmen Clergy Soldiers Wizards Monsters table: SpecificHauntings The Red Lady walks on lonely roads in country side following strangers The Grey Friar stalks in ruins of old monastery spying on visitors The Obsidian Man lurks in a prehistoric quarry lurking among rubble The wailing woman screams by crossroads at night under a full moon Awful Andy spirit of clown killed for bad jokes now kills drunks on way home Lord Godfrey a dandy spirit haunts abandoned palace in city keeping out squatters Lorriel Songstealer was killed by sleazy bard now her spirit kills any bard she finds Setorian Vlan bitter merchant haunts the docks by night looking for prey The Weeping Widow seen by city graveyard scaring nocturnal visitors Ebor Gran a cruel miser torments sweatshop residents by night Master Klargherdt a mean school master haunts the school grounds by night The Tattered Man haunts local midden heaps chases away the homeless The Drowned Maiden roams the riverfront leaving trails of water The Scarlet Knight walks the city walls troubling city guards by glaring at them Bloody John executed serial killer roams the city red light district alley ways The White Lady appears every winter driving people to horrible ice related accidents The Fisherman creepily seeks dockland victims for bait to catch ghost sharks The Sewer king lurks in city drains upsetting sanitation workers The Rat-Eater will possess victims and makes them eat rats till they die The brown shroud is a hideous spirit that attacks those who roam streets by night The bleeding woman drips trails of blood as she seeks vengeance on her killers The flying hag is a revolting old woman spirit who jumps on rooftops by night The grinning man is a knife wielding spirit with huge teeth who stalks people alone Granny Grasp is a hideous woman spirit who snatches urchins near city bridges Bloody Conrad a armed spirit challenges men to duels in city alleyway Nanny Snatchcradle steals babies in the ghetto for some mysterious reason Grim Vorgon gloomily stalks the streets pursuing homeless in the redlight district Peter Flatman haunts the streets he was run down in by a wealthy carriage Scarlet Molly appears as a prostitute who reveals her gory form when intimate Jimminy Gutbucket died stealing guts from butcher and now he chases people Jenny Iron Nail was murdered by a carpenter and now she kills with her finger nails Byron Blood a fat greedy aristocrat died eating now his spirit tries to eat poor ghetto folk Master Enkiron a famous black wizard who's spirit steals souls of pets and street urchins Billy the Cod, executed for being fishman hybrid, now he drowns and stares at riverfolk Zola Shankfinger a convict who died in prison rattles his chains keeping babies awake Ulrich Stormcrown mercenary publicly disemboweled, trails phantom entrails in streets Golden Gareth former dandy, now as spirit steals pennies from the houses of poor Tabitha Fireskull, matchstick girl died of phosphorous poison, now a glowing skulled spirit Eliot Shearhands, shearer killed by bandits now skins people alive with his hands Awful Oliver, former mugger killed by law, now bashes victims in back alleyways Hepzibah the witch spirit was killed by a mob and now she starts fires in homes of poor Tully Slitgut spirit of labourer gutted by master, now disemboweling haunts alleyways Lady Florentine patrols grounds of ruined old manour house watching visitors Estaban Bileblood murdered gongfarmer makes foul odours driving people from homes Sabatha Whorelock a murdered prostitute kills and emasculates drunks in redlight areas Melmor the Tyrant menaces anyone near the city gallows hungry for revenge The Baroness a cruel spirit kills servant on way home from rich town by night The Iceman used to carry blocks of ice for the rich, his spirit freezes victims Oscar the Belligerent was a garbage worker now a insulting spirit who steals tobacco Betty Blackgut, was strangled and stabbed now her spirit strangles folk with her entrails Zebidian the Foul, overly sensitive hideous spirit despot, attacks any repulsed by him Goathead Piss Stain, hybrid spirit of beastman urinates on his territory in the ghetto Droolbert Slimeskin, sneezing spirit leaves traces of smile and spreads the common cold Nutgrab Grimghastly, former athlete as a spirit surprises men by punching in testicles Valeran Starsigh, heroine spirit of old defends honour of womankind, kills sexists Blantrag Kruul, barbarian died drunkenly falling into river, now steal drinks Timmy Trollborn, spirit of boy turned into troll by drunk wizard, burned after eating kin Mrs Miggins Murder Maam, sold human meat pies killed with her sons, now angry spirit Grandma Gleek, spirit of crime family head roams ghetto breaking legs of rival gangs Snake Fingers, mutant killed by mob now angry spirit strangles and poisons in the ghetto Zorgan the Cruel, mass murdering mercenary muscleman spirit strangles soldiers Penny Dreadful, killer nanny spirit drains blood from children, parents live in dread Awful Andy, killer clown spirit kills jesters and anyone telling jokes better than his Creepy Felix, spirit climbs walls of alley ways dropping on victims and eating brains Stab Foot Jack, armless spirit leaps city about stabbing victims with his feet Old Man Flint, miserly spirit steals food and firewood from homes of poor he hoards Bradly Skunk Fist, flies about ghetto slopping stinking ichor on victims Fanny Skull Popper, spirit of murdered servant, crushes skulls of uppity merchants Old Man Scatfingers, spirit of gongfarmer, slops feces on clothes of the wealthy Greedy Glob, slimy spirit who steals food from street venders and takes children's candy Orlan Cat Stangler, spirit hates cats and leaves them dangling from sign posts Metron the Hatemonger, angry spirit who starts feuds by murdering faction members Tess Stabheart, spirit of maid executed for killing lovers, now kills young men in streets Milly Bloodbonnet, jelous maid who killed rivals, now her spirit kills young women Old Man Fishlips, killed by mob for groping girls, now his spirit drowns them instead Ten Tonne Tessa, obese noble woman died alone, now spirit crushes men flat Grandwa Bloodteat, evil granny spirit crushes babies with her murderous cleavage Old Ben Miller, spirit of angry murdering miller, kills young lovers using his haystacks Abominable McDonald, failed chef suicided, now his spirit force feeds victims to death Orrible Alf, nasty spirit who keeps kidnap victims in his private dungeon to abuse Black Annie, horrible hag spirit drains the life from beggars leaving blackened corpses Shifty Pete, spirit of a pick pocket now steals life from victims by reaching into hearts Gnarf Bloodpike, spirit of town guardsman executed for corruption, now haunts city walls Robert the Claw, spirit of nobleman killed by mob, spirit returned to continue predations Lor the Mad, wailing spirit who gibbers and keeps local residents awake all night Matilda Hellstomp, spirit of murdered dancer, makes victims dance themselves to death One-eyed Bill, hook handed sea captain killed by lawmen, returns to kill by the docks Lars Grumblefang, spirit roams about alleyways often spotted bloodily eating victims Roanna Needlenose, spirit sucks blood of victims though her mosquito like nose Orin Nighthaunt, angry warrior spirit backstabbed roams alleys attacking innocents Grandpa Cackle, bloated bearded laughing spirit chases innocents about streets Mirrin Whiplepot, spirit of murdered schoolmarm, chases urchins to beat them with cane Count Cruelpork, wicked spirit who murders and sets fire to pigs of the poor Ebony Shunk, horrible hag spirit who drags victims into sewers and chews off their faces Gloria Gutburster, a wicked spirit who infects victims with fatal explosive gastro disease Stygian Sally, spirit of tavern keeper killed by patrons, now she kills drunks on way home Fanny Flenser, spirit who tears the skin from victims then wears them like clothes Bloody Hobbs, bleeding pig headed spirit murders the elderly in their homes Jerry Red Fist, spirit who tears the hearts form victims and leaves bloody trails about Danny Prolapse, spirit attacks victims on the privy with his spectral intestines FILENAME: EMO_OSR_StrangeDreams.ipt Header: Strange Dreams in the Witch House Exile Island has hundreds of forgotten creepy houses. Many remain uninhabited because of the dreams one has in these houses. Feel free to add a cackling witch to any of these horrible visions. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-strange-dreams-in-witch-house.html
table: StrangeDreamsInTheWitchHouse A witch's familiar suckles off your blood then flees when you see it. Rats rumbling in the walls, squeaking curses in tiny whispers. A phantom kissing you in bed. Walls closing in chanting and laughing. Leathery grasping hands groping you from under the sheets. Stomach pains then give birth to horrid homonculi. Demon prince calls from the mists and whispers sweet words of love. A fair lover smiles sweetly then their skin crumbles into dust as they scream. A torrid session of love making ruined when lover turns into rancid corpse. Reduced to a small child discover parents in act of cannibalism. Innocent is chased and brutally stabbed by masked killer revealed to the dreamer. Blood pours from above flooding room as dreamer sucked under. Creepy old person abuses dreamer who is paralyzed and afraid. Creepy child's toy or puppet with a knife stalking dreamer in house. Dreamer is tiny rodent size and stalked by evil witch cat. Find a horribly murdered corpse in bed with you. Taken to village square, limbs broken and beheaded. Feel sick but hundreds of live [|rats|spiders|worms|flies] pour out. The room is on fire the dreamer cannot move and is burned to death. The dreamer is tried as a witch and burned at the steak. The dreamer eats a delicious feast which is revealed to be a roasted comrade. Flying skulls with lolling tongues slobber over dreamer and suck their eyeballs. Undead soldiers attack dreamers home killing and eating everyone. A giant snake swallowing dreamer who notices when hands trapped. Devils torment dreamer with boiling oil and l cruel hooks to hack flesh. Dreamer held s'til with mouth open by two witches while a third forces live toads in. Witches slowly carve up and eat dreamer, saving eyeballs in skull for last. Kiss a lover but choke on tentacle in their mouth while they turn into demon. Dreamer sitting on chamber pot in pain, shits angry live poison toads. Gremlins have dreamer gagged and tied and pack starts to feast on prisoner. Angry naked ghost beats dreamer with chair, cursing them and intrusions here. Dreamer with attractive lover kiss naked in stream, then lover pulls beneath to drown. Bed turns into coffin and sinks into ground screaming undead grope through walls. Wake up to be stabbed repeatably in bed by lover. Lost in catacombs being chased by vampires and ghouls. With friends laughing over wine, realize it is blood and friends are vampires. Grimly led to field of impaled corpses and made to join them. Awaken to find mostly fleshy skeleton being eaten by vultures. Laughing doppelganger has dreamer tied, promises to kill family with dreamers face. An incubus or succubus lover drains dreamers life away but they cannot resist. An invisible horror stalks the dreamer through the house horribly killing rest of party. House is alive with monsters forming from wood and bricks to attack. Having dinner, gums start bleeding then teeth and hair fall out. Mother is an undead chasing dreamer around house, wanting to kiss them all better. Everything runs backwards faster and faster 'til dreamer is absorbed by mother. Stomach bursts out and strangles dreamer with intestines. Witch has dreamer paralyzed on a workbench and proceeds to flay them alive. Dreamer is bound neck deep in swamp being gnawed by worms and bugs. Dreamer running through forest being chased by witch and giant familiar beast. Dreamer feels itchy patch under shirt, a witch face in flesh laughing and growing. Dreamer is lost in foggy void witches and familiars are seem occasionally watching. Witches cast dreamer into colossal maw of a great beast, dreamer is digested alive. Dreamer is shat out by a giant demon into hell where imps torment and molest them. Dreamer is bound upside down with spigot in neck, vampires use to fill cups. Witch cackles over restrained dreamer presenting a line of aroused demon lovers. Dreamer perused by squealing hungry devil swine through tunnel complex. Hungry fire salamanders pursue dreamer through volcanic maze. Dreamer panics as worm eaten body begins to fall apart, rotting at an accelerated rate. Wolves peruse dreamer through misty woods, occasionally nipping off a chunk of flesh. Dreamer is in overcrowded prison with barley any room kept with dangerous madmen. Dreamer wakes on beach spends decades alone, growing mad, facing dangers. Dreamer married in a hovel with a dozen children, in poverty filled slum for decades. Dreamer living happily with lover but discovers lover a witch, ends in fight both die. Dreamer unarmed surrounded by every person or monster they ever killed. Dreamer making love, sun rises and devil swine partner in pig form snoring in bed. Dreamer at home with family sun turns black and old ones awake and destroy world. Dreamer is floating beneath the sea and feels the mind of en elder god probing them. On a strange alien world, glimpse colossal unspeakable thing arising from under lake. Soaring through stars to planet of black elder ruins, to be embraced by crawling chaos. Dreamer in high witches Sabbath with demons and familiars cavorting and celebrating. Squat toad god on a monolith surrounded by cultists preparing the dreamer for sacrifice. Cultists in cliff shine by sea hurl bound dreamer to their giant squid god. Cult in cave with bound dreamer perform cesarean and pull demon baby from stomach. Dreamer hurled in pit by cult with glowing stone, mutates into unrecognisable horror. Squishy fungoid star demons take dreamer to moon lab and remove brain into a jar. Rats with human faces stalk dreamer through house, their numbers ever growing. Witch splashes green slime on dreamer. body dissolves in agony. A lumpy humanoid with a palid face stalks the dreamer through fog shrouded streets. In fog covered cemetery stalked by robed figure, actually composed of maggots. Grubby hobbits have dreamer bound and force feed 'til stomach bursts. Dreamer awakes in frozen wood where masked axeman shatters dreamer with axe. Dreamer awakens with cackling witches knitting intestines into a jumper. Dreamer with family turns into werewolf and devours them all. Dreamer battles kobolds killing them but their corpses turn into dreamers family. Dreamer pursued by lynch mob who don't tolerate "your kind of filth in there here parts". Dreamer falls through floor down deep shaft tumbling 'til finally splattered on surface. Dreamer locked in horrible mental asylums surrounded by madmen. Dreamer a prisoner of dancing goatmen who finaly sacrifice guest sadistically. Dreamer wades through waist deep water, corpses of loved ones float past. Dreamer is armed in dungeon, witches claim they are reason adventurer lived so far. Dreamer is armed in misty woods, witches boast dreamers children belong to them now. Dreamer awakes decades in future with everything different and all friends long dead. Dreamer caught up in mad dance with dryads, satyrs and faeries 'til heart bursts. Horrible demon vultures tear flesh from dreamer chained to rock. Dreamer awakes a baby suckling on flappy witchy tit 'til fat enough to be eaten. Dreamer a child being fed candy and gingerbread by witches growing fatter to be eaten. Dreamer turned into working farm animal by witch, made to work hard for years. Dreamer turned into edible farm animal by witch, force fed then killed, cooked and eaten. Dreamer in dungeon armed with witches warning to quit or be doomed by adventurer life. Dreamer is married with kids until partner and kids sprout wings and tails and fly away. FILENAME: EMO_OSR_EmptyCityBuildings.ipt Header: Empty Buildings In Shadelport Shadelport has many empty buildings. Not just the prehuman haunted ruined areas where only desperate or adventurers go, but throughout the city. The wealthier areas are hard for adventurers to enter and abandoned wealthy houses are often guarded; the militia will protect then more and listen to complaints from locals. In the poorer areas abandoned houses are common and many are inhabited by squatters. Slum lords often pay adventurers to clean out houses. Such houses are cheaper and a good investment if you can repair them and chase out squatters. Many have worse things than squatters however and some are very long abandoned. Properties are seldom empty when purchased. Some have tenants with leases (some for life and cheap). The rest have squatters or worse. I had whole campaigns revolve around real estate empires. Also see this: elfmaidsandoctopi.blogspot.com.au/2015/02/d100-real-estate-in-shadelport.html from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-empty-houses-in-shadelport.html
prompt: Show me: {Specific Empty Buildings|Make An Empty Building|Squatters|Property Damage|Odd Features|Types of Buildings} Specific Empty Buildings use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAnEmptyBuilding ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& {bTypeRoll==[@Roller with 1d12, 3 0, 2]}& Building Type[#{bTypeRoll} TypesOfBuildings]& {roll==1d3-1}[when]{roll}>0[do]Property Damage
[@{roll} PropertyDamage >> implode
]
[end]& {roll==1d3-1}[when]{roll}>0[do]Odd features
[@{roll} OddFeatures >> implode
]
[end]& Squatters[@Squatters]&
table: Squatters 4:Homeless old drunks camping here 3:Drug addict youth gang use as base 4:Refugee family desperate for accommodation 3:Gang of thieves hiding from bigger gangs 3:Cultists using as a makeshift shrine and flophouse 3:Gang renting out as a flophouse for poor 2:Crazy homeless spell caster 2:Plague carriers 2:Humanoids - [|goblins|orcs|kobolds|beast men] 2:Demihumans - [|dwarf|elf|halfling|gnome] 2:Viscous murder hobo adventurer party 1:Clan of mutants sick of normals telling them what to do 1:Actually empty! table: PropertyDamage Crumbling rotting wood with leaking roof Termite infested crumbling with termite mound in middle of main room Roof missing with canvas tied for some cover Fire damaged, blackened, holes in walls and leaking Interior walls and furniture smashed everywhere Gang graffiti and vandalism everywhere Broken and empty bottles everywhere Piles of discarded rotting camping supplies and stolen bags Huge rat nests with rats under floors and under walls Occult graffiti and ritual paraphernalia from cults like goat skulls and candles Flooded lower floors and water damaged Floors collapsed into basement and possibly into sewer table: OddFeatures Stables with lane way entry Small plot of garden, {d3*10} square feet Barred and locked Attic room Sub basement below normal one Strong room Courtyard Water feature[|||||, working fountain|, pool] Hidden cache Secret room Entrance to sewer system Small plot of land with [|graves|crypt] table: TypesOfBuildings Cramped one room shack Single floor with basement Town house with two floors and basement Shopfront with apartment on top and basement Three story town house with basement Shopfront with two apartments on top and basement Four apartments including one in basement Three story inn with basement Tavern with apartment on top and basement Four story inn and basement Four story townhouse and basement Court with inn, townhouse and d3 shops in one complex table: SpecificEmptyBuildings Former murder house with blood spattered about and hidden corpses Spiderwebs with hundreds of large spiders and a giant mother, web bound corpses Phantom haunts house until body in wall crawlspace buried Escaped apes and monkeys from sailors and zoo have taken over Fishmen spawning in flooded basement and kidnapping locals Goatman coven use to sacrifice street urchins Drug dealers have made crude lab for refining narcotics and growing mushrooms Yellow musk creeper and guardian zombies live here Former alchemist house tainted with potions causes hallucinations Gang of thieves actually were rats with loot, prisoners and pile of chewed bones Robed cultists mostly laying about high on drugs led by a sorcerer Cultists left ritual paraphenalia of crude altars, candles and blood, they might return An evil wizard left his imp familiar behind which plays deadly pranks on intruders Gremlins live in house with pet rats and horribly torment homeless squatters Three witches squat in the house and scare away attempts to evict them Cannibal clan from country squat here and use their young to lure in victims to eat Ghouls come from the basement and rest here in between graveyard raids A thieves guild has set up a sweatshop making bootleg merchandise A young ogre came to city and has fattened up eating landlords and homeless Frogmen came to this flooded house as tadpoles and now they perform vile rites Drunken ork beserker brotherhood squatted here with goblin slaves Filthy dwarves squat here brewing narcotics and drinking chase away human pests Elvish squatters have planted vines, trees, flowers and beehives and removed the ceiling Halfling squatters operate a dining house preparing fine food and beer in the house An elder race catfishman warlock in flooded basement turns other squatters into thralls Devil swine charms homeless squatters and has them acting as a savage gang Lizard men left a bonebreaker egg here and the small angry dinosaur eats squatters An evil intelligent swamp squid crawled into the flooded basement as a baby A necromancer squats herewith his zombie sweatshop workers and skeleton guards A wraith haunts here, remains of an evil high priest who was killed and dumped here Basement crypt is home to a crusader wight with a magic sword and lesser wight guards A mummy sarcophagi left here by an alchemist, now the mummy guards the house A lesser demon summoned by a cult years ago uses as a base for nocturnal murders A witch and about a hundred cats live here, any cats harmed enrage her Flooded basement is home to a giant toad who eats giant rats and homeless squatters A spectre of an evil merchant lives here with piles of corpses of intruders A clan of shadows dwell here growing slowly, by night they hunt the streets Doppelgangers pretending to be squatting adventurers welcome newcomers to dinner Crabmen came in through sewers and have clusters of eggs in flooded basement A mad wizard believes this is his palace and is served by junk golems Waggon nomad family squatting here working as thieves gang and fortune tellers Local arsonist with incendiaries in bottles and shrine to evil fire elemental lord Full of rotting leaves and garbage with roof missing, home to shambling mound Full of sewerage bubbling from sewer home to a neo otyugh Flooded basement home to several water weirds and a dozen rotting drowned corpses Horde of gibberlings from sewer nest here and swarm maniacally if disturbed Several dark stalkers from Underland living in building with boarded up windows Troll grew from blood on murder hobo boots and ate sleeping squatters Collection of elder relics including broken stone urn guarded by dark spawn of Tsathogua Pool of slime mold in basement surrounded by grey oozes and gelatinous cubes Building caked in yellow mould colonies, shriekers and crumbling human skeletons Green slime colony in ceiling grew from hobo who crawled here to die Pack of stray rabid berserk dogs furious at any who invade lair Grell from sewer resting from sewer journey snaking on some homeless squatters Dark elf spies with zombies and spiders using house as base of operations Goblins have spread a giant fungi garden here and tend crops of magic mushrooms Goblins running a sly piggery and recycling local garbage, enjoy wallowing with pigs Homeless war vets not going anywhere against will as long as they live Secret police station with cells and torture chamber, always manned and unwelcoming Thieves using as a warehouse for stolen merchant goods in crates Merchant with hired thugs running discount warehouse with free rent Beggar runs orphanage for street urchins teaching them pocket picking skills Flagellants drinking, seducing local youths and whipping selves amid empty bottles Giant rat nest mounds with many dozens of fat happy rats with king size of a black bear Ratmen warlocks brewing plague potions and communing with netherspace rat demons Phantom family haunt building until corpses hidden by murderer are buried Sheet phantoms and zombies among dusty rooms with sheets over old furniture Spirit adopts human form to try and persuade adventurers to avenge their murder Drunken bards if bullied out will lampoon and mock party ruining reps around city Thieves run as vice den for bucks nights with dancers, drugs and donkeys Religious pilgrims sworn to poverty sheltering with makeshift shrine Nuns operating soup kitchen for the poor with grizzled old homeless war vet recipiants Wizened corpses with crazed looking old man possessed by a ghost Sly butchers shop with bloated butcher selling mystery and dungeon meats to locals Sly grog shop where cheap grog sold from bucket by alewife technically a crime Second hand shop run by retired old thief couple, charming and loved by locals Halfling selling buttered stewed sewer lobsters, lampreys and eels with big grin Hundreds of pigeons dwell here fed by homeless old man, actually a wizard Hook horror has wandered up from basement to feed off homeless squaters Owlbear escaped from wizard menagerie and found lair, pining for a mate Dwarf sly brewery and distillery with copper pipes, barrels and clay bottles Semiconscious pale homeless dwell here selling blood by night to vampires Gang have set up a slave pen to store slaves bound for market, unwelcoming to guests Low class brothel here run by local street gang, some workers polymorphed stray dogs Gang of werewolf cultists in hiding from law pretending to be common squatters Clan of mole men digging for pre human cult relics to restore their ancient glory Hundreds of bats live here, floors about to collapse into flooded basement from guano This building used for illicit sexual acts and orgies by a sex cult, full of mattresses Grinning cannibal hobos cooking city land inspector on a spit roast Bugbear with goblin servants in fancy clothes have kept house in good contition Artist colony with painters, actors, poets and others living bohemian lifestyle Colony of street urchin kids suspicious of adult exploiters, will burn house if evicted Old druid with pet giant lizards helping colony boom, local pets vanishing Student squatters from noble backgrounds will call on families if harmed Gang running sly casino with enforcers, card sharks, rigged games and bad booze Giant scorpions nesting in heaps of rubble that crawled out of city sewers A golem left by former ocupant scares everyone away, furnishings intact Gang running coin clipping and counterfeit agressivly murder anyone nosing around Crackling portal to plane of chaos guarded by a shoggoth and used by cults and mutants Nest of stirges in attic and pale corpses of homeless squatters on lower floors FILENAME: EMO_OSR_EmptyBuildings.ipt Header: Non Corporeal Undead Hauntings These are some tables to make hauntings. I think most monsters should be more unique and spirits even more so. Clerics might be sent to clear up some local hauntings. Once you get Exorcism spell you get even more busy. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/non-corporeal-undead-horrors-pt2-d100.html
prompt: Show me: {Specific Hauntings|Make a Haunting|Haunted Places|Former Life Purpose|Remains|Burial Location|How Did They Die|Who Killed Them} Specific Hauntings use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAHaunting ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Location[@HauntedPlaces]& Former Life Purpose[@FormerLifePurpose]& Remains[@Remains]& Burial Location[@BurialLocation]& How Did They Die[@HowDidTheyDie]& Who Killed Them[@WhoKilledThem]&
http://elfmaidsandoctopi.blogspot.com/2016/08/d100-empty-houses-in-shadelport.html Empty Houses In Shadelport Shadeloport has many empty buildings. Not just the pre human haunted ruined areas where only desperate or adventurers go, but throughout the city. The wealthier areas are hard for adventurers to enter and wealthy houses abandoned are often guarded and and the militia will protect then more and listen to complaints from locals. In the poorer areas abandoned houses are common and many are inhabited by squatters. Slum lords often pay adventurers to clean out houses. Such houses are cheaper and a good investment if you can repair them and chase out squatters. Many have worse things than squatters however and some are very long abandoned. I had whole campaigns revolve around real estate empires. Also see this http://elfmaidsandoctopi.blogspot.com.au/2015/02/d100-real-estate-in-shadelport.html Properties are seldom empty when purchased. Some have tenants with leases (some for life and cheap). The rest have squatters or worse. d12 Quick Squatters 01 Homeless old drunks camping here 02 Drug addict youth gang use as base 03 Refugee family desperate for accommodation 04 Gang of thieves hiding from bigger gangs 05 Cultist using as a makeshift shrine and flophouse 06 Gang renting out as a flophouse for poor 07 Crazy homeless spell caster 08 Plague carriers 09 Humanoids d4 1= goblins 2=orcs 3=kobolds 4=beast men 10 Demihumans d4 1=dwarf 2=elf 3=halfling 4=gnome 11 Viscous murder hobo adventurer party 12 Clan of mutants sick of normals telling them what to do d12 Quick Property Damage 01 Crumbling rotting wood with leaking roof 02 Termite infested crumbling with termite mound in middle of main room 03 Roof missing with canvas tied for some cover 04 Fire damaged, blackened, holes in walls and leaking 05 Interior walls and furniture smashed everywhere 06 Gang graffiti and vandalism everywhere 07 Broken and empty bottles everywhere 08 Piles of discarded rotting camping supplies and stolen bags 09 Huge rat nests with rats under floors and under walls 10 Occult graffiti and ritual paraphernalia from cults like goat skulls and candles 11 Flooded lower floors and water damaged 12 Floors collapsed into basement and possibly into sewer d12 Quick odd features 01 Stables with lane way entry 02 Small plot of garden d3x10 square feet 03 Barred and locked 04 Attic room 05 Sub basement below normal one 06 Strong room 07 Courtyard 08 Water feature (1in6 working fountain or pool) 09 Hidden cache 10 Secret room 11 Entrance to sewer system 12 Small plot of land with graves or crypt d12 Types of Building 01 Cramped one room shack 02 Single floor with basement03 Town house with two floors and basement 04 Shopfront with apartment on top and basement 05 Three story town house with basement 06 Shopfront with two apartments on top and basement 07 Four apartments including one in basement 08 Three story inn with basement 09 Tavern with apartment on top and basement 10 Four story inn and basement 11 Four story townhouse and basement 12 Court with inn, townhouse and d3 shops in one complex d100 Empty Houses In Shadelport 01 Former murder house with blood spattered about and hidden corpses 02 Spiderwebs with hundreds of large spiders and a giant mother, web bound corpses 03 Phantom haunts house until body in wall crawlspace buried 04 Escaped apes and monkeys from sailors and zoo have taken over 05 Fishmen spawning in flooded basement and kidnapping locals 06 Goatman coven use to sacrifice street urchins 07 Drug dealers have made crude lab for refining narcotics and growing mushrooms 08 Yellow musk creeper and guardian zombies live here 09 Former alchemist house tainted with potions causes hallucinations 10 Gang of thieves actually were rats with loot, prisoners and pile of chewed bones 11 Robed cultists mostly laying about high on drugs led by a sorcerer 12 Cultists left ritual paraphernalia of crude altars, candles and blood, they might return 13 A evil wizard left his imp familiar behind which plays deadly pranks on intruders 14 Gremlins live in house with pet rats and horribly torment homeless squatters 15 Three witches squat in the house and scare away attempts to evict them 16 Cannibal clan from country squat here and use their young to lure in victims to eat 17 Ghouls come from the basement and rest here in between graveyard raids 18 A thieves guild has set up a sweatshop making bootleg merchandise 19 A young ogre came to city and has fattened up eating landlords and homeless 20 Frogmen came to this flooded house as tadpoles and now they perform vile rites 21 Drunken ork beserker brotherhood squatted here with goblin slaves 22 Filthy dwarves squat here brewing narcotics and drinking chase away human pests 23 Elvish squatters have planted vines, trees, flowers and beehives and removed the ceiling 24 Halfling squatters operate a dining house preparing fine food and beer in the house 25 A elder race catfishman warlock in flooded basement turns other squatters into thralls 26 Devil swine charms homeless squatters and has them acting as a savage gang 27 Lizard men left a bonebreaker egg here and the small angry dinosaur eats squatters 28 An evil intelligent swamp squid crawled into the flooded basement as a baby 29 A necromancer squats herewith his zombie sweatshop workers and skeleton guards 30 A wraith haunts here, remains of a evil high priest who was killed and dumped here 31 Basement crypt is home to a crusader wight with a magic sword and lesser wight guards 32 A mummy sarcophagi left here by an alchemist, now the mummy guards the house 33 A lesser demon summoned by a cult years ago uses as a base for nocturnal murders 34 A witch and about a hundred cats live here, any cats harmed enrage her 35 Flooded basement is home to a giant toad who eats giant rats and homeless squatters 36 A spectre of a evil merchant lives here with piles of corpses of intruders 37 A clan of shadows dwell here growing slowly, by night they hunt the streets 38 Doppelgangers pretending to be squatting adventurers welcome newcomers to dinner 39 Crabmen came in through sewers and have clusters of eggs in flooded basement 40 A mad wizard believes this is his palace and is served by junk golems 41 Waggon nomad family squatting here working as thieves gang and fortune tellers 42 Local arsonist with incendiaries in bottles and shrine to evil fire elemental lord 43 Full of rotting leaves and garbage with roof missing, home to shambling mound 44 Full of sewerage bubbling from sewer home to a neo otyugh 45 Flooded basement home to several water weirds and a dozen rotting drowned corpses 46 Horde of gibberlings from sewer nest here and swarm maniacally if disturbed 47 Several dark stalkers from Underland living in building with boarded up windows 48 Troll grew from blood on murder hobo boots and ate sleeping squatters 49 Collection of elder relics including broken stone urn guarded by dark spawn of Tsathogua 50 Pool of slime mold in basement surrounded by grey oozes and gelatinous cubes 51 Building caked in yellow mould colonies, shriekers and crumbling human skeletons 52 Green slime colony in ceiling grew from hobo who crawled here to die 53 Pack of stray rabid berserk dogs furious at any who invade lair 54 Grell from sewer resting from sewer journey snaking on some homeless squatters 55 Dark elf spies with zombies and spiders using house as base of operations 56 Goblins have spread a giant fungi garden here and tend crops of magic mushrooms 57 Goblins running a sly piggery and recycling local garbage, enjoy wallowing with pigs 58 Homeless war vets not going anywhere against will as long as they live 59 Secret police station with cells and torture chamber, always manned and unwelcoming 60 Thieves using as a warehouse for stolen merchant goods in crates 61 Merchant with hired thugs running discount warehouse with free rent 62 Beggar runs orphanage for street urchins teaching them pocket picking skills 63 Flagellants drinking, seducing local youths and whipping selves amid empty bottles 64 Giant rat nest mounds with many dozens of fat happy rats with king size of a black bear 65 Ratmen warlocks brewing plague potions and communing with netherspace rat demons 66 Phantom family haunt building until corpses hidden by murderer are buried 67 Sheet phantoms and zombies among dusty rooms with sheets over old furniture 68 Spirit adopts human form to try and persuade adventurers to avenge their murder 69 Drunken bards if bullied out will lampoon and mock party ruining reps around city 70 Thieves run as vice den for bucks nights with dancers, drugs and donkeys 71 Religious pilgrims sworn to poverty sheltering with makeshift shrine 72 Nuns operating soup kitchen for the poor with grizzled old homeless war vet recipiants 73 Wizened corpses with crazed looking old man possessed by a ghost 74 Sly butchers shop with bloated butcher selling mystery and dungeon meats to locals 75 Sly grog shop where cheap grog sold from bucket by alewife technically a crime 76 Second hand shop run by retired old thief couple, charming and loved by locals 77 Halfling selling buttered stewed sewer lobsters, lampreys and eels with big grin 78 Hundreds of pigeons dwell here fed by homeless old man, actually a wizard 79 Hook horror has wandered up from basement to feed off homeless squaters 80 Owlbear escaped from wizard menagerie and found lair, pining for a mate 81 Dwarf sly brewery and distillery with copper pipes, barrels and clay bottles 82 Semiconscious pale homeless dwell here selling blood by night to vampires 83 Gang have set up a slave pen to store slaves bound for market, unwelcoming to guests 84 Low class brothel here run by local street gang, some workers polymorphed stray dogs 85 Gang of werewolf cultists in hiding from law pretending to be common squatters 86 Clan of mole men digging for pre human cult relics to restore their ancient glory 87 Hundreds of bats live here, floors about to collapse into flooded basement from guano 88 This building used for illicit sexual acts and orgies by a sex cult, full of mattresses 89 Grinning cannibal hobos cooking city land inspector on a spit roast 90 Bugbear with goblin servants in fancy clothes have kept house in good contition 91 Artist colony with painters, actors, poets and others living bohemian lifestyle 92 Colony of street urchin kids suspicious of adult exploiters, will burn house if evicted 93 Old druid with pet giant lizards helping colony boom, local pets vanishing 94 Student squatters from noble backgrounds will call on families if harmed 95 Gang running sly casino with enforcers, card sharks, rigged games and bad booze 96 Giant scorpions nesting in heaps of rubble that crawled out of city sewers 97 A golem left by former ocupant scares everyone away, furnishings intact 98 Gang running coin clipping and counterfeit agressivly murder anyone nosing around 99 Crackling portal to plane of chaos guarded by a shoggoth and used by cults and mutants 100 Nest of stirges in attic and pale corpses of homeless squatters on lower floors FILENAME: EMO_Hell_General.ipt Header: Hell This is a catchall for all things Hellish that aren't specific to the Plague Lands, the Infernal Lands, the Underworld, the Hellbog, or the Boiler Room. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/03/hells-plague-lands-1.html elfmaidsandoctopi.blogspot.com/2016/03/hells-plague-lands-2.html elfmaidsandoctopi.blogspot.com/2016/10/d100-what-does-devil-keep-in-his-chest.html elfmaidsandoctopi.blogspot.com/2016/09/d100-things-off-duty-devils-do.html
prompt: Show me: {About Hell|About Devils and Demons|Hellmouth Exits|What a devil keeps in his chest|Things off duty devils do} About Hell use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/ >> replace /\'/\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: AboutHell [#{rep} AboutHell2] table: AboutHell2 1:This Hell is a pocket dimension unrelated to other hells, its overlords unrelated to outside entities. The world is a series of lands destroyed by apocalypse and trapped in eternal torment. \n\n& Throughout Hell are living gateways called Hellmouths. Hellmouths can form on any surface, appearing as a giant devil face with teeth and scaly coloured skin. Mostly they exit another hellmouth but sometimes (1in6) they come out the other sort of exit farting flames and stinking clouds. Possibly the gates could be spoken to or are controlled by some duke of Hell. The mouths could be bribed with some promise or a body part or a sacrifice. They might lie - not a blatant one more like a trick word bending lawyer.\n\n& Devils serve the authority of Hell and belong to strict types and hierarchies. They don't have to like job but they act with the certainty of righteousness: their victims deserve torment. Demons on the other hand are more individuals, acting as bandits, criminals, exiles, freaks, mercenaries and freelance sadists. Whereas devils will claim the authority of heaven to torment you, you just don't know with demons; they don't need a reason to be jerks. \n\n& The people in Hell are mostly evil or at least did evil things. Even those trapped here have been led into wickedness such as cowardice, fighting over scraps of food, killing others to get to safetey and other damning actions. Ultimately, they either join the legions of the dead, become demons or devils, or are reborn as human or worse. You don't need to help the damned but making their lot worse might just earn your place with them. If rescued, the damned generally go their own way, or worse, hang around and demonstrate greed, cruelty, betrayal, lust etc.\n\n& A few generic beasts like cats, dogs and horses exist with custom Hellish features.\n\n& It should be reiterated that this spiralling pit Hell is not connected to or part of the outer planes, and entities with the same names can exist in the outer planes. The devils and demons here are independent and even in denial of outer world. They are prisoners also. Only for missions or special cases are they sent out, and they generally don't go far. \n& 1:Most of my recent research based on medieval art and texts: \n& medieval.tumblr.com\n\n& Some nice medieval clip art - odd but small: \n& www.godecookery.com/macabre/gallery1/macabre1.htm 1:The damned are souls of the dead sent to hell for being lawful evil. They are tormented and abused but possibly get a chance to advance up the ranks.\n\n& Mostly, though they are just slaves to be abused. Some are naked or wear grave shrouds. Some are corporeal some are semi intangible phantoms (these require more cerebral torments).\n\n& Some hells have specific local damned. They are valuable as food, slaves and objects of torment and raw materials of other things. Damned are harder to kill and, if they die, are reborn from the soil of hell, possibly in a new form. 1:Larvae are the first stage the damned take evolving into various devilish forms. These idiotic human headed maggots bite and squirm and cry like babies. Lower planar beings trade them.\n\n& They are sometimes evolved into orcs, which are handy when troops are needed on earth. Orcs are invulnerable to the magic that stops planar beings, but it is a bit of a waste.\n\n& Larvae may also evolve into Stench Kows, stinking hairy cattle covered in sores. Their faces have a hint of humanity and they are slightly more intelligent than standard cows. They provide meat, hide and smelly dairy products. Sausages are a popular byproduct. They also are used to carry goods in baggage trains. They eat any plants in hell and especially steal devil weed crops. 1:There are a few commodities devils enjoy and trade:\n\n& Hell Rum is distilled from the suffering of the damned. It is sweet spicy and fiery rum that gets you drunk and makes mortals scream in pain and terror. It is addictive but can be cured by regular alcoholism.\n\n& Hell Gems are worth hundreds of gold but in hands of mortals a save is required or owner becomes paranoid and greedy for more more. They are willing to keep wealth to themselves and believe others crave their hell gem and money. Devils leave them on the mortal plane to undermine economies and ruin the rich. Gems are made by putting damned in a special furnace for 60 years.\n\n& Hell Metal is reddish gold metal that can be enchanted to up to +3 and even without enchanting can hit beings requiring magic to harm. It feels warm to the touch and is receptive to fire enchantments. It is also used instead of gold and iron. It sparks if struck by iron or silver.\n\n& Devil Weed is an herb devils smoke, it is addictive ans being without it causes mood swings and spats of anger. When on it the user is dreamy and relaxed and reacts less to horror and fear. +2 save vs fear if user fails saving throw and develops mild addiction with first use. Three fails in a row causes permanent addiction. In the mortal world is hard to get as it only grows in Hell. table: AboutDevilsAndDemons [#{rep} AboutDevilsAndDemons2] table: AboutDevilsAndDemons2 1:Some ideas on devils and demons I've had is to almost build like a character class. Starting with zero level imp with a d4 hp then progressing in HD or levels and getting extra abilities. Most have wings and tails and basic resistance to normal weapons. Cold iron hurts demons, silver harms devils. Higher creatures gain extra resistance vs. weapons and specific attacks or magic. They also get more powers, implements and skills. A basic devil gets several claw attacks or uses a pitchfork, crude spear, or polearm - mostly peasant tools. Quality of weapons and more natural attacks increase as they gain more HD. Senior devils' weapon are more likely to be made of silver or cold iron and magic. Several monsters of Hell use a number of spell-like powers per day, and others might use magic items.\n\n& Apocalypse devils are skeletal looking devils with a far greater range of mischief and torture dreams than a plain skeleton. Very few have wings or tails or use unarmed attacks like claws. They are sadistic tormentors with senses of humour, cheerfully tormenting on the damned. They enjoy their work and enjoy ironic or imaginative torment. Mostly the laugh and scream but can be silent. Spears, tridents, clubs and occasional agricultural flails are their main weapons. They often act in unison and may be seen letting loose in dance and revelry. Without a leader and numerical advantage they lose confidence rapidly.\n\n& Devil leaders are cool, grim and merciless. They prefer to capture and entertainingly execute victims than let them just die. Greater ones the use weapons of knights or executioners, or use twin sickle style or scythes. Flails and maces are popular too, especially for those who were once clergy. Their powers include animate dead, stinking cloud, death gaze, or banshee howl, Some also have the strengths and weaknesses of the undead. The greatest can summon the dead, call walls of bone, or ride skeletal horses or chariots. Some can grow huge or heal themselves by eathing bones or adding victims' body parts to themselves. More powerful ones are more likely to speak sensibly or act as character classes do.\n\n& Uncommon variants include forms of other undead even noncorporeal ones. Only some of these have wings, mostly skeletal bat ones, possibly with magical invisible membrane. Some with bird wings in white, grey or black. Tails and horns or bestial heads might appear on some. Tails like scorpions allow them extra attacks instead of claws or wing slaps. Some wear clothes mocking the stations of mortals with devil nobility dressing as knights or bishops. Skeletal demons are more likely to be of mixed species, be fused to weapons, have deformities and be individuals. The flayed-skin variety have visible muscles and are a bit more haughty.\n\n& Possibly when actual undead die the devils and demons and spirits in them can be seen departing when in Hell or with supernatural vision. This could be in the form of smoke or an imp or a swarm of bugs. Likely the corpses look less horrible after the unclean animating entities flee. 1:Devils evolve over time by service while demons are more haphazard and mutate and use luck.\n\n& Demons are lazy and indolent mostly but some serve greater demons or devils for more opportunities to gain power.\n\n& Devils advance slow and steady; demons are a mess and go up and down with rare spikes advancing them or turning them into ooze. table: HellMouthExits 5:Another Hellmouth 1:[@OtherHellmouthExits] table: OtherHellmouthExits Devil fortress Duke of hell estate Hellish city Another hell terrain or kingdom To an evil simulacrum of the mortal world Mortal world, in disaster zone Mortal world, surrounded by cult sabbat To the same starting entry that brought heroes to hell Exit on another plane - [|elemental|elfland|giantland] An abyssal plane where you fall into pit of fire for eternity table: WhatADevilKeepsInHisChest Contract detailing demons territory, entitlements and duties Contract for a mortals soul Pornographic parchment Letter from a witch or suplicant wanting a favour Legal letter concerning law suit, fine, bill, tax or other problems List of goods to obtain or tasks to perform from superior Criminal or treasonous document conspiring some wickedness Documents concerning proper torment of a soul Secret police papers for hell's authorities Passport permuting passage through hell's fiefs and other dimensions Thumbscrews Whip or cat-o-nine tails Butchers knife or axe or machete Club and sack Manacles or leg irons Brands with devil symbols Tongs for tormenting Hammer and {d100} iron nails Box of hot coals packed daily Scribes set with pen, ink and paper Ornate cult robes Pitchfork or rod of office Signet ring Fancy hat of office or qualification Crown according to rank like lead ring for the low Fashionable curly toed shoes Ceremonial wig Manacle or spectacles denoting a scholar Bundle of important keys Ceremonial apron for special cult days Branded human skull Flayed human skin folded neatly Medal or letter from superior Picture of a human on parchment or in compact Hat or robe of a fallen priest or corrupted ruler Hissing angry larvae Dried human heart Cup or pipe made from skull or horn Bronze trophy for some event long ago Magic trap Bear trap Poison creature like snake or spider or scorpion Poison gas trap Poison Dart Trap Crossbow bolt trap Curse on intruder Alarm - possibly a spell or imp with a bell Bottle of poison Cursed gem or commemorative ounce coin Cursed weapon Imp trapped in a bottle Imp taking a bath or sitting on tiny toilet taking a dump Hellish fleas and tick swarm covers room Gnome or halflingf tied in bundle A baby or child age {d6} Strange large egg Familiar spirit or imp in animal form Two headed hell hound puppy Hell cat kitten and ball of twine A large glaring toad croaks if disturbed Hourglass Exotic undergarments for owners choice of gender Dueling pistols in box Ventriloquist dummy or sock puppet Musical instrument made of skull and bones Block of incence 1lb worth 500gp with infernal favorite herbs and spices Knucklebones set Dice set Packet of cards Chess or Backgammojn set Bottle of fluid - [|blood|rum|urine|bile] Devils weed cigarettes an addictive stimulant worth {d10*5}gp and {d6} matches Pipe and box of black lotus resin worth {d10*50}gp Block of stench kow cheese wrapped in paper with knife Pomegranates and other underworld fruit cursed to mortals Bottle with sexy dancing imp Erinyes or succubi figurine Impressive fertility Symbol Mask that enhances or alters a devils appearance Bottle of tears Sack of copper coin {2d6*1000}cp Sack of silver coin {d10*1000}sp Sack of electrum coin {d8*1000}ep Sack of gold coin {d6*1000}gp Sack of platinum {d6*100}pp Document promising {d6} larvae to the bearer Paper currency of hell {d3} notes worth 300gp each Collection of {d10} special edition rare ounce coins Hell gem curses owner to become greedy, selfish and evil Rubies {1d4} worth {d6*100}gp each Wand of - [|burning hands|charm person|magic missile|identify ({d10} charges)] Crystal ball with {d10} charges Dagger - [|+1|silver|returns to hand|dagger of venom ({d10} charges)] Potion - [|strength|poison|unholy water|d6 healing] Girdle of gender change with lock and key Soul trapped in metal head in a box, must answer three yes no questions a day Magic crown mostly circlets or skullcaps +1 save on one type of saving throw Ring - [|+1 Protection|Feather fall|Cast Light once per day|comprehend language once per day] True name medallions of {d4} lesser devils or demons or angels Devil's true name medallion table: ThingsOffDutyDevilsDo [when]{rep}=1[do]& Idle hands do the devils work they say but devil downtime means doing things for themselves.\n\n& Tormenting souls might be a job but those souls belong to someone else. In their own time they torment souls they have shares in which is more personally profitable. They also socialise, wheel and deal, eat, drink, love, screw and have hobbies.\n\n& Dukes of hell use free time to control the lesser devils but archdukes in turn control them.
& [end]& [@ThingsOffDutyDevilsDo2] table: ThingsOffDutyDevilsDo2 Force feeding damned coins till they shit them then repeat Whipping damned in chains Boiling damned in cauldrons of [|lead|oil|piss|acid|blood|poison] Impaling damned on poles and watching them twitch for days Nailing damned to boards or wheels then erecting on poles Using torture apparatus like wracks, iron maidens, wheels, etc on damned Hurling damned into pits of [|toads|snakes|lava|plague rats] Setting enraged hell hounds on damned with broken legs Disemboweling damned and winding intestines onto wheeled apparatus Making damned act as wet nurses and nannies for larvae (they like blood or milk) Calculating time sheets and torture sessions till next promotion Working out income tax with abacus Copying out soul contracts for future business Boning up on diabolic contract law from huge books Writing flattering letters to superiors in lovely penmanship in blood from a damned victim Reading reports on innovative torture and temptations Reading up on sins of the damned to help next torture shift Cataloguing larvae and gold savings in hell banking accounts Writing in diary about last hundred years of tedious torments and turmoil Illustrating a manuscript with blood and bile from eviscerated damned victim Arranging skulls into architectural features and furniture Flailing damned skin to make vellum sheets and blank books Sharpening and polishing armour and weapons Carving diabolic designs on [|skulls|walls|the damned] Personal grooming, cleaning hooves, trimming hair, painting nails Tattooing diabolic sigils on [|larvae|each other|the damned|Stench Kows] Weaving human hair into rugs, rope and baskets to relax Grooming Stench Kows, brushing or braiding hair, decorating with ribbons and makeup Constructing things like furniture from stretched hide and bones of damned Fusing living screaming damned into furniture, huts, chests and other objects Playing instruments made from living screaming damned stretched and contorted Having a dance off to wild fiddle music Rehearsing plays and skits for amateur night theater (force damned critics to watch) Whipping choir of damned souls so screams make music Forcing damned artists to create new work with cruel deadlines Playing with fireworks and inserting into damned Devils book club discussing literary merits in front of damned authors Devil writing memoirs while comrades listening to screams in cumfy chairs Watching ballet of damned dancing on metal plate over lava while screaming Painting scenes of torment from life using posed damned Devils dividing up treasure and larvae over beer and sausages Smoking and gambling around a table drinking shots of rum Chatting while tormenting a captured cherub in a cage Splashing about in a lava pit laughing with imps Devils drinking beer after hard shift at work Devil secret society meeting with ritual followed by beer and sausages and singing Devils telling tall tales over beer and stench kow cheese Devils practising acrobatics, flips and dance moves Devils trading damned slaves, drugs, larvae and cattle Devils trading weapons, armour and metal goods from stench kow baggage train Herding Stench Kows to [|the dairy|the butcher shop|pasture|market] Playing with hellcat kittens or hellhound pups Stabbing larvae in flaming pits with pitch forks gleefully Trading larvae with night hag riding night mare for virgin tears Burning away flesh of damned turning them into mindless larvae Devils comparing larvae to find who has the fattest and longest Scrubbing larvae with sulfur and urine to keep them shiny and sleek Crating larvae for shipping to senior devils and branding them with diabolic sigils Watching over pupating larvae hatching into imps Devils watching each other taking turns ride bucking Stench Kows Devils eating roast stench kow served by damned servants Devils turning a spit roasting damned victim Devils distilling hell rum partly involving wailing cries of pain from damned Devils with furnace cooking a damned soul into a hell gem over hours Devils with alchemical lab brewing up a batch of potions Devils brewing up beer from snake heads and imp piss Devils growing, harvesting, refining, drying and smoking devil weed Devils collecting damned screams in jars to use in magic items or just for fun Devils having a cook off testing dangerously spicy food on damned Devil master chefs having contest to use rare ingredients with damned kitchen hands Carnival with games, music, sideshows and tormented living flesh calliope Hellhound racing chasing damned runaways with devils placing bets Forcing damned to compete in sporting events Betting on fights between [|larvae|hellhounds|hellcats|the damned] Having a most horrible fart contest with sulphurous and even flaming gas emissions Devils playing [|chess|cards|backgammon|checkers] Making larvae and imps battle for cash prises Making damned fight to the death in elaborate battle scenarios and reenactments Devils playing dice games that involve torture for damned Devils forcing damned to play spin the bottle with imps Groping damned, tearing off their clothes, smooching and abusing them while they cry Devils hugging and kissing on blanket of flailed damned skin Devils having an off duty orgy with crying damned slaves Devils coyly dancing and kissing at after work mixer with band of damned Devil serenading she devils who giggle and blush Devil dancer putting on burlesque show for comrades Devil selling tiny naked damned in bottles making them dance with flame Devils assisting screaming damned to give birth to live larvae or eggs Devils making slaves get married and forcing them to perform wedding nuptials Devil bondage club with damned gimps cleaning up spills and messes An old bearded devil teaching imps and lesser devils the secrets of success Working on forging hell metal weapons and armour with damned slaves on bellows Devil school with senior devil teaching naughty imps, failures are devolved into larvae Devils reading and practising techniques for abusing damned slaves from manuals Devils sparring and duelling and performing drills with old veteran sergeant Devils training larvae to perform tricks and testing evolution techniques Devil instructing lesser devils on tempting humans into selling souls Devils training slave damned int performing painful labours in giant apparatus Devil students learning to recognise sigils of dukes and secret societies of hell Devil trying to get demons to understand rules of being bounty hunters in hells service FILENAME: EMO_OSR_StreetUrchins.ipt Header: Street Urchins of Shadelport Urchins of the streets of Shadelport are a tough lot. Most are zero level thieves with two skills and a weapon proficiency. Most grow into thieves and a few into fighters. A rare one joins the church. Urchins might flock together and squat in abandoned property. Some are affiliated with gangs who encourage kids to be criminals. Others are recruited by criminals to perform jobs where small size or adorableness are an asset. Some would like to get a better life. Some will fake it and rob charitable supporters. Many have witnessed horrible things and are damaged. Some might grow into murder hobos. Orphan catchers sell orphans to sweatshops, slavery and servitude to houses, ships and tradesmen. This could be a good campaign start and could be used as a background. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/d100-street-urchins-of-shadelport.html
prompt: Show me: {Specific Urchins|Make An Urchin|Why Is This Kid An Urchin?|Random Weapon Proficiencies|Nonweapon Proficiencies|Greatest Fear|Greatest Dream|Urchin Residence|Urchin Loot|Urchin Special Items|Magic Urchin Items|Regular Urchin Jobs} Specific Urchins use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAnUrchin ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Weapon Proficiency[@RandomWeaponProficiencies]& Nonweapon Proficiency[@NonweaponProficiencies]& Carrying
[@{1d4} UrchinStuff >> implode
]
& Why an Urchin[@WhyIsThisKidAnUrchin?]& Greatest Fear[@GreatestFear]& Greatest Dream[@GreatestDream]& Residence[@UrchinResidence]& Job[@RegularUrchinJobs]&
table: UrchinStuff 8:[!UrchinLoot] 4:[!UrchinSpecialItems] 1:[!MagicUrchinItems] table: WhyIsThisKidAnUrchin? 2:Abandoned at orphanage[||, couldn't handle strict religion] and ran away 3:Ran away from abusive home life with violent drunk parents 2:Sold as apprentice to cruel abusive master Sold into apprenticeship with gang or crime guild but escaped 2:Escaped slavery probably born a slave Family respectable but murdered and fled to survive Family succession conflict and bastards were being murdered, so fled Committed some tragic crime by accident and ran away from home 2:Abandoned by lazy or desperate family as a liability Family killed while travelling and child fled Family comfortable but kid rebellious and hides past from other urchins Is a mutant and keeps it hidden, afraid of intolerant family table: RandomWeaponProficiencies 4:Brawling 3:Throw Rock 1:Sling 2:Knife 1:Dagger 1:Club table: NonweaponProficiencies Streetwise, Run away Beg, Pick Pockets Etiquette, Fast Talk Taunt, Survival Shadow, Spot Wallrunning, Jump Pick Locks, Evaluate Night Vision, Climb Acrobatics, Juggling Traps, Locks Sneak, Hide Ropes, Escape Sing, Play Instrument Carousing, Dance Grooming, Disguise Repair, Carpentry Swim, Boat Beast Husbandry, Beast Lore First Aid, Fake Medicine Numeracy, Sleight of hand table: GreatestFear Family finding them Former master finding them City feral child catcher Sweatshop child catcher Rival gang finding them Being left alone Hunger Not protecting sibling or friend Being weak or helpless or imprisoned Attending school Priests and dodgy do gooders Whips, sticks or beating implements table: GreatestDream To make a big score and be showered in conspicuous status symbols To belong to a proper family without abuse To live long enough to start own family and home To care for siblings or friends To get revenge on everyone who wronged them To become so fearsome nobody will ever fuck with them again To go to a good prison and make good connections To join the coolest gang To one day become a murder hobo To escape city living and get a honest job in country To find long lost good kin To have some one protect and care for them table: UrchinResidence Sleeps somewhere new every night In gang squat in return for loot and favours In a bin in a lane way behind a [|shop|workhouse] Under a bridge In a sweatshop in return for work In someones yard in return for chores With creepy old merchant In a ruined building In a [|graveyard|crypt|mausoleum] In a sewer In a [|box|barrel] in alley On a rooftop table: UrchinLoot Old moth eaten hooded cloak A carved [|wooden|clay] whistle A sack of straw A bag of a {d6} [|turnips|onions] A bag of vegetable peelings {d6} copper coins A wooden club d6 A live pet - [|toad|rat|mouse|pigeon] A lump of old mystery meat on a stick A reasonably fresh [|fish|eel] Half a stale loaf of bread {d4} apple cores A small cracked cup A small old battered bowl A small moth-eaten blanket {d3} dead rats for dinner Bag of {2d10} [|good throwing rocks|sling stones] An old [|strap|rope] used as a belt A tiny old bronze one-edged knife d3 table: UrchinSpecialItems Sharpened coin Piece of wire Foot wrappings [|Hand made shiv d3|Knuckle duster d3] A tattered old hat they imagine makes them look important A horse chestnut on string to play conkers Old [|bone|ceramic] dice Length of string good for cats cradle and other uses Lump of [|chalk|charcoal] for graffiti A dirty [|satchel sling bag|carpet bag|backpack] [|Tatty toy|Pathetic doll] made of [|wood|ceramic|fabric] Broken cameo they imagine is someone who loved them Thieves tools Wire saw with wooden handles Nice dagger in scrappy scabbard A 10 foot rope A marlinespike used by dock workers and sailors Scarf good for bandanna, sling, bag, face mask and more uses [|Tobbaco and pipe|{d6} cigar stubs] A nest of {d4} seagull eggs and some straw and sticks table: MagicUrchinItems Lucky [|coin|clover|rabit foot], +1 on save roll Lucky fetish[||, a tiny figurine], +1d3 once on one roll Healing dust cures d3 HP with {d4} doses {2d4} goodberries; each provides [|1 day's food|1HP healing] Magic paintbrush, always good for vandalism as it never runs out Monocle, provides [|night vision|detect undead|detect evil|read 10m/day] Spiderclimb leg wrappings too small for adult human Magic lolly lasts for a {d4} years of sucking, you can share with friends Pet [|gremlin|giant rat|blink dog puppy|hellcat|huge spider|imp] Black lotus resin for {d6} doses and a clay pipe Potion - [|invisibility|ingested poison|strength|acid 2d4 damange] Dragon Scale charm, +1 vs dragon magic or breath saves table: RegularUrchinJobs 2:Tour guide for [|murder hobos|merchants|migrants|students] 2:Runner for [|a gang|the city state|a guildsman|a noble] 2:Dirty job - [|chimney sweep|sewer cleaner|tannery] 2:Sweatshop job - [|wool mill|mine|dye factory|handy craft] Begging, have good spot and a deal with the beggars guild Crier, makes public announcements and spreads rumours Putting up graffiti advertising and political slander hoping to get into posters Church provides food if you prey to their god and help make cheap jewelery for tourists 2:Selling crap on street - [|matches|flowers|dead rats|drugs] Working in alchemical factory handling poison and dangerous materials Favours for creepy old people Torch bearer for [when]{1d6}>1[do]night travellers[else]murder hobos in dungeon[end] table: SpecificUrchins King Billy A cheeky fat shaven headed pug faced urchin who hopes to be a mob kingpin. Lars Krinkle Likes to draw funny caricatures of rich on walls 100gp reward out for him. Molly Larson Sell matches and candles on street and is watched over by assassins guild. Dennis Mannerson A cheeky mischievous prankster and a werewolf sometimes. Golden Gunter Very handsome and has job offers for a bath house attendant. Shanky McStabface Loves his knife and is always keen to threaten or stab anything. Suzy Dumple Works in sweatshops and factories and dreams of finding kin in the country. Black Billy Works as a chimney sweep and is always filthy and caughing. Polly Cares for the blind pit ponies in the tunnels and mines under the city. Eliza Hobbles about in crutches begging at night she sleeps with her friends the rats. Meatspider A crazy kid with funny eyes and he knows a mischievous cantrip spell. Mandy Has a facial deformity making her grin no matter how awful her life is. Ten Tonne Tony A fatty who works as a bakers boy and gets to eat the garbage. Tina Stands crying mostly but dreams she is a lost snail princess. Big Willy is a bully who robs other urchins and has a pet bull terrier named Sweet Pea. Corey A cool troublemaker who likes the ladies, heists and hash. Rory Works in a brewery and can eat all the vat yeast slops and beer he can drink. Habbo A nasty sadist with a hat and cane who claims to be noble ruler of urchins. Saba Came off a sailing ship one day and hopes to return to his home Monster Island. Latoya Sings for her supper and restaurants feed her leftovers, she always has a flower. Beano Gutbust Likes to fart and often clears crowds or acts as a distraction for gangs. Harace Horseface Mucks out stables and dreams of being a jokey so he starves himself. Tabitha Trundle A witch and older than she looks, she curses and kills in secret. Danny Muckfoot Likes pranks and heists with his dog Grumble (actually an Imp). Shelly Collects shells which she sells to ladies and wizards and she wants a shop. Bluey Barnes A tough tyke with a pet huge streetcat named Boston that kills dogs. Sharky A spikey haired thug who likes fights and biting off ears. Golgo Has just come back from being pole bearer for murder hobos with wild stories. Gemima Was kidnapped and her nice clothes stolen and cant get home to Richtown. Varney Likes to tells scary stories to urchins, sleeps in graveyard with holy symbol. Globby A fishy faced urchin who swims well and gets free fish from the Squid cult. Belinda Sells flours and does well and likes to help other urchins who protect her. Zippy An ugly but agile boy who hopes to gets into a carnival but is wanted for stealing. Trevor Box Ears parents are prostitutes and he wanders streets beating smaller urchins. Fanny Sells seagull eggs in street and gang pay her to watch places. Buzby Has a knack of finding beehives in city and has stings and sticky stains all over. Penny Sells matches and works in factory, fingers turning green and she glows by night. Gobbo A keen pick pocket and shows of his stab wound to anyone curious. Lorna Sits about fountains looking sad and painters pay her to make artworks of her. Donna With her huge feral cat, steals food and mostly gets away with it, cat has killed people. Gordon With his huge pet spider performs tricks and catch rats together. Vorga A waggon nomad girl and reputed to tell fortunes for cash or make poison. Squddy A mutant boy with tentacle arms, he hides them mostly and is well liked. Petunia Smells of fish and is a bit green but the dock workers give her fish and coins. Randy A goat thief and has a 12gp reward on his capture, goats just love him. Cindy Sits quiet and sad but actually works as observer for the secret police. Fatty Likes to rob urchins food and taxes local kids for shares of their dinner. Olga A strong girl who beats up urchins who don't respect her. Vanessa Lures other urchins to skinners who rob and strip them of everything. Audin Keeps hanging around bards and has started working as a crier. Durben Has a big club and is an urchin beserker who has killed several drunks. Fatima Works with a drug cartel as delivery girl and has gotten many urchins hooked. Sasha Has a pet fox and they have a good lair and bins to eat from. Zinda Things murder hobos are good targets to rip off and offers to serve them. Gilroy Likes to break into churches and shit on altars and has a few curses on him. Tucker Optimist who sees best in everything, he is seriously in denial about everything. Vinny Sucks up to gangs and thinks he has influence, hires bully urchins as bodyguard. Jackie Jones A sassy second story thief who works with older gang members. Vickie A shambles in shock but used to be a maid till demons ate her boss. Porcus A greedy fat bully and is really a young devil swine without charm powers yet. Paula Has worked on ships dressed as a boy and she has a falshion sword. Barry Likes to sing for money and believes the star people will take him to paradise. Penelope Came from a good family but was kidnapped by old creep who still stalks her. Dandy Mike has a magic monocle and a hat and cane and claims to be secretly noble. Velma Can see ghosts and is constantly moving on and feels cursed. Viryana Hears angels talking to her and is always getting into terrible situations. Goda Moong Comes from far off land where humans enslaved by apes he claims. Glendas Family died in a fire and anyone who crosses her seems to die by fire. Zithras Zorn A swashbuckling pirate boy enjoying the city sights and loot. Ganny Minge Has a knack for finding lost coins and pays other urchins to help him. Signy Escaped slavery from north and is very strong willed and tough as nails. Sundra Actually in a cult and lures other urchins to be kidnapped and sacrificed. Tolby Works for city urchin catchers and warns friends and reports enemies. Brianna Lovely and many local people feed and watch her and employ her. Flash The fastest runner and increasingly uses rooftops to get around. Zanny Barg Can quickdraw a knife like nobody and is getting work for his knife skills. Plebus A son of a gang boss and uses this to intimidate and steal. Virago Actually a sea spirit in human form looking for true love on the surface world. Glorgy Cole Actually a halfling faking being an urchin to help his crimes. Muzurzgy The dwarf is a downy faced dwarf kid born in slavery and ignorant of dwarf life. Chana An exotic foreign girl who has been working as a servant to merchants more. Reznap A filthy bard wannabe who relies on cocksure arrogance more than skill. Philby Likes to smoke and spends all day looking for semi used tabbacco and cigar stubs. Manny A squealing gossiper who sells information to gangs, he cant keep secrets. Simon Deeply religious and preys for hours for everything to get better. Johan Crieg From the continent always talks about how ghettos back home were better. Filby Oakley Has become a blackmailer accusing newcomers of abusing him for cash. Portia Gathers cloth scraps and makes clothes for her urchin friends who look out for her. Pandra A shape shifting ogre wizard hag who likes like life as an urchin in city. Viriam Has been blessed by gods and those who try to harm her are struck with curses. Puddool A catfishman warlock who has changed to urchin form to study humans. Birelda Was a noble but poisoned her family and fled, she now sells apples. Vilby A mutant who hides is second stupid head under his clothes. Noname Covered in whip scars and never speaks but is a helpful friend. Zord Fancies himself as a dashing thief and is obsessed with getting ladies kisses. Braznap Wants to be a murder hobo, has own pole and a hatchet he stole. Torkan A barbarian boy and his superiour leaping and survival skills have been an asset. Sonja A scrappy red head who wants to be a warrior woman and not a slave. Conner Was working for murder hobos and drank an immortality potion, he is an old urchin. Anastasia The blind goose girl with her seven geese (actually gold dragons). FILENAME: EMO_OSR_BlasphemousBooks.ipt Header: Blasphemous Books of the Black Library Near Shadelport are several unlawful schools for illegal wizards, but the Black School is the most fearsome. Students sell their souls and perform vile acts to pay for tuition. Demonic lecturers are unseen. Horrid hands reach from secret panels and give students assignments and books to read. At night the students are in absolute darkness and demons grope and beat them or whisper special assignments. Many books from the forbidden library go missing and many find their way to occult booksellers and dungeon treasures. They are risky but wizards know the risk may be worth it. If a book contains Secret Lore, it can be discovered by reading the book through (3d6 hours) followed by a successful INT roll from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/d100-blasphemous-books-of-black-library.html
use: common/nbos/Tools.ipt table: MakeABook ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Title[@BlasphemousBooks]& Binding[@BookBinding]& Decor[@BookDecor]& Defense[@BookDefenses]& Creepy Features[@BookCreepyFeatures]& Secret Lore[@SecretLoreWithin]&
table: BookBinding 3:Cow leather 3:Pig skin 2:Reptile leather Fish skin Metal Human skin Orc skin Elf skin Demon skin Devil skin Monster hide Dragon hide table: BookDecor Intricate patterns on cover Face stamped in cover Woodblock printed with illustrations Full of margin notes and diagrams by past reader Fanciful borders and ornaments throughout Gold leaf titles and capitals throughout book Monster face or body part worked into cover Set with silver and gold and semiprecious stones Hand Illuminated text with illustrations Splattered with demon or devil blood Battered, burned, crumbling and fading yet endures Highly illustrated with many diagrams 3:None - plain cover, interior completely innocuous table: BookDefenses Locked clasp. Locked clasp with poison needle. Poison ink, save every session reading. Hallucinogenic ink, save every session reading. Explosive runes. Holder develops irrational love for the book (save vs charm). Holder develops insanity from reading book (save vs charm). Book is cursed (save vs spell). Book has greater curse (save vs spell) will affect descendants. Book alters readers alignment (save vs spell). Book turns reader into monster (save vs spell). [@BookGuardians] None, read at your leisure. table: BookGuardians Gate opens every night releasing a gremlin. Invisible imp or quasit lives in the book. Lesser demon or devil lives in book. Major demon or devil lives in book. A haunt, phantom or shadow lives in the book. A ghost, spectre or wraith lives in the book. Book has protection from good and acts as holy un symbol. A horde of humanoids are trapped inside awaiting release. A monster is contained in the book (sphynx, troll, giant, etc). A dragon lives in the book. Unique demon or devil can see anything near the book or detect book being harmed. Book's previous owner bound to book tries to possess reader. table: BookCreepyFeatures Has a picture of everyone who ever read it inside including you. Terrible sense you have read this book before but forgot it. Book has family tree in back with your ancestors named. Scrawled message to future readers warning them of damnation. Portrait of current readers face on goats bottom. Name already written in book on list, other names crossed out. Start to have strange dreams every night after reading. Small animals shun you after reading. Grass, flowers and small plants die on contact with reader. Strange voices call out to reader from the darkness. Sometimes reader sees strange shadowy forms stalk them. A demon or devil in human form tries to buy soul of reader (keeps trying). Nothing, it's fine. table: SecretLoreWithin 2:Research for a spell Location of relic Truename of planar being 2:Location of a [|dungeon|ruin] 2:Recipe for a potion 2:Recipe for a magic item 2:Contains a {d6} level [|wizard|priest] scroll 2:Contains {d4} [|wizard|priest] scrolls of level {d3} 2:Description of a cult in great detail Description of a unique planar being Description of a unique magic location A possibly true prophecy seems to be due Nothing you didn't already know table: BlasphemousBooks Erotic Delights of Necromancy The Grave Cannot Stop Me My Love with an Incubus Buggerized by Frog Demons Concubines of the Witch King Charmed by Devil Swine Finding a Virgin in Shadelport Seven Unpopular Means of Life Extension I Lived with the Ghoul Kings Black Lotus Love Secrets Nine Weeks in the Demon Dungeon Grave Robbing a Beginners Guide Midnight Madness in the Mausoleum Vampires: the Forbidden Delights Dark Elf Ornaments From the Forbidden City Abominable Gods of the Monster Empire Slaves of the Necromancer Kings Against Life Against the Gods Seven Heavens of the Were Spiders Web Choir of the Eternal Night Stories From the Witches Sabbath Serpent Man Hybrids, How they are Made Dread Chaos Unleashed Succubi Sluts of the Abyss Moistened by the Slime gods Seed of the Devil Call of Eternal Darkness Defiling the Sanctity of Sainthood I Spit on Your Soul Base Desires of the Goat Folk Mushroom Gods of Goblinkind Black Blood of the Demon Reign Monoliths of the Toad Lord Worm God's Harvest Fangs of the Night Mother One Thousand Imps Plaything of the Nighthags Polymorphing Perversity Vol 9 Moans of the Night Demons Deflowered by Dark Elves Serpent Men Tore My Soul Ravished by Beastmen Slave Pits of the Monster Kings Concubines of the Death Lords Dungeon Fluids I Have Known Horned Demon Gods of The Underland Goat Lords of the Demon Wastes My Poisoned Lovers Gigantic Mushrooms in the Goblin Grotto Sex Secrets of the Dwarves Dark Secrets of the Rat Men Warrens Dark Wine of the Ebon Gardens Passions of Eternal Night Kidnapping for Profit or Pleasure Tentacles from the Well of Eternal Sorrow Devil Contracts and how to Escape Them Million Chittering Voices of the Void Domination, Subordination and Charm Spells Flesh for the Meat God, Wanderings of Xor Probing the Orifice of Eternal Evil Ship of Fools Sails the Undersea Tavern of the Damned, places of Respite in Hell The Nightmare Kingdom, Seizing your Domain Carnal Secrets of the Netherworld Raising Your Demon Child The Rancid Meat Sceptre of the Beast Blood and Sorrow, the Warlock's Lament A Complete Guide to Cannibalism for the Novice Piercing the Heart of the Ice Princess Forbidden Alchemy Germination of Monsters in Apparatus Damned Artifacts of the Monster King's Age Forgotten Terrors of the Dawn Age Fingers of the Devil Await the Wicked Ghost Towers of the Hell Wizards Six Fingers for Seven Holes Mirror of Delusion and the Souls of the Damned Bright for the Lich King Blood & Souls for Arioch Tears of Pain for the Forbidden Prince Perfume of the Demon Lust Garden Pentacles and Cups for the Lords of Hell Students and Secrets of the Black Library Secret Stench Pits of the Undercity Madness of the Red Queen Impaled Flesh Puppets of the Hell Gardens Ruins and Forbidden Place of Lost Lore Wedding Feast of the Corpse King Crown of the blood lords thrice cursed One Thousand Nights in the Tentacle Chamber Forgotten Places in the Celestial Spheres Anatomy and Vivisection of Angels Chants and Recipes of the Mad Monks Pursuit of the Night Kings Bride Across the Moon Kingdom by Dream Ship Knowledge Gleaned Drinking With Demons Unicorn Recipes and Uses of Alicorn Devil Whales of the Depths Grooms of the Goat Queen Phlegm Pits of the Undergarden Unholy Unions of Evil and their Treasures FILENAME: EMO_OSR_MagicGoats.ipt Header: Kids of Nanny Binx for GoatQuest Next time your game needs more goats your GoatMaster can use these tables. You've probably been worrying about the lack of goats in your games but now with games like GoatQuest, Goats and Grottoes, Dungeon Goat and other new games you can now relax. Possibly need to do goats as a BX character class or use this to create goats for a one of con game. A goat lore skill will help you unravel local goat secrets. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/d100-kids-of-nanny-binx-for-goatquest.html elfmaidsandoctopi.blogspot.com/2016/09/more-important-goat-secrets-and-chaos.html
prompt: Show me: {Specific Magic Goats|About Magic Goats|Goat Trading Partners And Allies|Goat Community Tech Level|Goat Types|Goat Decor|Typical Goat Powers|Goat Quests|Signs Of Magic Goats} Specific Magic Goats table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}& {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: AboutMagicGoats [#{rep} AboutMagicGoats2] table: AboutMagicGoats2 1:Nanny Binx wanders the multiverse leaving intelligent magic goats behind. Possibly she made other animals intelligent too and organised them into an anti chaos earth cult. Her descendants are not as powerful but still carry on her good work. She has tried to influence goatmen and weregoats into worshiping nature but this project is more difficult. Possibly her atheism gets in the way but earth goddesses appreciate the mana she has earned them, which helps keep chaos at bay. & Nanny Binx is in the Petty Gods tome but here is my early draft: & & elfmaidsandoctopi.blogspot.com.au/2013/04/petty-gods-stuff-nanny-binx-and-behni.html & & You must get this book anyway: & & www.rpgnow.com/product/149434/Petty-Gods-Revised--Expanded-Edition & & I hope we get more OSR books like this, or has everyone gone pro now? & When you consider that goats in preindustrial settings were as common as humans, you will have to start adding goat kingdoms and territories to your setting maps. 1:Typical magic goat & AC+3 HD 2 Att 1 d6 butt MOV 16" & Goats can climb like a thief and will climb sheer cliffs, tightropes, stand on a pole, rooftops or trees, by rolling 16 or less on a d20. & On a natural 20 they butt over opponents, they can do this if surprising anyone bent over. & Magic Goats have d4+1 other skill or lore fields of expertise. & All Magic Goats speak Common. 1:Goats are not all just kindly, wise and good. Some bad goats are tainted by evil. Chaos goats mostly worship chaos, like demons, because nobody else wants them once carrying the taint. Mutated goats are beyond redemption even if they seem ok. & For information on Chaos Goats, see EMO_OSR_ChaosGoats.ipt. 1:Related goat-like creatures come in many forms: & Goatmen, satyrs, goat centaurs and goat spirits have good versions. Good spirits can purify food and water instead and protect good farmers who are kind to goats. Farmers who like them make corn goats from bundles of wheat. Mutants might be unhappy with lot and not so evil but physically tainted and shunned by good goats and gods. Good cults dont let mutants enter holy ground. & Fire Goats are but one element, air goats can walk on air and carry witches to sabbats, earth goats can burrow at 3" and steal food stores, water goats can swim freely in water and can turn rear ends into fish tails, they like to drown kids. Elementals can be various alignments but the nicer ones mostly stay home and dont bother people. Good or neutral ones could be commanded to do evil. Colour hue best way to tell apart as evil ones darker or tainted by shadows. Greater elemental goats have more HD and can create elemental walls and fire elemental bolts. Quazi elements like ice, lightening, crystal, lava and fog might have goats too. All elemental goats explode on death and their effects don't harm their own kind. Elementals resist the element of their own type and dislike other elements. & Non magic satyrs are fauns, they are a bit nicer than satyrs and less likely to rape you. Fauns might just take you home for tea and want to play checkers or go on about their families. As fauns don't have powers they rely on being chatty even evil ones. Wicked fauns are sadists. table: GoatTypes Toggenburg - black or grey and white with toggles on neck Anglo Nubian - various colours rounded nose Angora (more like sheep sorry) or Cashmere British Alpine - black and white Golden Guernsey - gold and wooly Dutch Landrace - black and white, long haired, norse and irish versions too Saanen - white Black Bengal - black muscular Booted Goat - shaggy red and black hair Barbari - white with brown spots Boer - big meat goats brown and white Kalihari Red - large red table: GoatDecor Leather collar Horns removed Old hat Floral garlands Macrame decor with small brass bells Leather collar with large bell Carry bags Scarf Blanket coat Ribbons Dyed strange coloured fur Mystical tattoos table: TypicalGoatPowers Speak to any species Level {d6} Druid Level {d6} Priest Level {d6} Wizard Level {d6} Sorcerer Only harmed by magic weapons Can sense chaos and evil Self reincarnation - if killed is reborn within 24 hours Magic horns +1d3 to hit and damage roll once {1d4} Extra HD Always has d3+2 healthy kids each birth (nanny goats only) Healing milk two d8 doses every dawn and dusk (nanny goats only) table: GoatQuests Investigating local petty crime like theft Spreading warnings to animals about chaos cults Seeking predator stealing farm animal children like fox or wolf Investigating animal abusers or cattle mutilators Bored and looking for adventure Seeking missing human child Seeking missing farm animal Seeking a bad farmer who fled his crime scene Helping animals revolt against wicked farmer Seeking other magic goats or animals On quest to enhance magic powers Investigating animal sacrifices of chaos cult table: SignsOfMagicGoats Dead burned troll by local bridge with goat hoof prints as if they danced on corpse Burned building with charred corpses holding curved weird knives inside Animals all watching visitors as if spying on them Farmer with head stuck in gate swearing about how was this possible Funeral for farmer who fell off cliff somehow Homeless ex farmer begging by road with charred stumps instead of hands House covered in animal shit, every beast in area shits here Wolf carcass hanging from tree with innards dragging on ground Stomped flattened fox covered in hoof prints Animals in barn bleating, stop and silently stare if human looks Corn goats and goat decor and jewelry very very common in area, possibly vegetarians Gang of goats by roadside look at visitors evaluating them table: GoatCommunityTechLevel Nomadic and prefer cliffs for shelters otherwise bushes and bent over trees. Cave goats live in cliff or hill cave shelter, most not very deep and goats don't go too far. Tree goats have inhabited cluster of thickly branched trees they all roost and play in. Shelter in human ruins - [|house|great wall|church|crypt or tomb]. Live among humans with shepherd, provides shelter and protection. Humans think they are boss. Have convinced gnomes or other race to build shelters and a well. Have convinced gnomes to build tiny adorable goat cottages and goats can crank a water pump. Goat village with fields tended by [|other animals|human hirelings]. Crudely cobbled goat town with specialist goats and many other animals and races as specialists. Stone wall around a goat fort house where goats in armour parade, while non-goats are peasants. Goat village protected by fairy illusion with fey races and talking trees as part of the community. Crazy advanced. Marble goat citadel on a difficult-to-access [|peak|rock|giant tree]. Here, humanoid golems and unseen spectral beings serve the goats advanced magical civilization. Goats have their own written language of little hoof stamps and libraries of books that taste bad. Fey shapeshifter goat changelings are common part of the community. Goat knights often have magic skull caps and armour. Occasionally a god or fairy lord comes to visit them. They have waged war with trolls since the dawn age and have deep cosmic wisdom. table: GoatTradingPartnersAndAllies Dwarves are good for tools and metalwork and goats like to carry stuff up 60 degree slopes. Elves make nice parties and have lots of faerie friends and goats are the life of the party. Animals especially magic talking ones but less so the meat eating ones. Humans have hands and can do stuff goats cant and are cheap, goats provide dairy products. Halflings and goats get on famously and halflings can ride goats, hobbits love cheese. Beast Men can be useful allies but the chaos tainted ones or slaes of wizards are best avoided. Gnomes and goats are best friends and goats are the proffered mounts of goats. Fauns are common allies and kin, always happy to help goats and live with them as equals. Goat centaurs are like centaurs but with goats and have a goat head they are powerful spell users. Goblins are grubby creeps but they have many tasty trade goods and skills and goblins like milk. Sylvan magical beings like goats and trade wine for milk, like dryads, treefolk, satyrs. centaurs. Evils, goats dislike being slaves and goat eaters but might deal with devils or non chaotic orcs. table: SpecificMagicGoats Mr Winky the Magic Goat Wears a peaked wizard hat and glasses. He usually has a pet charmed monkey to open books for him. Teaches commoners wizardry for free. Nanny Zandra An excellent dancer and entertainer who keeps a human dupe to collect money for her. Shes spends this to care for old and lame animals. Gordon the Golden Prince The prince of goats is handsome and golden furred. He fights monsters with his enhanced horns and HD. He likes to fight trolls and goblins most. Mimsy the Ghost Buttster Can see and butt invisible spirits and drives away ghosts. She can even butt a spirit possessing a person out if she surprises them and butts them from behind. Billy Grumbleduke A fierce fighter of chaos and cattle thieves and wolves. He allows short persons to ride him as a mount as long as they don't try to guide hid direction. Penny Zephyrtrot An attractive nanny who moves nimbly and is faster than a racehorse. Conrad Roofssquatter Likes to dwell on rooftops to keep safe and see enemies coming. In cities he gets excited and runs about on rooftops for hours where he is uncatchable. Polly Pennydrop Casts illusionary coins to trick victims into bending over for a laugh. She also is skilled at eating shreds of fabric off peoples posteriors. Gobredrikah the Druid Goat Has a long beard and uses spells to sprout trees and tasty plants on roadsides. He likes to ride in the branches of tree folk and hops among the treetops. Cassy Doublecream Makes the most delicious milk that fattens babies and makes magic nutritious long life cheese rations. She has luscious white glistening fur and has many protectors who she fattened as babies. Terraks the War Goat Likes to wear armour and ha served as a mount for many smaller races. He regenerates wounds 1HP/round and goes berserk in negative HP. Ms Prissy Wears a floral hat and likes to smoke long clay pipes. She can cast cleric spells and turn undead too. Machan the Mystic A Goat sorcerer who can turn into a satyr or human at will. He has several identities he uses to learn magical secrets and investigate evil plots in human or elf lands. Sonya the Ruby Goat A brilliant evaluator of gems, jewelry and psescios metal. She claims she is an evaluator of fine wine but really is a drunk who lies to get booze. Barney Gigglepox A brilliant goat comedian who can cast Natasha's Hideous Laughter three times a day. He shares material with bards in secret in return for beer and food. Corriana Pepperpot A connoisseur of fine food who travels swapping recipes and reviewing eateries which is hard for a goat pretending she cant talk so she often travels with a fat youth. Nobby Hornbutt A rascally goat who is surprisingly good at manipulating his horns even using them to pick locks, disarm traps and open secret doors. Cheryl the Peril A brave lady goat acrobat with many incredible stunt skills. She uses them to lure chaos into deathtraps and ambushes and even likes living in dungeons or helping farmers trap wolves. Mr Zippedy Likes to bounce about crazily and bowl people over. He is quite sneaky and a master of surprise who can butt targets like a thief backstab skill. Lady Moonhorn Mistress of the night hunts evil by moonlight and is immune to energy drain attacks and paralasys. She hates ghouls and wights most and her horns are silver plated. Mr Cloppetey Can run up any surface like spider climb spell and is immune to web effects. He hates giant spiders and is dedicated to squishing them all. Zrilla the Prophet Goat Can answer three yes or no questions a day and can contact other planes once a week. She helps investigators of evil. Shaggy the Wonder Goat A greedy, cowardly slacker but he still is awesome at hunting evil. He usually dupes some youths into helping them and occasionally is briefly heroic enough to save them or find clues. Lady Penelope A sophisticated goat of great charm who likes to eat paintings, scrolls of poetry and expensive instruments. She is a wonder at finding lost treasure and employs a butler to help her and save her when in trouble. She like to spy on people too. Kazzrah the Khaos Killer is a might goat as big as a pony who gets additional two hoof attacks per round and han hir targets requiring magic. He has a permanent protection from chaos spell and can smell chaos tainted beings and objects. He lacks subtlety of his magic siblings. Shepizah the Glamour Goat Likes to wear jewelry and make up and fakes exotic foriegn objects. She can use a body ow water as a crystal ball three times a week to help her solve mysteries. Jason the Great Goat Beloved by the gods and he is often aided by them whenever he becomes despondent about his quests failing. At least once a day a god will get him out of a jam or assist him. He often companies young heroes to teach them adventuring. Pamela the Mystery Goat A super sleuth who can follow trains, scents and can detect evil. She often helps local law officers solve crimes and lets them take the credit. Hobo the Wanderer Likes to wander the world helping people solve problems then moving on. He is surprisingly good at finding the needy and carrying wounded, administering basic first aid and making traps and snares with rope using his hoofs and mouth. Lucy the Diamond Goat Hates evil wizards and can fire two 1d6+1 magic missiles from her magic udder per round. She often in disguise as a normal goat infiltrates wizard households and has butted several wizards off tower tops or into fire pits. She is immune to magic spell damage and dragon breath. Clancy the Butt Master Lived with monks and now has an improved AC, HP, MOV and can make five d6 headbutts or kicks or hoof attacks per round. He is very humble and law abiding for a goat and knows hundreds of snappy but not very profound maxims. Cerilian the Spirit Goat Can enter a trance allowing her spirit to explore areas or enter dreams of others three times a day. She can also speak to dead once a week. Sam the Piebald A black and white furred red neckerchief wearing billygoat with the power to see through normal non magic walls and searches village housing for chaos cult objects. He then contrives a lynch mob to destroy the owners. He is very good at keeping his magic goat power secret. Corinda the Harmony Goat A mistress of spacial dynamics and by artisticly chewing on things can render an area sanctified or protected vs chaos for up to a month. Some dont appreciate her gnawings at first. Wis effort she can make dimensional membranes less fluid making plane travel and phazing more difficult in an area. Toby the Indestructible Has a bristly grey iron body and a +3 magic weapon is needed to hit him. He doesn't like rust monsters and always runs double speed away. Nanny Daphne Likes to wear and eat flowers and uses her druid spells to spread floral plants. Her spell effects always have floral side effects. She likes to decorate villages and move on. If she finds a chaos village she plants giant carnivorous plants instead. Bucky the Brave Loves exploring dungeons and he can knock down most reinforced doors half the time with one butt. He can knock down any humanoid with a roll of 16 or better in his attack roll and can knock giants down on a 19 or better. Nanny Phil Knows hundreds of stories and legends which adventurers might find handy. She knows dungeon locations, cult rumours and monster lair locations. She dislikes going on adventures but loves to hear about them. Vinny Shankhorn Has unusually sharp horns that act as +1 and do double damage. He is an expert on organised crime in rural and urban areas. Samantha Gobbleguts Can eat anything even cursed relics, evil gems, annoying intelligent swords, poison, green slime and even fire. Colby Blinkbutt Has the ability to blink in combat and almost always gets to hit a foe from behind. He can teleport with a whole party once a week to his secret island cave base. Cindy Queen of Goats Likes to wear a tiny crown and gold bell on her gold collar. She actually shits 1d100 coppers pieces 1d6 times a day but only if she is happy and content. Happy Gutglob A big fat billy who can bounce 3" up to four times a round or he can move full speed and make a 6" bounce. These bounces can go up or across and he can carry a normal person or two small passengers. Garry Plunket Goat Detective is very good at spotting clues, trails and detects lies three times a day. Once a day he can commune with the Archons of Law to ask a yes or no question. Tabitha Twitchtail Can never be surprised and detects secret doors and invisible things half the time. She is easily exited by her discoveries bleating and twitching her tail. Kane the Witch Hunting Goat Can smell magic or persons with spell abilities. He hates unlawful magic and likes to work with inquisitors and witch hunters. Gruff the Crime Goat (Kuseru Satsujin) Uses his incredible powers of deduction and trivia to solve mysteries. He likes to smoke a pipe and read but is always up for a mystery with his human helpers. Sofie the Wise Goat A knowledgable she goat who gives great personal advice about personal matters, especially effecting family and love. She occasionaly helps authorities solve a mystery or intervenes to help the innocent falsley acused. The Scape Goat (Kuseru Satsujin) Can eat curses and bad spells afflicting other persons freeing them of effects. He is immune to harmful magic effects and curses he eats but it takes him a round of nibbling to eat a magic effect. He can also eat harmful effects of sin which has similar effect to a priest confession helping a dying person reach a better afterlife. Crysophathia the She Goat Hates chaos and has improved HD and AC. Her udders can shoot two acid bolts per round inflicting 2d6 each or disolving metal bars or locks. Korby the Riding War Goat (Kuseru Satsujin) Is a huge goat who can carry an armoured knight or several dwarfs into battle. He has 4HD and does double damage with a charge. Nanny Phantasia the Illusionist Goat Tricks criminals and cultists into exposing themselves with her magic. She is an expert and casting without sound or gesture and keeps her identity as a magic goat secret. Byron the Billy Goat A meloncholic poet prone to tantrums and meloncholia, but he loves the ladies and writing poems. He can use bardic abilities which sound just like bleating to humans but are still effective. Despite his deplorable side he is a clever mystery solver due to his experience and obscure knowledge. He has had his poems published in common under a fake naame. Nanny Cassandra A cunning spy and has killed many cultists by aranging accidents. She often uses other animals to assist so many involve cultists being run over or ropes being gnawed through or burning branches being dropped on thatch roofs. She is quite ruthless and moves from town to town judging and killing cultsists. Gimpy A small, limping billy goat but he is cunning and a natural sorcerer. He is a bit of a drug addict and gnaws drug crops and eats mushrooms. He likes to hold portals then uses spells to burn houses of cultists. He often is acompanied by normal goats as billy goat body guards. Nanny Miranda A sophisticated goat who likes to smoke cigars and drink fine brandy. She has exacting knowledge of the vice dens of the rich and tries to steer investigations to them or at least the local pub. She is quite the scapper and gets two extra hoof attacks and wears a bowler hat. Godfrey the Gladiator Goat Wears bronze armour and earned his freedom. He owns several humans who dress him and cover for him when on missions not apropriate for a heavily armoured goat. He has double HD and his suit gives him magic +2 to hit. He is fearless and immune to flame when dressed. Nanny Cordelia Likes the fine things in life like being fed grapes on a sofa in a palace. She blatantly displays intelligence to get adopted by the rich as a curiosity then makes herself indispensable even without talking. She often helps slaves and will direct them with speech to aid her investigations. Max the Magnificent A handsome goat with big horns and an ornate collar. He infiltrates bandit camps then reveals their secrets by sending notes via pigeon using a spell cantrip to write by dictation. His fatal weakness is vanity and he loves being winner of country handsome goat contests. Shorna the Nannygoat Likes to educate human children in secret to be kind farmers as she thinks this the best way to fight cruelty and cults. She even turns up at orphanages and educates whole gangs of urchins in secret. The urchins also act as her spies and she enacts terrible vengeance with her cleric spells on evil cults, especially ones that prey on children. Kaleb the Ice Goat Friend of frost and snow is a shaggy long haired angora goat who specializes in cold related spells. He is immune to cold and has frozen cultests then shattered their bodies like glass by dancing on them. He even speaks to wind spirits who act as his spies and even carry him to far off lands. He doesn't like being domesticated but needs a haircut and hoof trim occasionally. Petra the Explorer Carries a backpack and leads expeditions of human youths she has saved from sacrifice to explore ruins. She often recruits a band of murder hobos to act as monster killers if danger is about. She can spot traps and secret doors and advise her humans how to open them. Jimmy Black Buck A were human able to adopt human form occasionaly and under the full moon. When human foes need silver or +1 weapon to harm him. He can resist his human urges and even has human followers to carry clothes for him. As a human he is an expert thief. Penny A Nanny with many mentalist spells like divination and ESP who can track a cultist down with ease. She even charms them and makes them betray their cults and turn themselves in to authorities. Old Pete A veteran goat wizard who has several human apprentices with him. He is crotchety but fair. Several of his apprentices have gone on to become teachers and he stays with them when travelling. He likes to plant trap spells on cultist implements and altars and kill them off one by one with evidence in hand. He likes to smoke and eat cream buns even though neither are good for him. Donna the Wise A far thinking nanny who offers her engineering advice to aid villagers with windmills, dams, waterwheels and defenses. Her followers have been know to set up siege weapons as traps to kill monsters. Clarence the Reading Goat loves books but now he needs glasses which his human followers help him with. He encourages literacy programs and tries to disencourage cult activity. He offers a curriculum of classics to inspire heroism and virtue. He tries to help villagers overcome problems that drive them to desperately seek out cults. Many libraries admit him even though he eats the odd scroll absent mindedly (only ones with poor grammar and spelling). Coriander the Sea goat can turn into a fish from the waste down at will and specializes in sea mysteries. Many sailors have been saved by her and trust her. She infiltrates ship crews to find evil fish men or kraken cults. Luke the Unstoppable Can shoot a d6+1 magic missile every round and can fly magically. He uses these powers to fight aerial monsters and track flying witch cults and even infiltrate them. Once he knows their habits he sends a message to inquisitors who mop up for him. He often is accompanied by young clerics in disguise on secret missions for the church. Miss Tawny Can summon and bind earth elementals which she keeps in the bell on her collar. She uses them to improve the land around villages in secret and to battle demons. Tanner A rascally billy goat who loves adventures and dungeons. He happily carries backpacks and is brave enough to fight a goblin or a wolf. Fortunately he is cleric and can heal wounds and turn undead. His collar has a holy symbol. He has saved whole parties of heroes who will come if he call for them by post. Cora the Malcontent Nanny Encourages free thought and ideas while trampling heresy and cult ideas. Her gang of youthful sidekicks stalk and beat cultists and robbing them for money. Her gang love to hear her tales of morality around the campfire at night. Barry A big jolly goat who tells crude jokes and farts often. He likes to eat things he shouldn't but is an avid chaos cult hunter. He protects goat kin first but will look after kindly goat herders and farmers. He can turn invisible at will which helps him spy and fight but occasionally his flatulence betrays him. Katie the Vigilant Uses her communication skills to establish spy networks of birds to find cultists. She uses talking ravens to inform authorities and keep her anonymity. She thinks humans are flawed unlike goats. Sprinkles the Bro Goat, Everybody's friend, a top guy whos has supergoat sharisma, roguish charm and wit. He likes to move around so as to not overshadowing everyone. He loves the ladies of course but he enjoys spending time with gangs of manly murder hobos. He rolls two lots of dice for everything and he picks the best set for the result he wants. He serves the cosmic balance and fights for the gods of fate. Nanny Clover Likes to use her human and animal followers to foil political corruption especially as a tool to find and secretly murder cultists. Her personal gang wars with secret societies has destroyed many towns in her purging. Some mistake her gang for a murder cult for some reason. Solar the Sun Goat, Claims to be son of the sun god in is youthful form as love god. He has a high charisma but has decadant dandy aristorat tastes. He is decadant but can fire two light ray once per round from his horns that inflicts 3d6 vs chaotic evil, 2d6 vs evil and 1d6 vs everything else. He doesnt like physichal contact with humans but tolerates. Diana the She Goat A swashbuckling wild forest goat who fights bandits, trolls, wicked hunters, or poachers on sacred hunting reserves. Chaos monsters and wicked goat men and were goats she might try to save them and redeem their taint, but if they dont follow through she kills them. She has double HD, bettar AC and MOV and does double damage. Barney the Good Goat A wholesome sailntly goat with a stragley drown beard anf fur. He preaches love and understanding and can call a 3d6 fire or lightning bolt from the sky if outdoors at unrepentant sinners. Barney has to move around becaus his sainthood cult is threateneing to the echlisiarchy and nobility. Virtual A strange other world goat. He can walk through walls, move with blink of thought, and sometimes his form becomes lower resolution. He has multiple d6 lives which replace his corpse one round after dying. he doesnt talk he just says "denial of services attack". He possibly fights evil and is very attracted to butting zombies for double damage. but mostly runs about aimlessly butting things. Zachiaria A grey hoat with longer black hair. He has awesome tatoos that store spells which he absorbs when cast at him. He can store 12 levels of spells and if he can absorb it it wont effect him. Keziah the Strange Uses Tantric Goblin Shamanism and has drained all the local goblin shaman of her spells. At any time she has 2d6 first level spells, 2d4 second level spells and a d4 third level spells. At peak power she glows and floats over the ground, she walks like a mortal. If the ever fills up her power to maximum role able capacity she evolves to being a petty god. She is mostly nightmarish making some doubt her goodness. The Hypno-Goat Believed to be the squicky offspring of Nanny Binx's dalliance with an alien creature who has developed a hypnotic gaze. All Hail the Hypno-Goat (Kuseru Satsujin). Agrimi the Leaper A nanny goat who can leap vast distances (somewhere between 2 and 200 miles, or as far as the horizon can be seen from it's current vantage point) in a single bound. While Agrimi can carry a single rider on these leaps, she rarely consents to do so (Kuseru Satsujin). Martin the Clever Goat wears glasses and a tie and sometimes a scholars mortarboard. He loves to tell people what they did after the fact and "I told you so". He can offer good advice and is a wizard. He even went to wizard school. He likes dungeon adventures because he gets to be clover lots. Angora the Explorer A cartographic traveler whose travels are displayed as map on her wool. This wool is periodically discarded whole, providing a fairly accurate regional map (Kuseru Satsujin). Corey the Star Player Goat A fantastic athlete and had double HD, better AC and does double damage. He likes to train goats and villagers to resist chaos and knows a wide arracy of military drills and training techniques. Once the locals have improved he moves on. he has been a sergeant in several militias. He also teaches wonderful sport to improve society. Bagot the Postal Carrier A wandering nanny goat who delights in delivering mail and packages between distant locations. She has an unerring sense of direction when it comes to deliveries and ask only for small coinage in exchange (Kuseru Satsujin). Rainbow the Spectral Goat Can change his dimensional frequency and gender at will. The goat passes through walls and teleports anywhere within sight. It can turn human for one hour a day It shoots prismatic rays of different types once a round and can plane shift or time travel a whole party once per week. Has enigmatic purpose. Zaron the Unigoat Has a mighty d10 damage unicorn horn that can cast heal and purify food and water three times a day. He says unicorns copied him. Sometime Zaron appears as a nannygoat and claims to be his own sister. You never see them together at parties. Trolgo the Goat-Troll A huge regenerating goat monster hybrid. Has double HD and damage Goat who regenerates 3HP per round. She is not bright but means well and is smart enough to subordinates herself to one of her sisters mostly. Two Headed Pete Twins. Two front halves joined at the waist. Where Pete poops nobody can figure out. Has two butt attacks and each has a separate spell casting class. Hard to surprise and can run forwards or backward the same. Nanny Sleepy Time the Sandman's Goat At night can enter your dreams and look for evidence of cultists to try and redeem with nightmares. Can cast Sleep once every ten minutes, Stomps on the skulls of enemies with her hooves with two extra d6 attacks. Corben the Big Buck Has double HD and Damage and can carry loads and even an unarmored person as a mount. His horns are +2 magic. He likes to work with Chaos killers and quickly his abilities are realized. he gets bored in peacetime and wanders off to the eternal frontier if peace breaks out. Sheila the Unreal A wizard nanny illusionist who uses illusions to fake the supernatural. These illusions draw out evil and leave them exposed and easy to kill. She has a die hard gang of teenage followers to help her faux mystery solving antics. Big Kev the Bold Billy A huge wargoat as big as a knights horse who loves battle. He has Double HD and damage and has two d6 hoof attacks. He wears chain or plate or leather barding depending on his mission and even silver or cold iron skull caps to battle certain monsters. Big Kev likes to carry knights or several smaller unarmoured persons into battle. He laughs loudly and likes beer. Nanny Petunia Likes to find and raise baby monsters and humanoids to be good and upstanding creatures opposed to Chaos. Chaos cults hate her so she often hires murder hobos to protect her children. FILENAME: EMO_OSR_ChaosGoats.ipt Header: Chaos Goats Chaos goats are roaming the country side, ruining fences, turning milk sour, bleating at night and leading demonic rites. Killing a chaos goat earns you fame and fortune. Why are you not already after them? from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/11/d100-chaos-goats.html elfmaidsandoctopi.blogspot.com/2016/09/more-important-goat-secrets-and-chaos.html
prompt: Show me: {Pregenerated Chaos Goats|Create a Chaos Goat|Standard Chaos Goat Creatures|Why Are There Chaos Goats About|Signs of Chaos Goats|Chaos Goat Schemes|More About Chaos Goats|Recent Dastardly Deeds|Chaos Goat Missions|Magical Dung|Extra Chaos Goat Powers|Chaos Goat Followers} Pregenerated Chaos Goats table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}& {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& {fCnt==1}[@GetPlurals with fCnt]& [@{choice}] table: CreateAChaosGoat
& Size[@GoatSize]& Stats{stats}& Mission[@ChaosGoatMissions]& Recent Deed[@RecentDastardlyDeeds]& Magic Dung[@MagicalDung]& {fllw==0}[@{hd} CalcFollowers with fllw]& Followers[@GetFollowers]&
table: CalcFollowers {{$1}=={$1}+{1d2-1}} table: MoreAboutChaosGoats [when]{rep}=1[do]& Typically a goat menaces one village or rural region often being named after it, like "The Talmford Tentacled Chaos Goat" or "The Morris Scorpion Goat". Chaos goats showing up in every village of the area might be a good campagn hook; the goats can get stronger and characters can boast about being the Slayers of the Owl-Goat of Samly Green.\n& \n&
& Typical GoatAC17 HD1 Att 1 Butt d6& Large BillygoatAC6 HD2 Att 1 Butt 2d4& Giant GoatAC15 HD 4 Att butt 2D6 and 2x d6 hooves& Behemoth GoatAC14 HD 8 Att butt 3D6 and 2x d8 hooves& Titan GoatAC 20 HD 18 Att butt 4d6 and 2x 2d6 hooves&
& \n& Magic goats generally can cast 1 zero level cantrip per level. Chaos goats like nasty ones for tricks\n& \n& It's really about making chaos goats a relative challenge for your party of any level\n& \n& Named goats are on their way to becoming demons.\n& \n& You could mix goats to create improved chaos goats or roll extra powers on bigger ones.\n& \n& Chaos Billy Goats tend to be into hunting victims and being terrotorial. A Chaos Doe or Nanny is more interested in reproducing from a lair.\n& \n& Chaos goats are usually part of a concentrated chaos insurgence and are the most obvious sign of something being wrong in area. If you leave it too long there will be bubbling chaos gates releasing demons and undead.\n& [end] table: GoatSize Typical Goat{stats=='AC17 HD1 Att 1 Butt d6'}{hd==1}{pwr==-1} Large Billygoat{stats=='AC6 HD2 Att 1 Butt 2d4'}{hd==2}{pwr==0} Giant Goat{stats=='AC15 HD 4 Att butt 2D6 and 2x d6 hooves'}{hd==4}{pwr==1} Behemoth Goat{stats=='AC14 HD 8 Att butt 3D6 and 2x d8 hooves'}{hd==8}{pwr==1} Titan Goat{stats=='AC 20 HD 18 Att butt 4d6 and 2x 2d6 hooves'}{hd==18}{pwr==2} table: RecentDastardlyDeeds Eaten villager - [|elderly|child |farmer|militia man] Spawning evil, has several dangerous young Marking horrible scents on territory Chewing laundry and fences Contaminating livestock with chaos Dancing on rooftops of village houses by night Drive away tinkers and traders Raiding with [|cultists|monsters|humanoids|evil offspring] Eating best vegetables and garden herbs Kill dogs and cats and farm animals Contaminating water supply Shitting horrible magical dung everywhere table: ChaosGoatMissions Contaminate area with chaos Break down law and trade over an area Torment common folk Drive out religion and order Rally a chaos mob to form Make area a wasteland Show the majesty of chaos Damage food production of area Aid a chaos cult Assist in the erection of a chaos monolith Find a worthy mount to serve chaos Annoy and pester local folk but don't kill them Locate a lair to breed chaos monsters table: MagicalDung Heals a d4 per day per application Slows poison if used as poultice or eaten Burn like charcoal for 24 hours if used as fuel Can be moulded, dries as hard as stone like modeling clay for stone tools If eaten acts as a detect magic cantrip, magic stuff bathed in rainbows, tastes bad Glows weirdly for a d6 hours, if put on a stick can use as a light source Burns with 1pt acid damage anything touched for 24 hours Dung smolders, burns and spits for 24 hours giving off burning sulfur burns Dung produces nausea to anything failing save in 10' feet, smells foul within 3" Dung leaves bubbling black ash that 1% of time calls a lesser demon after 1 hour Shimmers like gold coins but if touched explodes for 2d6 damage 1" radius If eaten inflicts eater with minor mutation, tastes horrible table: ExtraChaosGoatPowers Serial Immortality - will be reborn if killed and soul not destroyed Explodes on death 3d6 fireball damage to those in 2" radius Spider climb - can walk on walls and ceilings Hybridise with anything even rocks Extremely fertile has a litter of 2d4 each month Can jump one mile once per HD per day Can eat anything from poison to metal or fire Can plane shift to chaos plane or back once per week at will Constantly mutating roll every round a different mutation Regenerate one HP per round unless fire or acid Immune to non magic weapons, iron inflicts half damage Rises in a new undead form next full moon table: GetFollowers [when]1>{fllw}[do]None[else]&
[@FollowerLoop]
& [end] table: FollowerLoop [when]{fllw}>0[do][@NextFollower][end] table: NextFollower {fCnt==0}[@4 CalcFollowers with fCnt]& [when]1>{fCnt}[do]{fCnt==0}[end]& [when]{fCnt}>{fllw}[do]{fCnt==fllw}[end]& [when]{fCnt}>0[do]& [@GetPlurals with fCnt]
[!ChaosGoatFollowers]& {fllw==fllw-fCnt}& [end]& [@FollowerLoop] table: GetPlurals {nounS==''}{verbS=='s'}{eachWith==' and'}{a=='a '}{oneIs==''}& [when]{{$1}}>1[do]{nounS=='s'}{verbS==''}{eachWith==', each with'}{a==''}{oneIs=='one is '}[end] table: ChaosGoatFollowers 2:{fCnt} bandit{nounS} turned to chaos, loot{verbS} for the goat's interests 2:{fCnt} farmer{nounS} turned cultist, often with {a}pitchfork{nounS}, act{verbS} as {a}servant{nounS} 2:{fCnt} hunter{nounS} turned into {a}chaos cultist{nounS}, act{verbS} as {a}scout{nounS} 2:{fCnt} Chaos Priest{nounS} following the goat, worshipping as a saint 2:{fCnt} Chaos Templar{nounS} from a demonic castle came to aid the goat 2:{fCnt} Chaos Sorcerer{nounS}, interested in goat's magic power and effluent 2:{newNum=={fCnt}d4}[@GetPlurals with newNum]{newNum} kobold{nounS} with {a}little goat head{nounS} and horns 2:{fCnt} goat man warrior{nounS}{eachWith} chaos goat bodyguards 2:{newNum=={fCnt}d3}[@GetPlurals with newNum]{newNum} goblin{nounS} who worship{verbS} the goat and forage{verbS} for tasty treats 2:{fCnt} hobgoblin warrior{nounS} in plate with halberd{nounS}{eachWith} a crossbow bodyguard 1:{fCnt} lesser chaos goat{nounS}[||, the {oneIs}goat's mate] 1:{fCnt} mutated goat{nounS}, possibly offspring 1:{fCnt} lesser demon{nounS} 1:{fCnt} quasit{nounS} in miniature goat form table: PregeneratedChaosGoats The Sea Goat Fish from the waist down and likes to foul lines and nets The Owl Goat Has a goat horned owl head on a huge goat body, preys on night travellers Two Headed Tentacled Goat Can breath fire bolts and likes to burn haystacks and shacks The Goat Bat Has huge bat wings and flies by night breaking roofs and scaring people The Displacer Goat Black with 2 tentacles d6 attacks and displacement feild The Golden Chaos Goat Beautiful beyond compare casts Charm Person 3/day Siri the Dark Mother Goat Births mutant goblin spawn who worship and defend her The Acid Goat A viscous she goat who shoots 2 acid arrows per round from her udder The Burning Goat A horrible fire goat, all in 10' radius takes d4, +d4 on all melee attacks The Green Goat Can birth vege pygmies and cannot be harmed by plants or wood The Iron Goat Magnetically snatches metal weapons from hands and is immune to metal The Smoking Goat emits choking fumes, leaves sooty trails, immune to ranged weapons The Stone Goat Has AC20 and takes 2 off every dice of damage recieved The Troll Goat Made from rubbery chaos troll flesh regenerating 3 HP/round Spider Goat Can shoot 2 web strands from her udders that entangle like web spell Vapour Goat Can assume gaseous form at will and can summon a bat swarm per day Slime Goat Has a green slime colony growing on it without harm The Ice Goat Radiates d6 cold damage per round within 1", freezes over ponds Ghost Goat AC 20 and requires magic to hit, each butt attack drains d4 INT points Lord Of the Abyss Goat Radiates fear within 1" from repulsive oozing raw flesh The Swamp Goat Breathes and moves in water as surface, and has a lamprey tail The Night Goat Invisible in darkness and sees like a bat, she likes to scare people The Ghoul Goat A rotting flesh monster that paralyzes as a ghoul on touch The Harpy Goat Has crow wings and can shoot disease causing feces from above The Brain Goat Has paralyzing tentacles and can suck brains from helpless victims The Worm Goat A mass of goat shaped worms who can spit out a rot grub each round The Scorpion Goat Has two pincers growing from sides and a stinger tail The Kraken Goat Has eight small d3 tentacles and two oar like d6 tentacles, also breathes water The Goat Turtle Can breathe water and has an AC20 Plastron shell Krono Goat Can increase or decrease the age of any target butted a d6 years at a time Screaming Goat Causes d4 damage to life in 1" and once a day can wail like a banshee The Invisible Goat Likes to surprise butt victims especially ones using tools The Flensed Goat Has shredded skin that acts as six d4 tentacles and drips blood The Wounded Goat Inflicts wounds that cannot be healed unless remove curse cast The Star Goat A levitating pulsating mass of loose flesh with four extra d4 claw attaks The Fishing Goat Can extend tongue 40 feet and strangles victims through chimneys The Dream Goat Can attack a victim from their dreams killing them as they sleep The Honeyed Goat Dripping with honey, attackers must save each round to hit goat, it can also summon a bee swarm The Shaggy Goat Covered in green spines, can fire 6x d6 shots and breathe 2d6 fire 3" The Unkillable Goat Restored to life 1 round after death, 1HD less version until zero The Blade Goat Has mail hide and sword blades sticking from body +d6 melee damage The Sky Goat is a legless sack of gas with a goat head, its smoke trail is sleep gas The Mind Goat Can levitate at will and create 4 glowing d8 melee weapons to aid it Astro Goat A metallic chrome goat that soars through space AC0, immune to heat or cold, can fly and survive in space The Ooze Goat is made from grey ooze slime but more mobile The Chain Goat is raw meat wrapped in chains, has a d4 extra d4 attacks each round The Plague Goat Shoots two bolts of infected puss from her udders The Steam Goat Semi vapour floating form +4AC and can breath 2d6 steam 3" The Stirge Goat Can Give birth to a Stirge per round in battle, has 2d6 with her at start The Rotgut Goat If wounded attacker takes d6 acid damage, can spit an acid arrow/round Ooron the Foul A slimy goat who can shoot stinking musk from his buttocks Xoran the Magnificent Has confusing gaze from flashing eyes and many sharp horns Rarikah the Spur Of Chaos Has an additional d12 huge horn and can spit an arrow/round Minmah the Glittering Goat Has purple metalic skin AC20 and is immune to spells Horiokorn the Wizard Goat Can cast spell from a devoured wizard once, hold 1spell/HD Belshabaroth the Horror Can swollow a human whole once in a fight 1HP/round Kionastrom the Demon Goat Can blink in battle and fire burning hands spell every round Zorrannong the Scarlet Steed Mount of a demon lord who will restore it to life Khaneroth the Deep Dark One Can summon a demon 5% per round, immune to spells Boralg Dunlips Nanny to quasits always has a few around her, all quasits hate her slayer Urulf Klegstran Can call a lesser demon to ride him on his raids each night Zorruz Zar Can summon a fly swarm once a battle and can call a fly demon once a week Shumwaarg A huge blubbering idiot goat regenerates 1HP/round and always hungry Aliew Three Leg Has a mechanical leg and can spit a crossbow bolt each round Marizah the Witch Goat Can cast Spells as a Druid, Level=HD Gorgar the Magic Eater Absorbs spells which heal it d6 per Spell Level Nanny Bloodgorger Has a bite attack, if hits sucks a d6 blood per round Nanyarg Druul The goat of the Monolith drags sacrificial victims off to call his dark god Siadadran the Foul Goat Leaves trails of diseased phlegm from his bum Goleg Grimgoat A huge stone hide goat who praises chaos while attacking Trumnarg the Terrible Has huge tusks and keeps growing till mammoth size Tsarmamgaron the Destroyer Can shoot a 3d6 fireball per round and resistant to fire Kornang the Defiler Has crystal horns that shoot two magic missiles a round Manungardgi the Eater If it dines on a human heals all damage Huranamanra the Oozer Half goat and half giant slug, can spit an acid arrow every round Annak the Barren Sterilizes foes who fail CON save if butted, urine kills plants Denran the Appalling Has a d4 Quasit aids and can dimension door at will Farnenra the Jet Goat Has shiny black skin AC20 and horns drip +d4 acid Eelaran the Long Necked Can extend neck up to 30' and can bend around corners Hurnag the Silent An AC 20 stone bat winged flying goat who pretends to be a statue Oraznirjan the Obliterator A cyclops goat who can fire a 2d6 ray from eye with 8" range Zanthroz the Belligerent A hairy goat with a shifting hue and a d6 illusionary duplicates Canthorin An orange muscular beseker chaos goat with a huge bristling beard Alaxiar the Putrescent A glowing blue phlegm coloured goat spits diseased mucous Illgaxx the Glass Goat A transparent goat that can fire a rainbow sleep ray per round Orinthran the Night Beast Has a squid face 4x d4 tentacles, slimy skin and batwings Stallaran the Silent Feeder Can turn invisible 3 times a day and can drink blood from sleeping or unconscious victims Barranbaribor the Appalling Scream causes fear with 3", gaseous form at will Voritac the Centipede Goat Has 30 1HD segments, shrinks as segment killed Xoriad the Deplorable Can curse once a round to change victims alignment Zordanix the Iron Eater Has a touch like a rust monster and eats remains Caleoban the Elemental Goat Can summon a 8HD elemental once a day Norodar the Eternal Reborn every full moon with different mutations and colour Voorandar the Snake Goat Has scaly skin, a snake for a tail and a poison bite Aleozax the Incomparable Constantly changes colour and form and powers Zorga the Incomprehensible A huge cloud of poison goat shaped neon gas Jerezan the Corpulent A legless bloated oozing goat with an extra 10HD Cherulon the Mad Radiates fear 1" and can curse a victim with madness Srilon the Gormless Radiates confusion 3" and is a drooling idiot Zedira the Great Chaos Goat Breathes fire as a dragon of similar HD table: WhyAreThereChaosGoatsAbout A bubbling pool of raw chaos has tainted area and a poor goat has been touched A wizard, witch or warlock has been corrupting area and making monsters An alchemical toxic spill has caused corruption, mostly from illegal dumping of waste A demon has been corrupting goats as part of evil plan possibly rode to earth on demon goat A gateway to chaos is corrupting area and releasing abominations A breed of chaos mushrooms has been left out by dark elves A cave with a chaos grotto has become accessible after been hidden for aeons A cult have been releasing evil forces and leaving tainted food out for goats A chaos magician passed through and left monsters in his wake A chaos god passed through area and left a taint or made some monsters Mighty Goats battled here long ago in primordial times and occasionally a remnant is exposed A foolish goat or dissatisfied cultist tried to obtain more power and instead was tainted table: SignsofChaosGoats Occult signs gnawed into meadows or tree bark Horribly mauled and disemboweled corpses covered in hoof prints Bloody hoof prints around houses and stables Trails of toxic toadstools everywhere Stinking piss trails where goats marking territory or being jerks Sticks aranged in witch signs in meadows and near houses Witness pretty sure saw goats, witches and goatmen cavorting in nocturnal orgy Bleating and screaming sounds at night Large rocks moves at night into annoying places Horribly brimstone scented tar like chaos goat poop everywhere Goat herder found frightened to death in field or bed Young goats kidnapped to be corrupted! table: ChaosGoatSchemes Polluting water supply Tainting common folk with chaos, especialy the young, greedy and power hungry Terrorizing common folk to drive away Seeking a evil relic Helping a cult dominate area Vandalism of anything of civilized Causing a avalanche or other natural disaster Arson of forest, fields or farms Making noises all night, keeping people awake and making babies cry Acting as bandits leaving a mess of spoiled goods and gnawed corpses Churches, shrines and holy places defiled with vandalism and dung Awaken a ancient entity slumbering in these parts table: StandardChaosGoatCreatures [when]{rep}=1[do]& * = need silver, cold iron or magic to hit. Two or more, need +1 to hit per star.
& [end]& [@StandardChaosGoatCreatures2] table: StandardChaosGoatCreatures2 Goat Men Tribes a type of abhuman or beastmen often used by evil for fecundity and survival. AC13 HD2-4 ATT Melee and a butt attack or Misile weapon MOV12" Were Goats Wicked men who become goats by night or when enraged to do evil. AC14* HD4 ATT butt/bite/hoof/hoof 4xd6 MOV12" Mutant Goats Multi-limbed, tentacled insane horrors with weird features tainted by chaos. AC13 HD3 ATT butt d6 have 2d4 major mutations which may enhance attacks MOV12" Demon Goats Plane shifting great black fire breathing goats with wings and forked tails. AC16** HD6+6 ATT butt/stomp/stomp 3x1d8 or 4d6 ranged cone of flame MOV12" fly 16" Fire Goats Evil elemental goats that explode on death and can shoot fire. AC15* HD4 ATT butt or breath 2d6 fire MOV12" Dragon Goats Partly reptilian with wings that breathe fire. AC+17 HD8 ATT butt, bite, 2xwing, 2xhoof d6/d8/d6/d6/d8/d8 plus breath as dragon type MOV12" fly 24" Gorgon Goats Iron-scaled and breathe gas that turns foes to stone. Chimera A lion-goat hybrid with two heads and a snake tail, some have a dragon head and wings too. Traditional: AC15 HD7 ATT Butt, Bite, 2xClaw, Tail d6/d10, d8, d8, d4+poison MOV12" Chaos: AC HD ATT as traditional plus 2d6 dragon bite and breath attack MOV12" Fly 16" Ghoul Goats Rotting undead who dig up corpses to eat their butt causes paralysis like a ghoul. AC13 HD3 ATT Butt d6 plus ghoul paralasys MOV12" Vile Spirit Goats Corrupt land spirits who can form a goat body or can cause fear as spirits. Spirit Form: AC16** HD3 ATT Fear DEF Invisible and Intangible, spoil food and water MOV12" Coporeal Form: AC14 HD3 ATT Butt d6 can reform once a day, if killed fades away MOV12" Chaos Satyrs Evil satyrs often with mutations, are bigger, stronger and music abilities. Standard: AC14 HD4 ATT Spear or club plus butt d6, Cast Charm Person 3/day or fear 3/day Confusion 1/day Faun only: AC12 HD 2 ATT Weapon and d4 butt or missile, some are d6 level spell users Goat Centaurs Have goat body with mans torso and arms and goat head, they are powerful spellcasters with different powers and use them to enhance their melee weapons. AC16 HD7 ATT Weapon and butt or missile Each has 2d4 levels as a spell casting class MOV20" FILENAME: EMO_OSR_GoatsNannyBinx.ipt Header: Kids of Nanny Binx for GoatQuest Chaos goats are roaming the country side, ruining fences, turning milk sour, bleating at night and leading demonic rites. Killing a chaos goat earns you fame and fortune. Why are you not already after them? from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/d100-kids-of-nanny-binx-for-goatquest.html elfmaidsandoctopi.blogspot.com/2016/09/more-important-goat-secrets-and-chaos.html
prompt: Show me: {Pregenerated Chaos Goats|Create a Chaos Goat|Why Are There Chaos Goats About|Signs of Chaos Goats|Chaos Goat Schemes|More About Chaos Goats|Recent Dastardly Deeds|Chaos Goat Missions|Magical Dung|Extra Chaos Goat Powers|Chaos Goat Followers} Pregenerated Chaos Goats table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}& {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& {fCnt==1}[@GetPlurals with fCnt]& [@{choice}] http://elfmaidsandoctopi.blogspot.com/2016/09/d100-kids-of-nanny-binx-for-goatquest.html Kids of Nanny Binx for GoatQuest Next time your game needs more goats your GoatMaster can use these tables. You've probably been worrying about the lack of goats in your games but now with games like GoatQuest, Goats and Grottoes, Dungeon Goat and other new games you can now relax. Possibly need to do goats as a BX character class or use this to create goats for a one of con game. A goat lore skill will help you unravel local goat secrets. Dont forget Nanny Binx in petty gods tome but here is my early draft http://elfmaidsandoctopi.blogspot.com.au/2013/04/petty-gods-stuff-nanny-binx-and-behni.html She is in this book which you must get http://www.rpgnow.com/product/149434/Petty-Gods-Revised--Expanded-Edition I hope we get more osr books like this or has everyone gone pro now? Nanny Binx wanders the multiverse leaving intelligent magic goats behind. Possibly she made other animals intelligent too and organised them into a anti chaos earth cult. Her descendants are not as powerful but still carry on her good work. She has tried to influence goat men and were goats into worshiping nature but this project is more difficult. Possibly her atheism gets in the way but earth goddesses appreciate the mana she has earned them which helps keep chaos at bay. Typical magic goat AC+3 HD 2 Att 1 d6 butt MOV 16" Goats can climb like a thief and will climb sheer cliffs, tightropes, stand on a pole, rooftops or trees 16 or less on a d20 On a natural 20 they butt over opponents, they can do this if surprising anyone bent over Magic Goats have a d4+1 other skill or lore fields of expertise d12 Goat Type 01 Toggenburg - black or grey and white with toggles on neck 02 Anglo Nubian - various colours rounded nose 03 Angora (more like sheep sorry) or Cashmere 04 British Alpine - black and white 05 Golden Guernsey - gold and wooly 06 Dutch Landrace - black and white, long haired, norse and irish versions too 07 Saanen - white 08 Black Bengal - black muscular 09 Booted Goat - shaggy red and black hair 10 Barbari - white with brown spots 11 Boer - big meat goats brown and white 12 Kalihari Red - large red d12 Goat Decor 01 Leather collar 02 Horns removed 03 Old hat 04 Floral garlands 05 Macrame decor with small brass bells 06 Leather collar with large bell 07 Carry bags 08 Scarf 09 Blanket coat 10 Ribbons 11 Dyed strange coloured fur 12 Mystical tattoos d12 Typical Goat Powers - all can speak common d10 for billy goats d12 for nanny 01 Speak to any species 02 Druid of d6 levels 03 Priest of d6 levels 04 Wizard of d6 levels 05 Sorcerer of d6 levels 06 Only harmed by magic weapons 07 Can sense chaos and evil 08 Self reincarnation - if killed is reborn within 24 hours 09 Magic horns +1d3 to hit and damage roll once 10 Extra HD +1d4 whole HD 11 Always has d3+2 healthy kids each birth 12 Healing milk two d8 doses every dawn and dusk (nanny goats only) d12 Goat Quest 01 Investigating local petty crime like theft 02 Spreading warnings to animals about chaos cults 03 Seeking predator stealing farm animal children like fox or wolf 04 Investigating animal abusers or cattle mutilators 05 Bored and looking for adventure 06 Seeking missing human child 07 Seeking missing farm animal 08 Seeking a bad farmer who fled his crime scene 09 Helping animals revolt against wicked farmer 10 Seeking other magic goats or animals 11 On quest to enhance magic powers 12 Investigating animal sacrifices of chaos cult d12 Evidence of magic goat in area 01 Dead burned troll by local bridge with goat hoof prints as if they danced on corpse 02 Burned building with charred corpses holding curved weird knives inside 03 Animals all watching visitors as if spying on them 04 Farmer with head stuck in gate swearing about how was this possible 05 Funeral for farmer who fell off cliff somehow 06 Homeless ex farmer begging by road with charred stumps instead of hands 07 House covered in animal shit, every beast in area shits here 08 Wolf carcass hanging from tree with innards dragging on ground 09 Stomped flattened fox covered in hoof prints 10 Animals in barn bleating, stop and silently stare if human looks 11 Corn goats and goat decor and jewelry very very common in area, possibly vegetarians 12 Gang of goats by roadside look at visitors evaluating them Kuseru Satsujin gave me some ideas I expanded on. d100 Magic Goats 01 Mr Winky the magic goat wears a peaked wizard hat and glasses. He usually has a pet charmed monkey to open books for him. Teaches commoners wizardry for free 02 Nanny Zandra is an excellent dancer and entertainer who keeps a human dupe to collect money for her. Shes spends this to care for old and lame animals 03 Gordon the Golden prince prince of goats is handsome and golden furred. He fights monsters with his enhanced horns and HD. He likes to fight trolls and goblins most 04 Mimsy the Ghost Buttster can see and butt invisible spirits and drives away ghosts. She can even butt a spirit possessing a person out if she surprises them and butts them from behind 05 Billy Grumbleduke is a fierce fighter of chaos and cattle thieves and wolves. He allows short persons to ride him as a mount as long as they don't try to guide hid direction 06 Penny Zephyrtrot is a attractive nanny who moves nimbly and is faster than a racehorse 07 Conrad Roofssquatter likes to dwell on rooftops to keep safe and see enemies coming. In cities he gets excited and runs about on rooftops for hours where he is uncatchable 08 Polly Pennydrop cast's illusionary coins to trick victims into bending over for a laugh. She also is skilled at eating shreds of fabric off peoples posteriors 09 Gobredrikah the Druid Goat has a long beard and uses spells to sprout trees and tasty plants on roadsides. He likes to ride in the branches of tree folk and hops among the treetops 10 Cassy Doublecream makes the most delicious milk that fattens babies and makes magic nutritious long life cheese rations. She has luscious white glistening fur and has many protectors who she fattened as babies 11 Terraks the War Goat likes to wear armour and ha served as a mount for many smaller races. He regenerates wounds 1HP/round and goes berserk in negative HP 12 Ms Prissy wears a floral hat and likes to smoke long clay pipes. She can cast cleric spells and turn undead too 13 Machan the Mystic is a Goat sorcerer who can turn into a satyr or human at will. He has several identities he uses to learn magical secrets and investigate evil plots in human or elf lands 14 Sonya the Ruby Goat is a briliant evaluator of gems, jewelry and psescios metal. She claims she is a evaluator of fine wine but really is a drunk who lies to get booze 15 Barney Gigglepox is a brilliant goat comedian who can cast Natasha's Hideous Laughter three times a day. He shares material with bards in secret in return for beer and food 16 Corriana Pepperpot is a connoisseur of fine food who travels swapping recipes and reviewing eateries which is hard for a goat pretending she cant talk so she often travels with a fat youth 17 Nobby Hornbutt is a rascally goat who is surprisingly good at manipulating his horns even using them to pick locks, disarm traps and open secret doors 18 Cheryl the Peril is a brave lady goat acrobat with many incredible stunt skills. She uses them to lure chaos into deathtraps and ambushes and even likes living in dungeons or helping farmers trap wolves 19 Mr Zippedy likes to bounce about crazily and bowl people over. He is quite sneaky and a master of surprise who can butt targets like a thief backstab skill 20 Lady Moonhorn mistress of the night hunts evil by moonlight and is immune to energy drain attacks and paralasys. She hates ghouls and wights most and her horns are silver plated 21 Mr Cloppetey can run up any surface like spider climb spell and is immune to web effects. He hates giant spiders and is dedicated to squishing them all 22 Zrilla the Prophet Goat can answer three yes or no questions a day and can contact other planes once a week. She helps investigators of evil 23 Shaggy the Wonder Goat is a greedy, cowardly slacker but he still is awesome at hunting evil. He usually dupes some youths into helping them and occasionally is briefly heroic enough to save them or find clues 24 Lady Penelope is a sophisticated goat of great charm who likes to eat paintings, scrolls of poetry and expensive instruments. She is a wonder at finding lost treasure and employs a butler to help her and save her when in trouble. She like to spy on people too 25 Kazzrah the Khaos killer is a might goat as big as a pony who gets additional two hoof attacks per round and han hir targets requiring magic. He has a permanent protection from chaos spell and can smell chaos tainted beings and objects. He lacks subtlety of his magic siblings 26 Shepizah the Glamour Goat likes to wear jewelry and make up and fakes exotic foriegn objects. She can use a body ow water as a crystal ball three times a week to help her solve mysteries 27 Jason the Great Goat is beloved by the gods and he is often aided by them whenever he becomes despondent about his quests failing. At least once a day a god will get him out of a jam or assist him. He often companies young heroes to teach them adventuring 28 Pamela the Mystery Goat is a super sleuth who can follow trains, scents and can detect evil. She often helps local law officers solve crimes and lets them take the credit 29 Hobo the Wanderer likes to wander the world helping people solve problems then moving on. He is surprisingly good at finding the needy and carrying wounded, administering basic first aid and making traps and snares with rope using his hoofs and mouth 30 Lucy the Diamond goat hates evil wizards and can fire two 1d6+1 magic missiles from her magic udder per round. She often in disguise as a normal goat infiltrates wizard households and has butted several wizards off tower tops or into fire pits. She is immune to magic spell damage and dragon breath 31 Clancy the Butt Master lived with monks and now has a improved AC, HP, MOV and can make five d6 headbutts or kicks or hoof attacks per round. He is very humble and law abiding for a goat and knows hundreds of snappy but not very profound maxims 32 Cerilian the Spirit goat can enter a trance allowing her spirit to explore areas or enter dreams of others three times a day. She can also speak to dead once a week 33 Sam the Piebald is a black and white furred red neckerchief wearing billygoat with the power to see through normal non magic walls and searches village housing for chaos cult objects. He then contrives a lynch mob to destroy the owners. He is very good at keeping his magic goat power secret 34 Corinda the Harmony Goad is a mistress of spacial dynamics and by artisticly chewing on things can render a area sanctified or protected vs chaos for up to a month. Some dont appreciate her gnawings at first. Wis effort she can make dimensional membranes less fluid making plane travel and phazing more difficult in a area 35 Toby the Indestructible has a bristly grey iron body and a +3 magic weapon is needed to hit him. He doesn't like rust monsters and always runs double speed away 36 Nanny Daphne likes to wear and eat flowers and uses her druid spells to spread floral plants. Her spell effects always have floral side effects. She likes to decorate villages and move on. If she finds a chaos village she plants giant carnivorous plants instead 37 Bucky the Brave loves exploring dungeons and he can knock down most reinforced doors half the time with one butt. He can knock down any humanoid with a roll of 16 or better in his attack roll and can knock giants down on a 19 or better 38 Nanny Phil knows hundreds of stories and legends which adventurers might find handy. She knows dungeon locations, cult rumours and monster lair locations. She dislikes going on adventures but loves to hear about them 39 Vinny Shankhorn has unusually sharp horns that act as +1 and do double damage. He is a expert on organised crime in rural and urban areas 40 Samantha Gobbleguts can eat anything even cursed relics, evil gems, annoying intelligent swords, poison, green slime and even fire 41 Colby Blinkbutt has the ability to blink in combat and almost always gets to hit a foe from behind. He can teleport with a whole party once a week to his secret island cave base 42 Cindy Queen of Goats likes to wear a tiny crown and gold bell on her gold collar. She actually shits 1d100 coppers pieces 1d6 times a day but only if she is happy and content 43 Happy Gutglob is a big fat billy who can bounce 3" up to four times a round or he can move full speed and make a 6" bounce. These bounces can go up or across and he can carry a normal person or two small passengers 44 Garry Plunket Goat detective is very good at spotting clues, trails and detects lies three times a day. Once a day he can commune with the Archons of Law to ask a yes or no question 45 Tabitha Twitchtail can never be surprised and detects secret doors and invisible things half the time. She is easily exited by her discoveries bleating and twitching her tail 46 Kane the Witch Hunting Goat can smell magic or persons with spell abilities. He hates unlawful magic and likes to work with inquisitors and witch hunters 47 Gruff the Crime Goat (Kuseru Satsujin) uses his incredible powers of deduction and trivia to solve mysteries. He likes to smoke a pipe and read but is always up for a mystery with his human helpers 48 Sofie the Wise Goat is a knowledgable she goat who gives great personal advice about personal matters, especially effecting family and love. She occasionaly helps authorities solve a mystery or intervenes to help the innocent falsley acused 49 The Scape Goat (Kuseru Satsujin) can eat curses and bad spells afflicting other persons freeing them of effects. He is immune to harmful magic effects and curses he eats but it takes him a round of nibbling to eat a magic effect. He can also eat harmful effects of sin which has similar effect to a priest confession helping a dying person reach a better afterlife 50 Crysophathia the She goat hates chaos and has improved HD and AC. Her udders can shoot two acid bolts per round inflicting 2d6 each or disolving metal bars or locks 51 Korby the Riding War Goat (Kuseru Satsujin) is a huge goat who can carry a armoured knight or several dwarfs into battle. He has 4HD and does double damage with a charge 52 Nanny Phantasia the Illusionist goat tricks criminals and cultists into exposing themselves with her magic. She is an expert and casting without sound or gesture and keeps her identity as a magic goat secret 53 Byron the Billy Goat is a meloncholic poet prone to tantrums and meloncholia, but he loves the ladies and writing poems. He can use bardic abilities which sound just like bleating to humans but are still effective. Despite his deplorable side he is a clever mystery solver due to his experience and obscure knowledge. He has had his poems published in common under a fake naame 54 Nanny Cassandra is a cunning spy and has killed many cultists by aranging accidents. She often uses other animals to assist so many involve cultists being run over or ropes being gnawed through or burning branches being dropped on thatch roofs. She is quite ruthless and moves from town to town judging and killing cultsists 55 Gimpy is a small, limping billy goat but he is cunning and a natural sorcerer. He is a bit of a drug addict and gnaws drug crops and eats mushrooms. He likes to hold portals then uses spells to burn houses of cultists. He often is acompanied by normal goats as billy goat body guards 56 Nanny Miranda is a sophisticated goat who likes to smoke cigars and drink fine brandy. She has exacting knowledge of the vice dens of the rich and tries to steer investigations to them or at least the local pub. She is quite the scapper and gets two extra hoof attacks and wears a bowler hat 57 Godfrey the Gladiator Goat wears bronze armour and earned his freedom. He owns several humans who dress him and cover for him when on missions not apropriate for a heavily armoured goat. He has double HD and his suit gives him magic +2 to hit. He is fearless and immune to flame when dressed. 58 Nanny Cordelia likes the fine things in life like being fed grapes on a sofa in a palace. She blatantly displays intelligence to get adopted by the rich as a curiosity then makes herself indispensable even without talking. She often helps slaves and will direct them with speech to aid her investigations 59 Max the Magnificent is a handsome goat with big horns and a ornate collar. He infiltrates bandit camps then reveals their secrets by sending notes via pigeon using a spell cantrip to write by dictation. His fatal weakness is vanity and he loves being winner of country handsome goat contests 60 Shorna the Nannygoat likes to educate human children in secret to be kind farmers as she thinks this the best way to fight cruelty and cults. She even turns up at orphanages and educates whole gangs of urchins in secret. The urchins also act as her spies and she enacts terrible vengeance with her cleric spells on evil cults, especially ones that prey on children 61 Kaleb the Ice Goat friend of frost and snow is a shaggy long haired angora goat who specializes in cold related spells. He is immune to cold and has frozen cultests then shattered their bodies like glass by dancing on them. He even speaks to wind spirits who act as his spies and even carry him to far off lands. He doesn't like being domesticated but needs a haircut and hoof trim occasionally 62 Petra the Explorer carries a backpack and leads expeditions of human youths she has saved from sacrifice to explore ruins. She often recruits a band of murder hobos to act as monster killers if danger is about. She can spot traps and secret doors and advise her humans how to open them 63 Jimmy Black Buck is a were human able to adopt human form occasionaly and under the full moon. When human foes need silver or +1 weapon to harm him. He can resist his human urges and even has human followers to carry clothes for him. As a human he is a expert thief 64 Penny is a Nanny with many mentalist spells like divination and ESP who can track a cultist down with ease. She even charms them and makes them betray their cults and turn themselves in to authorities 65 Old Pete is a veteran goat wizard who has several human apprentices with him. He is crotchety but fair. Several of his apprentices have gone on to become teachers and he stays with them when travelling. He likes to plant trap spells on cultist implements and altars and kill them off one by one with evidence in hand. He likes to smoke and eat cream buns even though neither are good for him 66 Donna the Wise is a far thinking nanny who offers her engineering advice to aid villagers with windmills, dams, waterwheels and defenses. Her followers have been know to set up siege weapons as traps to kill monsters 67 Clarence the Reading goat loves books but now he needs glasses which his human followers help him with. He encourages literacy programs and tries to disencourage cult activity. He offers a curriculum of classics to inspire heroism and virtue. He tries to help villagers overcome problems that drive them to desperately seek out cults. Many libraries admit him even though he eats the odd scroll absent mindedly (only ones with poor grammar and spelling) 68 Coriander the sea goat can turn into a fish from the waste down at will and specializes in sea mysteries. Many sailors have been saved by her and trust her. She infiltrates ship crews to find evil fish men or kraken cults 69 Luke the Unstoppable can shoot a d6+1 magic missile every round and can fly magically. He uses these powers to fight aerial monsters and track flying witch cults and even infiltrate them. Once he knows their habits he sends a message to inquisitors who mop up for him. He often is accompanied by young clerics in disguise on secret missions for the church 73 Miss Tawny can summon and bind earth elementals which she keeps in the bell on her collar. She uses them to improve the land around villages in secret and to battle demons 74 Tanner is a rascally billy goat who loves adventures and dungeons. He happily carries backpacks and is brave enough to fight a goblin or a wolf. Fortunately he is cleric and can heal wounds and turn undead. His collar has a holy symbol. He has saved whole parties of heroes who will come if he call for them by post 75 Cora the Malcontent Nanny encourages free thought and ideas while trampling heresy and cult ideas. Her gang of youthful sidekicks stalk and beat cultists and robbing them for money. Her gang love to hear her tales of morality around the campfire at night 76 Barry is a big jolly goat who tells crude jokes and farts often. He likes to eat things he shouldn't but is a avid chaos cult hunter. He protects goat kin first but will look after kindly goat herders and farmers. He can turn invisible at will which helps him spy and fight but occasionally his flatulence betrays him 77 Katie the Vigilant uses her communication skills to establish spy networks of birds to find cultists. She uses talking ravens to inform authorities and keep her anonymity. She thinks humans are flawed unlike goats 78 Sprinkles the Bro Goat, is every bodies friend, a top guy whos has supergoat sharisma, roguish charm and wit. He likes to move around so as to not overshadowing everyone. He loves the ladies of course but he enjoys spending time with gangs of manly murder hobos. He rolls two lots of dice for everything and he picks the best set for the result he wants. He serves the cosmic balance and fights for the gods of fate 79 Nanny Clover likes to use her human and animal followers to foil political corruption especially as a tool to find and secretly murder cultists. Her personal gang wars with secret societies has destroyed many towns in her purging. Some mistake her gang for a murder cult for some reason. 80 Solar the Sun Goat, claims to be son of the sun god in is youthful form as love god. He has a high charisma but has decadant dandy aristorat tastes. He is decadant but can fire two light ray once per round from his horns that inflicts 3d6 vs chaotic evil, 2d6 vs evil and 1d6 vs everything else. He doesnt like physichal contact with humans but tolerates 81 Diana the She Goat is a swashbuckling wild forest goat who fights bandits, trolls, wicked hunters, or poachers on sacred hunting reserves. Chaos monsters and wicked goat men and were goats she might try to save them and redeem their taint, but if they dont follow through she kills them. She has double HD, bettar AC and MOV and does double damage 82 Barney the Good Goat is a wholesome sailntly goat with a stragley drown beard anf fur. He preaches love and understanding and can call a 3d6 fire or lightning bolt from the sky if outdoors at unrepentant sinners. Barney has to move around becaus his sainthood cult is threateneing to the echlisiarchy and nobility 83 Virtual is a strange other world goat. He can walk through walls, move with blink of thought, and sometimes his form becomes lower resolution. He has multiple d6 lives which replace his corpse one round after dying. he doesnt talk he just says "denial of services attack". He possibly fights evil and is very attracted to butting zombies for double damage. but mostly runs about aimlessly butting things 84 Zachiaria is a grey hoat with longer black hair. He has awesome tatoos that store spells which he absorbs when cast at him. He can store 12 levels of spells and if he can absorb it it wont effect him 85 Keziah tyhe Strange Goat uses Tantric Goblin Shamanism and has drained all the local goblin shaman of her spells. At any time she has 2d6 first level spells, 2d4 second level spells and a d4 third level spells. At peak power she glows and floats over the ground, she walks like a mortal. If the ever fills up her power to maximum role able capacity she evolves to being a petty god. She is mostly nightmarish making some doubt her goodness 86 The Hypno-Goat is believed to be the squicky offspring of Nanny Binx's dalliance with an alien creature who has developed a hypnotic gaze. All Hail the Hypno-Goat (Kuseru Satsujin) 87 Agrimi the Leaper is a nanny goat who can leap vast distances (somewhere between 2 and 200 miles, or as far as the horizon can be seen from it's current vantage point) in a single bound. While Agrimi can carry a single rider on these leaps, she rarely consents to do so (Kuseru Satsujin) 88 Martin the Clever goat wears glasses and a tie and sometimes a scholars mortarboard. He loves to tell people what they did after the fact and "I told you so". He can offer good advice and is a wizard. He even went to wizard school. He likes dungeon adventures because he gets to be clover lots 89 Angora the Explorer is a cartographic traveler whose travels are displayed as map on her wool. This wool is periodically discarded whole, providing a fairly accurate regional map (Kuseru Satsujin) 90 Corey the Star Player Goat is a fantastic athlete and had double HD, better AC and does double damage. He likes to train goats and villagers to resist chaos and knows a wide arracy of military drills and training techniques. Once the locals have improved he moves on. he has been a sergeant in several militias. He also teaches wonderful sport to improve society 91 Bagot the Postal Carrier is a wandering nanny goat who delights in delivering mail and packages between distant locations. She has an unerring sense of direction when it comes to deliveries and ask only for small coinage in exchange (Kuseru Satsujin) 92 Rainbow the Spectral goat can change his dimensional frequency and gender at will. The goat passes through walls and teleports anywhere within sight. It can turn human for one hour a day It shoots prismatic rays of different types once a round and can plane shift or time travel a whole party once per week. Has enigmatic purpose 93 Zaron the Unigoat has a mighty d10 damage unicorn horn that can cast heal and purify food and water three times a day. He says unicorns copied him. Sometime Zaron appears as a nannygoat and claims to be his own sister. You never see them together at parties 94 Trolgo the Goat-Troll is a huge regenerating goat monster hybrid. Has double HD and damage Goat who regenerates 3HP per round. She is not bright but means well and is smart enough to subordinates herself to one of her sisters mostly 95 Two Headed Pete is twins. Two front halves joined at the waist. Where Pete poops nobody can figure out. Has two butt attacks and each has a separate spell casting class. Hard to surprise and can run forwards or backward the same 96 Nanny Sleepy Time the Sandmans Goat at night can enter your dreams and look for evidence of cultists to try and redeem with nightmares. Can cast Sleep once every ten minutes, Stomps on the skulls of enemies with her hooves with two extra d6 attacks 97 Corben the Big Buck has double HD and Damage and can carry loads and even a unarmored person as a mount. His horns are +2 magic. He likes to work with Chaos killers and quickly his abilities are realized. he gets bored in peacetime and wanders off to the eternal frontier if peace breaks out 98 Sheila the Unreal is a wizard nanny illusionist who uses illusions to fake the supernatural. These illusions draw out evil and leave them exposed and easy to kill. She has a die hard gang of teenage followers to help her faux mystery solving antics 99 Big Kev the Bold Billy is a huge wargoat as big as a knights horse who loves battle. He has Double HD and damage and has two d6 hoof attacks. He wears chain or plate or leather barding depending on his mission and even silver or cold iron skull caps to battle certain monsters. Big Kev likes to carry knights or several smaller unarmoured persons into battle. He laughs loudly and likes beer 100 Nanny Petunia likes to find and raise baby monsters and humanoids to be good and upstanding creatures opposed to Chaos. Chaos cults hate her so she often hires murder hobos to protect her children FILENAME: EMO_OSR_PettyWands.ipt Header: Petty Wands These items are handy for low level beginners or amusement. Cheap ones are affordable for low level wizards. A high level wizard wouldn't be seen dead with one of these at the wizard club, but if they were at home on wash day they might. Some are good for punishing apprentices. Bards quite like these. Druids and priests have their own versions. Lesser Petty Wand d10 Charges 200gp Non rechargeable equivilent of zero level cantrip spell power Greater Petty Wand d100 Charges 2000gp Recharged by casting spell and performing ritual skill and 10gp per charge Many of the greater ones have a condition that the user is an apprentice of a certain wizard or the right alignment or race. " = 10 feet. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/d100-petty-wands-or-cantrips.html
table: PettyWand Acid Spray 1d3 1"/Lv Animate Broom R/Lv touch animates a broom, mop or brush to work Animate Toy hand size toy ball, doll or puppet animates 1r/Lv Arouse under 4HD person or animal who fails save R/Lv Touch Calm Person Relaxes hysterical person 1HD or less Candle Light Lights a room 1" across R/Lv Charisma +1 for round+1/Lv Clean One person, object or 1" square floor Coin Trick change value 1 round/Lv Conjure Ball 1 hand sized leather or wooden ball good for juggling or handball Conjure Black Powder Creates black powder for one shot from a fire arm or to make crackers Conjure Blood Creates one cup volume of blood per level to act as bait or false evidence Conjure Boil 1"/Lv R/Lv victim save or develops painful pussy boil on face Conjure Bun Creates one small dinner roll Conjure Cobwebs Create mass of cobwebs over person, object or 10 foot square of floor or wall Conjure Cup Create a small fragile but functional wooden or clay cup Conjure Dart Create one dart to throw lasts R/Lv Conjure Dirt Soil one person, room or thing Conjure Egg Create a one egg in hand, fresh, hard boiled and coloured or rotten Conjure Fish Create small palm sized twitching fish to eat or set free or use for pranks Conjure Flowers 1"/Lv R/Lv make a handful of pretty flowers, can fix to hair Conjure Frost Freeze a pot of water, person or inflict a d3 by touch 1"/Lv R/Lv Conjure Gremlin d4HD tiny Goblinoid prankster who will not do anything you want Conjure Heat Heat a pot of food, person or inflict a d3 by touch 1"/Lv R/Lv Conjure Icicle Create dagger made of ice R/Lv Conjure Mirror 1"/Lv R/Lv create one foot square mirror surface per/Lv Conjure Mushroom Makes a edible mushroom or nasty toadstool sprout from ground or wood Conjure Noise Distracting sound 1"/Lv R/Lv Conjure Oil Lubricates, protects from rust one thing like a hinge, weapon or cog or fill a lamp Conjure Paint Sprays paint from wizards hand R/Lv for dungeon graffiti or marking, foot range Conjure Pipe Weed Creates one dose of tobacco or hemp to fill a pipe Conjure Plum Creates one ripe plum to eat or throw Conjure Rock Creates typical rock to throw or sling Conjure Salt Salt serve of food or drink Conjure Scarf R/Lv create a one foot square coloured cloth good for a hanky or tricks or gift Conjure Smoke Bomb Light fuse and throw, covers a ten foot square in stinky coloured smoke Conjure Snowball 1"/Lv soft snowball but does d3 to fire beings or use to cool drinks Conjure Streamers Covers a 10 foot square area or person in paper streamers and confetti Conjure String Creates one foot cord per level Conjure Sweet Sweeten food or drink or make one boiled lolly Conjure Trap Create palm size trap to catch a mouse or alert by snapping sound, works once Conjure Turnip Create turnip to eat, plant or a rotten one for throwing Conjure Vermin Palm size harmless animal like a mouse, rat, spider, beetle or frog Conjure Vinegar Makes one cup of vinegar for cooking pickling or cleaning Constitution +1 R/Lv Courage +2 next morale check Detect Chaos 1"/Lv R/Lv Detect Direction 1"/Lv R/Lv Detect Evil 1"/Lv R/Lv Detect Good 1"/Lv R/Lv Detect Hostility 1"/Lv R/Lv Detect Law 1"/Lv R/Lv Detect Life 1"/Lv R/Lv Detect Magic 1"/Lv Detect Mind 1"/Lv R/Lv Detect Sentient 1"/Lv R/Lv Detect Spirits 1"/Lv R/Lv Dexterity +1 for round+1/Lv Disrupt Undead 1d6 1"/Lv Evil Eye -1 on a next save during T 1"/Lv Exterminate Pest Kill 1d6hp of vermin in room First Aid Heal 1hp only use on same wound once Flash 1"/Lv victim under 4H fails save blinded for R Flatulence 1"/Lv victim saves or lets out loud fart Glue Makes a tablespoon of good rabbit glue by touch to affix 4 normal inches square Gust of Wind Blows small object or sail Gust of Wind Blows small object or sail 1"/Lv Ice Ray 1d3 1"/Lv Ignite 1d3 1"/Lv Intelligence +1 R/Lv Itch R/Lv 1"/Lv victim under 4HD who fails save itchy -1 everything for duration Mend Minor repair on goods Open/Close Open or close door 1"/Lv Palm Illusion R/Lv in palm only Phantom Pen 1"/Lv range R/Lv dictation with pet, chalk or stylus Praise +1 next hit once Preserve Up to a human body day/Lv Rattle 1"/Lv R/Lv makes a object twitch and shake like possessed, annoying distraction Read Magic R/Lv Reanimate Vermin 1"/Lv R/Lv make a dead hand size animal a temporary zombie Resist +1 on a next save once within a T Scare 1"/Lv under 4HD 1round who fail save for R/Lv Smoke Puff Hide body 1 round Smoke Rings 1"/Lv R/Lv make preexisting smoke from a pipe perform tricks Sneeze R/Lv 1"/Lv victim under 4HD who fails save sneezes -1 everything for duration Snuff Light torch, lantern, candle 30ft+10/Lv Spark 1d3 1"/Lv might ignite flamables Sparkles Cover body or thing in sparkly light R/Lv Sting Summons tiny stinging bug 1"/Lv under 4HD victim takes 1 HP and distracted if fail save Strength +1 R/Lv Strike 1d3 slap 1"/Lv Stun 1"/Lv under 4HD 1round Virtue +1 HP 1T Water Spray 1"/Lv squirts water at target with hit roll or douse a small flame Whisper Carries message 1"/Lv Whistle R/Lv loud whistling signal that carries in caves or mountains to get attention Winners Grin -+1 Reaction roll, R/Lv Wisdom +1 R/Lv Wizard Hand Teleport from palm to palm Wizard Hurl Throws a hand size object in range 1"/Lv with casters hit chance FILENAME: EMO_OSR_EvilFrontierFarms.ipt Header: Evil Frontier Farms In the frontier there are many single family farmsteads. Many have been alone for years, and are desperate, poor and afraid. Many become tempted by evil for survival and fall to temptations of chaos. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/d100-evil-frontier-farms.html
prompt: Show me: {Specific Farms|Make A Farm|About Frontier Farms|Farm Population|Farm Styles|Local Livelihood|Creepy Features|Odd Pets|Local Problems|Favorite Food With Company|Things To Do For Fun|Who Is Their Dark Lord} Specific Farms use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAFarm ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Farm Style[@FarmStyles]& Population[@FarmPopulation]& Livelihood
[!{abs({2d11-11})+1} LocalLivelihood >> implode
]
& Creepy Features
[!{1d4} CreepyFeatures >> implode
]
& Local Problems
[!{1d2} CreepyFeatures >> implode
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& Food with Company[@FavoriteFoodWithCompany]& For Fun
[!{1d3} ThingsToDoForFun >> implode
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& Who is their Dark Lord[@WhoIsTheirDarkLord]&
table: AboutFrontierFarms [when]{rep}=1[do]& Backward frontier folk are often backwards in many basics like technology, good manners, who they should marry, what they should eat. Their cults are often non orthodox and backwards, even archaic. Occasionally a city priest comes through and if he doesnt get eaten or sacrificed will get a display of lip service to the faith of civilized people.\n\n& You would think being so backward and odd they might be tolerant but no. Many city folk or foreigners' strange ways might enrage them. On the other hand if they like you they will find someone you should marry and they will eat your friends if they disagree.\n\n& Pets do as they please but if you kill them the clan will go crazy. Rednecks feed critters babies they find to fatten em up to eat and some turn out so pleasing they get kept like a family member.\n\n& Many clans have a prisoner who has been adopted. Some want to escape, but many have been brainwashed and stay, or worse, ask visitors for help then change their minds and betray them to the clan.& [end] table: FarmPopulation
&
{1d4} Male Adults&
{1d4} Female Adults&
{1d3} Male Youths&
{1d3} Female Youths& {roll==1d6-1}[when]{roll}>0[do]
{roll} Male Children[end]& {roll==1d6-1}[when]{roll}>0[do]
{roll} Female Children[end]& {roll==1d3-1}[when]{roll}>0[do]
{roll} Male Elderly[end]& {roll==1d3-1}[when]{roll}>0[do]
{roll} Female Elderly[end]&
table: FarmStyles Ramshackle huts built against cliffs or trees Single log cabin house Cabin and shed Farm house and shed Farm house and barn Several farm houses and barn Several rude huts Multiple cottages Multiple cottages and one large house Several houses connected to cave system Walled wooden stockade with sheds, houses with lookout tower Hilltop stockade with houses and barn table: LocalLivelihood //2d6 of these Huntin & fishin Prospecting Banditry Smuggling Cannibalism Drug abuse and production Alcohol abuse and production Helping cultists on pilgrimage Trade with non humans Fur trapping Trade exotic herbs and fungus Finding treasure table: CreepyFeatures // 1d4 Pathetic graveyard with {6d6} crude wood markers Wooden frames with glistening red animal hides and fish left out to dry Wooden block where animals and enemies are beheaded, years of bloody mess Older crumbling shack semi collapsed they used to live in An underground store house for root vegetable, pickles and possibly secret murder room A creepy shack where animals disemboweled and smoked A horrible outhouse with snakes and huge spiders possibly worse A pit full of offal, surrounded by horrible flies Scraggly fields with poor quality methods, sickly looking animals A sad looking well with a rope and bucket, possibly some kind of chamber down there Huge piles of clay bottles and brewing equipment Huge pile of mostly animal bones and skulls, best ones in the house table: OddPets Pack of semi wild dogs A huge smelly meat eating ape A dire wolf or giant lynx A scarred old grizzly bear A giant lizard or frog or gator or newt A zombie pack pony A giant bug or spider Retarded youth kept in a shed is actually now an ogre Shoggoth hybrid mutant idiot thing lives in a pit or well and actually a fa A family of stirges (family members all scared) Giant Rats or evil giant beavers An elder god servitor species, super evil and intelligent kept in shed, cant communicate table: LocalProblems // 1d2 Fleas, in grass, in the dust, all over the area Worms, parasite eggs everywhere Huge rats or possibly huge bugs like bedbugs One clan member was kidnapped and want help to escape[||||||; will betray rescuers] Drunk or High and neglecting health and children Need fresh blood in clan looking fer marraige Gambling over any event, neglecting family and loosing all wealth Always keen for huntin and murdering folks Feud with another clan of degenerates a few miles away Old person near death, everyone worries Clan leader is a wizard who needs to sacrifice a human urgently so visitors welcome Locals are [|inbred|diseased|starving|idiots] table: FavoriteFoodWithCompany Possum pie Jugged Hare Rabbit or dog stew Frog casserole Stuffed Mole Squrrel on a stick Mystery Meat Jerky [|H|H|Orc h]am and turnips Pickled lamprey Carrion crawler eggs [|Kobold|Goblin] stew [|Pork ribs|Gator flaps] table: ThingsToDoForFun Wittling horrible figurines of tentacle monsters eating people Skinny dipping in local [|pond|creek] with animal friends [|Shooting squirrels|Frogstomping] Skinning animals alive Provoking [|each other|pets|local monsters] into violence Playing kickball with a hog head Spying on each other especially ones having sex Getting high and drunk 'til they fall over Preparing to raid enemy clan Spit roasting an orc they caught [|Torturing|Lynching] a prisoner - a [|goblin|orc|tribesman|shifty lone traveller] Serving their dark lord table: WhoIsTheirDarkLord //Cult shrines in every settlement. Wizards, witches, druids and priests are common, with shaman often for spirit and ancestor cults. Personality cult with head who acts as religious leader Work with [|tribal|humanoid] clans and cults Clan Patriarch or Matriarch, some kind of spell caster Ancestor worship[|||, keep the body preserved] Animal spirit cult Worship a local monster Worshiping dark fey beings Serving a wicked elemental being Serving a bad spirit Serving a demon Serving an elder horror from beyond Serving a bad god table: SpecificFarms Red Shed Farm, home of cannibal clan of deranged killers who collect human skulls Black Creek Farm, clan of fish folk hybrids, always lookin to marry newcomers Swine Tree Farm, ruled by devil swine charming newcomers into clan with charm spells Black Bog Farm, moronic hillbillies like to skinny dip with randy frog folk Axe Stump Farm, crazed serial killers like to kill and dance naked in blood Blood Creek Farm, patriarchal cult clan desperately seek next sacrifice to lord Krondor Frog Eye Farm, frog god cult clan like to drown victims in bogs then feed giant pet frog Leech Farm, clan of leech folk hybrids, hungry for blood, like to hide in mud Skull Hill Farm, clan of lazy inbred necromancers, use skeleton ancestors as labour Gizzard Creek Farm, inhabited by were rats, crawling with plague carrying rat swarms Kidney Gully Farm, clan of peat miners, collection of evil artifacts from monster age Bear Head Farm, clan inbred with cavemen bear demon worshippers hungry for blood Kneebone Farm, huge obese clan lookin fer new blood in family, imprison strangers Skank Hill Farm, obese patriarch and attractive flirty daughters, actually all succubi Chunder Creek Farm, horrible drunken clan brew beer, have huge pool of rotten vomit Black Gut Farm, clan worship horrible monster in pit they feed fermented man entrails Vulture Farm, clan worship vulture demon imprisoned in stone monolith in barn Ribcage Gully Farm, necromancer clan building a colossus from gore in barn to raid town Shank Neck Farm, ex convicts have gibbets full of rancid corpses hanging in trees for fun Blood Oak Farm, clan of blood druids sacrifice strangers to thirsty evil treant Crap Hill Farm, built on garbage tip of forgotten evil city, sell trinkets to cult pilgrims Gorgon Hill Farm, chaos cult clan have mutant bull in barn to unleash on intruders Klorgon Hill Farm, built on ruins of old temple, cult clan worship idol in catacombs Grave Gully Farm, built on remains of ancient graveyard, clan elders are ghouls Slime Hill Farm, clan like to sit around pool of chaos watching critters crawl out Filth Gully Farm, crawling with fist sized ticks among garbage, sore covered clan Hog Head Farm, decorate farm with heads cut off pig men who roam area at night Zephyr Hill Farm, clan worship evil air spirit who drops sacrifices from great heights Crooked Stream Farm, ex city gang clan growing drug crops and secret smuggling Bleeding Pig Farm, inbred degenerates stabbing screaming pigs in cages for fun Toadstool Farm, covered in mould and fungus with goblin slaves being whipped by clan Nugget Farm, hillbilly prospectors keep gnome prisoners to slave in mines and for eating Giblet Creek Farm, clans happily spitroasting an orc and making orc hams for market Hempbend Farm, stoner clan lazing about while children torturing farm animals Goiter Hill Farm, clan keep a pit with hungry half shoggoth children wallowing in filth Phlegm Gully Farm, degenerates wallow in slime mould pools, growing gelatinous cubes Scab Hill Farm, sore covered degenerates let pet stirges suckle blood from them Squid Hill Farm, clan keep pet land squids as pets, worship the burrowing god beneath Bloodnut Farm, clan of gingers keep degenerate ape men in tunnels growing mushrooms Shit Hill Farm, clan worship a neootyg, living in septic sewerage pit of the ancients White Stain Farm, clan of albinos, mostly live in tunnels of serpent folk ruins under farm Flesh Pit Farm, clan of degenerate butchers operate smokehouse, wallow in rotten offal Snot Gully Farm, children of clan play with tame grey oozes while adults praise slime god Twisted Hill Farm, mutant clan in hiding from city folk, cannibalism rampant Fang Hollow Farm, cult of demon worshiping killers worship shadow demon in caves Blood Tree Farm, grow and sell decorative gourds and spread pod people plants to city Jack-O-Lantern Farm, clan use pumpkin headed scarecrow golems labour and guards Pot Shard Farm, built on ancient ruin, clan attracts demon worshiping pilgrims to stay Slug Valley Farm, crawling with slugs, clan worship giant slugs living in catacombs Gargoyle Bluff Farm, ruined old walls with roosting gargoyles worshiped by clan Raven Bluff Farm, keep manticores in shed who share hunts with clan who raised them Chumbucket Farm, clan catch monster fish but always short on meat to lure them Bleak Hill Farm, melancholic clan only want true love and have built cell to keep them in Turnip Hill Farm, worship bloody demon aspect of turnip god and summon him often Bat gully Farm, clan interbreed with were folk who live in local caves with ruins inside Black Goat Farm, clan dominated by magic chaos goat guarded by chaos goat men Giblet Gully Farm, sell beef to local orcs and live off offal and giblets, a few are half orcs Fang Hill Farm, clan of mutants with enlarged fangs, gift from their demon patron Spider Gorge Farm, giant spider infested area ignored by most settlers except this clan Ogre Valley Farm, clan of half ogres living in shattered hovels, each generation dumber Sour Creek Farm, some thought water caused strange dreams but clan of cultists love it Stink Gully Farm, stinking sulfurous pools in area slowly mutating farm clan into freaks Vile Valley Farm, clan grow garden of huge carnivorous chaos vegetables Knob Hill Farm, clan trade and breed with colony of derro in caves under farm Slime Flats Farm, rocky ground with slime pools the local clan eat from, devolving slowly Claw Bluff Farm, clan under thrall of vampire ancestor, some have demonic abilities Rock Lizard Farm, sell giant iguana meat as mutton, worship lizard god in local ruin Spine Rock Farm, built among titanic stone skeleton, worship prehistoric beast lord Clump Farm, clan of idiots living on poorly built houses, use weird glowing rocks for light Tanners Creek Farm, filthy clan pollute streams with tanning plant, wear human skin suits Flesh Pit Farm, clan matriarch pimps out daughters to prospectors and worships demons Storm Bluff Farm, clan of witches use weather to drive away strangers from arcane rites Glob Gully Farm, clan worship and sacrifice to chaos pit where ochre jellies ooze from Rust Gully Farm, area crawling in clan pet rust monsters who eat iron nodules in bogs Red Hill Farm, clan worship blood god, often visiting cultists and chaos templars Ant Hill Farm, clan use giant ants to tend crops by keeping queen hostage in cage Sand Loaf Farm, clan cult resurrect prehistoric fossils into living monsters Prudence Hill Farm. appear to be fundamentalist good folk, hide demonic shrine in barn Wizard Hill Farm, clan of magic users with evil patriarch teaching demonic syllabus Cloister Hill Farm, built in ruins of monastery, clan serve evil undead monks Dragon Creek Farm, dragon now retired waited on by cultists it kidnapped over the years Cadaver Gully Farm, built on ancient battlefield grave, clan eat preserved corpses Lice Creek Farm, crawling all over everything while clan worship parasite god Rodent Hill Farm, clan farm giant rats, mothers nurse giant rats with babies, sell jerky Goblin Creek Farm, clan slave goblins farm mushrooms they trade with dark elves Fester Gully Farm, clan of plague carriers serve plague god, ship infected food to city Crow Eater Far, hopeless clan have eaten farm and wild animals even crows, starving Eel Creek Farm, clan farm eels and worship eel demon, increasingly mutating into eels Shit Creek Farm, filthy diseased degenerate clan wallowing in sewerage easily offended Corpse Creek Farm, dead bodies wash down stream from here for years Slurry Hill Farm, clan keep a pet gibbering mouther in a pit of rotten liquid waste Glorp Gully Farm, chaos cult wallow naked in slime pools, welcome visitors to join them Blind Worm Form, albino clan gather white grubs from caves under village Toad Bluff Farm, frog faced clan like to skinny dip with local friendly frog folk Foul Creek Farm, stream flows from cliff cave carrying mutagens, clan hideous freaks Big Top Farm, retired circus clowns settled here with odd animals, worship chaos jester Bloat Creek Farm, stream full of bloated rotten corpses in pond clan like to fish in Clot Hill Farm, clan cult have huge blood covered idol, if clan threatened it comes to life Venom Creek Farm, crawling with snakes the clan care for, worship serpent man idols Cheese Cliff Farm, clan have heard of chaos goats they make into cheese for market FILENAME: EMO_OSR_StrangeOmens.ipt Header: Strange Omens and Portents When destiny draws near or fates turn sour, signs of warning appear. Some are warnings to stay away; others are invitations for heroes to face their doom. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/strange-omens-and-portents.html
prompt: Show me: {Specific Omens and Portents|Sources of Prophetic Warning|About Omens} Specific Omens and Portents use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: AboutOmens [#{rep} AboutOmens2] table: AboutOmens2 1:These results of "Specific Omens and Portents" are reversible for good or evil omens. \n\n& Spells or prophecy might warn you with signs to look for. You could add several together to make a full dream. \n\n& Omens mostly warn you that you're displeasing a god or straying from a prescribed mission. They also might be warning signs of a curse or the prelude to either a supernatural encounter or a new quest. \n\n& You might receive a warning of the sign and what it represents so that when you see it you expect trouble or a clue for your quest. You might receive as a warning or invitation at an obstacle, river crossing or cross roads. You might get an omen after an adventure as an enemy god scowls at you or a good god salutes your actions. An omen might warn of a petty god or demon or deity manifesting. 1:3rd level cleric spell - Omen\n& Curses (if target fails a spell WIS save) or blesses a person to judgement from the cleric's god, and give them a warning. The cleric can also cast it on himself to warn him of his god's displeasure.\n\n& 4th level cleric spell - Conditional Omen\n& As above, but can be cast with conditions to activate an omen.\n\n& 5th level cleric spell - Prophesy\n& As the 3rd level version, but can be used as form of prophecy by asking a question and receiving omens good and bad (hotter/colder), nudging you accordingly at the hand of god. One omen nudge per level per question or lasts a day a level. table: SourcesOfPropheticWarning Written divination in book or scroll or monument in stone Hear a poem or song possibly from bard or other source Crazy old person yells at you Local tells you old story Temple prophet or diviner sends you message (donations welcome) Cultist or evil priest curse you with bad fate Humanoid boss or shaman mutters curse as dies before you Witch curses you Former surviving enemy has you cursed and sends you message Professional curse maker sends you copy of tablet Supernatural messenger or spirit tells you in a dream Supernatural creature warns you table: SpecificOmensAndPortents Strange breeze whistling a song of despair/cheer Fog mysteriously boils from nothing haunting/refreshing all Peculiar odour smells of foulness/sweetness Strong breeze blows your face/rear Whirl wind blows in path confusing your party/enemies Crackling storm cloud thunder fill you with fear/courage Fierce stormclouds blast across the sky driving you to stand-still/on-wards Lightning blasts creates/removes an obstacle in path Sky dims as cloud blocks sun or shines a shaft of light in path Black clouds cover/clear the sky covering all in darkness/rainbows Ground shakes underfoot knocking people down/rooting worthy to ground Strange disturbing/encouraging noise from underground Plants die/grow in path making patterns Plants in area wilt/sprout Wind blows weird/pretty pattern in grass Tree falls on path making an obstacle/bridge Blowing leaves (or snow or rain) forms patterns Road or river crossing is flooded/fordable Area bleak and garbage strewn or candy covered love garden Path ahead is dingy crumbling and unsound or sunlit and sound Tiny birds cheep to warn/welcome you Raven (or gull or pigeon) hops about and follows Bird seen flying backwards/acrobatics Hundreds of tiny birds circle area chirping angrily/cheerily See a rare bird overhead connected to ill or good fate Flee/see a hungry colossal flying creature Rare bird spotted dead/alive Followed by hungry vulture or talking bird See a planar bird from hells/heavens Followed by malevolent/benevolent bird Witness an animal spirit acting as a warning/guide An animal spectacular attacks/passes Herd or migration of animals Quest beast guides you to doom/victory See a planar beast from hells/heavens Sacrificial animal has swollen liver indicating evil/good Peculiar animal with mutation/virtue Find dead mutant animal or blessed adorable baby animal Witness an angry/friendly monster Followed by malevolent/benevolent beast Local two headed or talking baby born Find a crawling cackling horror/adorable baby See a hideous mutant or noble savage pass See miserable mother with dead baby or meet happy family with newborn Swarm of horrible/adorable critters like rats/butterflies Plague of blood-sucking/sweet singing insects See rare baby monster See corpse on road or water or see healthy fair bodied traveller Witness passer by (anuimal or human) with deformation or birthmark See heraldic symbol of noble clan Flaming writing spells out approval/disapproval Swarm, school or flock of creatures form into advisory script Tattoo appears on flesh and disappears as mission completed Writing in stone, clay or sand signals approval/disapproval level Water trickles into words or symbol of advice Cloud forms or shadows of something at right time form letters Find a blowing letter, paper seal or note in a bottle Words appear in food or drink or body Words appear scar or blood or brand Words appear on object like weapon, lamp light or Skin breaks out in boils or seems to shine Hair falls out grows longer Hair changes colour Feel nausea/glowing Feel itching/tingling Blood nose or feel blood surge with heat Teeth and fingernails feel loose or buzz with energy Skin turns sickly and sweating or a warm inner glow Every breath choking/invigorating Brain on fire or great clarity Eclipse darkens the sky or sparkling sunlight shows path Sinister hairy star falls from sky or blessed rare planet seen Malign/kindly constellation rises Combination of constellations fighting/friends represents fate Planetary star seen indicating influence of a god Star of wicked/lucky influence winks Rare constellation clearer than normal See shooting stars fall to earth Aurora of colour flickers in the sky Planet seemingly off course representing deity Find dead remains of foul creature or dead creature with valuable remains Find remains of long dead monster or witness a rare mythical creature Witness two monsters fighting Witness monster chasing animal for food Monster appears and speaks to quest takers Monster creates/removes hazard or obstacle Monster destroys something like a shrine or tree or border stone Monster kills person of certain character Spirit being or ghost advises See titanic or colossal monster like titan or great dragon or dinosaur approach/pass Magical vision shimmers in the air warning of failure/success Two opposite character wizards battle Glowing magical sign in path Glowing magical sign in sky ahead Crackling wall of fire or magical bridge Divine messenger warns/directs Divine symbol warns/welcomes Visions from aspect of god Divine being appears like flaming devil or lactating angel Deity projects phantom making hand gestures FILENAME: EMO_Roadwar_UrbanRuins.ipt Header: Urban Structures in Ruins Since the plague many small cities, and sections of large cities, have been abandoned. This is a handy table to create modern urban ruins on the fly. I would probably generate whole blocks or quarter blocks. A small rural city might only have a few dozen important sites. Bigger ones will have hundreds or thousands. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/d100-urban-structures-in-ruins.html
prompt: Show me: {Area Condition|Advertising and Signage|Urban Structures in Ruins} Area Condition use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: AreaCondition Very good pristine, recent advertising {d6} months old Slightly worn, dated ads a year old Some damage, older advertising {d4} years old Vandalized, ads are ten years old Covered in graffiti Partialy burned Partially collapsed Mostly collapsed, mostly walls but some shelter Entries collapsed but sealed rooms Pile of rubble table: AdvertisingAndSignage Food or beverage items - [|soda|snacks|takeaway|restaurant] Vice Cigarettes, drugs and alcohol] Public warnings - [|terroroism|fallout|mutants|cults] Public messages - [|drink driving|election|war recruitment|patriotic] Mural - [|patriotic|local pride|paid street art|abstract colourful blots] Media - [|pop music|movies|book|magazine] Television network adds - [|show|news|network promo|sports] Health care - [|vitamins|drugs|medical care|plague] Clothing - [|shoes|underwear|fashion|work] Vehichles - [|bikes|off road|family sedan|sports] table: UrbanStructuresInRuins Bus shelter or depot War memorial Graveyard Park with picnic and bbq facilities Plaza with public art work and sculpture Bridge High rise car park {d4} public toilets {d6} phone boxes Train station Police station Hospital[||||||, mental facility] Fire station Library Public admin Museum Art gallery Aquatic centre Sport centre Council works depot [|2|3]-story town houses Apartment block Gated community of town houses Private Mansion Motel complex Luxury hotel complex Apartment block Apartment block with shops on ground floor Highrise apartment complex Sealed archology Power station Garage complex Small Factory Printing press Gated industrial park Gated science park Warehouse complex Grain silo Recycling centre Garbage dump Shopping mall Supermarket Hardware warehouse superstore Row of basic shops Row of boutiques Row of takeaway stores Market complex for meat, fish, vegetables, flowers Car accesories Car yard Petrol station and garage Small building of office suites Large building of office suites High rise of office suites Corporate arcology Homeless shelter Cyborg war veterans shelter Nurses housing complex Student housing complex Prison complex or arcology Church complex or cathedral Army base or recruitment centre Airport or helicopter pad or airship moor or docks Post office sorting centre Courthouse Local government chambers University campus Technical College School complex Youth centre Preschool centre Cinema Game console arcade Zoo Bowling alley Shooting range Sport field Race Track (dogs, horses, cars, gocarts) Casino Convention Centre Gymnasium Demolition site Construction site Boarded up building to be reconditioned Building was full of squatters and marked for demolition Building was a sweatshop Cargo container depot Open pit construction site Long abandoned fenced construction site with pond and vegetation Armoured crack house for gang or druglabs Partially constructed wall or road with mobile sheds Theme park operated by androids (War World) Dinosaur or pliestocene theme park Botanical gardens[||||||, overrun by triffid hybrids] Centre for disease and mutation control Space Research lab Bunker complex Cryogenic facility Temporary field or refugee hospital Black Lab in disguise Secret society lodge hall or cult temple FILENAME: EMO_Roadwar_WastelandCompunds.ipt Header: Wasteland Compounds Wasteland compounds are settlements off trade routes, mostly completley rebuilt from trash, partly using ruins. Most compounds have a wall. Technology is lower. They are not just used by desperate farmers and neo primitives but are popular with gangs, cultists, tribals, ferals and others who prefer to live in the forgotten wastes. They make good settings for missions like Mad Max 2, rescue the village from bandits. They can also be targets for attacks or subterfuge or headquarters of enemies. Corps might use them as covers for black labs. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/d100-wasteland-compound-structures.html
table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& {Walls==[|1|1|1|2|2|3]}{WallDefences==[|1|1|1|2|2|3]}{NotableStructures=={2d4}}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& {do=='Walls'}[@MakeRow]& {do=='Wall Defences'}[@MakeRow]& {do=='Notable Structures'}[@MakeRow]&
table: MakeRow {sht=='[{do} >> replace / /\/]'}& {do}& [when]{{sht}}=1[do][@{sht}][else]
[!{{sht}} {sht} >> implode
]
[end]& table: Walls Trash heaped into wall with wire and logs Mesh baskets full of rocks stacked Log stockade with corigated metal sheets Dry stone wall heaped loose stone and earthworks Wire fence with concrete anti vehicle bollards Recycled brick wall, reinforced in defencive areas Stone bricks with mortar Ruined brick walls reinforced with trash Trash with vehicles like air craft, train, trucks or stacked car wrecks Reinforced concrete covering garbage and mesh wire and steel beams table: WallDefences Watch towers - high towers for observation, snipers and weapons Spikes and barbed wire - making climbing hazardous Pit or moat - pit around walls with spikes, septic water or flamable liquid Mine feild - trigered by foot, car or remote detonated explosives Crude tank or car traps - concrete spikes or bollards and pits Chemical weapons - use gas, smoke and irritants, defenders have masks Flamer weapons - using gas or refined fuel and incendiaries Balistia and catapault weapons - often using truck springs Machine Guns - ammo often limited and low or mid cal but effective Light Artillery - mostly light anti vehichle weapons table: NotableStructures Clusters of small humpies, filthy little single person hovels Small wooden and scrap huts for families Large shack for multiple families Barracks with bunks for workers or fighters Slave pens for labour Prison cells for criminals or hostages Ramshackle scrap cottages for families Large communal living multi story shed Small guest shack Multi room hotel Fuel refinery using bio slurry (meat or shit) or petrochemicals or gas Windmill or water wheel Shack with tools for specialist like blacksmith Sweatshop work house shed for often unhealthy labour Mineshaft pit with waste rubble heaps and toxic water pit Garage for car fleet and repairs with piles of arts Blast furnace for smelting and casting metal Steam plant burns coal or wood to provide mechanical energy Water refinery and pump house Shed of mining equiptnment and excavating equiptment Green house garden for special crops Hog sheds eat sewerage and waste produce biofuel Chicken sheds for meat and eggs waste produces fuel, fertilizer, explosives Grain silo for storing grain and flower Cannery to store food Refrigerated cold store Mushroom growing sheds Trees growing in sheds Root vegetable store room Slaughter house Vault for keeping valuables Quartermaster store for goods and sales Brewery Fuel dump Ammo dump Library Warehouse Lockers for clan personal stuff Scrapheap full of parts, wrecks and store sheds Cistern for water storage Gunpower mill Anti aircraft gun tower Spotlight tower Underground bunker Guard animal pens Fire control sprinkler pump house Shooting range shed Armoury for weapons and armour Radio and radar shack Ultralight scout plane shed Saloon Bar Meeting Hall Gallows or guillotine Fighting pit for gladiators or animals Bath house Brothel Mess hall Theatre Shrine Billiard hall Record office Boss house Council Meeting hall Market Place Tax office counting house Bodyguards barracks VIP guesthouse Statue of founder Cult statue Plaza with artwork, flags and statues Fire house with waggon shed Infirmary for sick Doc surgery Drug lab Crack house for laying about stoned in Torture dungeon Agricultural lab for developing new crop strain Museum with collection of antiques and collectibles Collection of occult paraphernalia in shed Home of former celebrity or shrine to dead one Tank or APC in shed Cyborging black lab, military surplus or corporate Ultra tech experimental weapon like laser Drone bat and control room Airship mooring Surplus combat or gladiator robot Advanced mainframe fell off back of a truck Satellite uplink station Several cruise missiles and launch system Cable tv station with studio Enormous mutant plumbed into building sucking out ultra nutrient fat Cave shrine with prehistoric idol to elder god Hidden lab with brains in vats and alien biotech Witch house with d6 witch cultists Psi house with d4 psionic Sheds with mutant creatures Sheds with undead prisoners Shed with a stolen dinosaur Shed with strange glowing thing that fell from sky Drums of mutagen in a tunnel complex FILENAME: EMO_SF_SpaceWreckLoot.ipt Header: Space Wreck Loot This is loot from a space faring culture but not too alien. More like 2300 or low Traveller, Star Frontiers, pre artificial gravity probably. It could be for a wreck to loot in space or planet fall. Could even be on a space port. I might try a weirder alien one in the future. Consider the condition of objects - could be useless or damaged or scared or scrap. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/d100-space-wreck-loot.html
table: SpaceWreckLoot Space suit gloves[when]{1d6}=6[do], pair[else], [|left|right] only[end] Helmet Jumpsuit Space suit boot[||||||, a pair] Tool belt or webbing Radiation suit Light space suit (without life support pack) Wrist com Satchel Long underwear Magnetic clamp Safety line Rad scanner Hand held thrust pack Binoculars Flashlight Line gun Thermal cutting torch Micro tool Hand scanner Extendable baton Survival knife Survival Axe Crowbar Light sidearm Ammunition clip or box Armoured vest Non lethal side arm Hand cuffs {1d6} [|Lethal|Non-lethal] grenades Fire extinguisher Hull breach patch kit First aid kit Life support pack Space suit patch kit Ration Pack Water pack Gas or filter mask Pneumatic drug injector Cyborg limb Atmospheric scanner Re-entry survival kit Emergency bubble Emergency suit pack Survival kit Expanding foamcrete tube Dome kit Gill suit with flippers Food analysis scanner Water purifier Monitor Chain Rare earth magnet Large wrench Rivet gun Plasma torch Industrial battery Metal bonding tape Fabric tape Pipes Light fitting Door Porthole Bundles of torn cables Sheet of plate metal Metal beam Reactor shielding Chunk of console Chunk of mainframe Solar panels Clone vat Sleep berth Toilet pod Medical diagnostic bed Acceleration couch Chunk of food recycler Chunk of hydrponics station Container of seeds or dna Flight station couch Radioactive fuel Pod of biological material Tank of poison gas Missile Tank of reaction mass fuel Radio beacon Black box Cargo pod Steel or plastic drum Safe Locker Crewman corpse[||||||, infected] Android corpse[||||||, insane] Damaged robot[||||||, insane] Damaged drone[||||||, insane] Escape pod[||||||, with corpse] Escape pod with survivor Dying survivor[||||||, insane] Cryonic pod[||||||, with body] Coffin with corpse Charred crew skeletons FILENAME: EMO_OSR_KoboldsForSale.ipt Header: Kobolds for Sale In Shadelport kobolds are popular slaves, useful for hundreds of reasons. From expendable potion testers to door openers, kobolds are working hard. Kobolds are easy to store and ship. They tolerate conditions other races would die in. A well cared for kobold lives twice as long as a wild one. Kobolds work with phosphorous in match factories, mines, dye factories and other dangerous jobs. A few wizards with carpet bags of holding gave up using spells and just used kobolds. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/d100-kobolds-for-sale.html
prompt: Show me: {Experienced Kobolds|Kobold Subtypes|Kobold Costs|More About Kobolds} Kobold Costs//Experienced Kobolds use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutKobolds [when]{rep}=1[do]& Kobolds are 90% doglike or small goblins in Shadelport with knockers and koboldi being next most popular slaves. Other types have been brought in by traders and adventurers.\n\n& Most people wouldn't look twice at a owner beating a kobold to death in the street. But keep in mind that while cruelty to kobolds in public is not shunned like horse beating, treating them badly in kobold territory could be a problem. Since kobolds often treat each other badly, treating them a bit better is easy.\n\n& Some religious leaders and a troublesome women's movement claim they have souls and can be almost civilized, even deserving the same rights as goblins and orcs. \n\n& Many humans in the ghettos complain about kobold slaves and would also like to see them emancipated (and cooked in soup). Even urchins and mutants in the ghetto complain. \n\n& Orcs and goblins don't care about how humans treat kobolds. Orcs rarely acknowledge they are visible, and goblins are just happy humans don't treat them quite so bad as kobolds.\n\n& [end] table: KoboldCosts [when]{rep}=1[do]& Kobold Packaging and accessories: & ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Sack1cp& Apple crate1sp& One kobold small keg4sp& Six kobold barrel2gp& One kobold carpet bag4sp& Two kobold carpet bag6sp& Wood backpack with iron bar door2gp& Fancy iron cage14gp& Kobold skin oil, enough for 3 months of healthy shiny skin1sp& Kobold skin oil scraper, makes oil last twice as long4sp& Booties2sp& G-string1cp& Loin Cloth2cp& Pointy little cap2cp& Adorable little trousers2sp& Cute little jacket3sp& Charming little hat2sp& Fancy slightly silly court outfit12gp& Pliars for removing teeth1sp& Manacles, with lock5gp& Leg Irons, bolted on1gp& Neck Chain, with lock3gp& Silver nose ring and chain15gp& Chastity belt, with lock12gp& Leash1sp& Spectacles, for literate kobolds25gp& Owners Manual, "On the care and breeding of kobolds" by R. QuiglyBranding12gp& Tattoo5sp& Neutering1cp& Kobold ownership neck tag1sp& Kobold kibble (one day of dry survival rations; gives them kidney stones long term)1cp& Kobold candy (butterscotch most favorite), 10 pieces1sp&
& Buying Kobolds: &
& Kobold egg1cp& Baby kobold1sp& Teen Kobold no skills, good for expendable jobs10sp& Adult kobold, labourer1gp& Adult kobold, experienced personal servant4gp& Expert Kobold25gp+&
& For fighting types, pay more for extra HD : &
& 2d4 HD10gp& 3d4 HD20gp& 4d4 HD50gp& 4d6 HD100gp&
& [end] table: ExperiencedKobolds Trap tester - open doors, chests, walk down corridors, easy 1gp Pole boy - poke stuff with ten foot pole in dungeons 1gp Food taster - eat and drink substances 1gp Matchstick maker - glow in the dark, rotting flesh 10sp Hole inspector - investigate mystery holes 1gp Chimney Sweep - clean soot from 10sp Gong farmer - unblock deadly city drains and sewers 10sp Monster keeper - feed and clean up after captive monsters 10sp Machine tender - work amid cogs of mills and machines 10sp Dye worker - stomp in vats of toxic dye 10sp Miner - digging and tunneling 1gp Baggage hauler or water bearer - carry 40lb loads 10sp Fisherman - catch and dry fish 10sp Picker - pick fruit and other crops 10sp Pig tender - look after pigs, try not to get eaten 1gp Shepherd or milk maid - watch animals or milk them 10sp Muck scraper - clean horrible filth of boots and stuff 10sp Rock cracker - smash big rocks into gravel 10sp Meat worker - assist butchers 10sp Wood collector - gather branches, chop and carry 10sp Privy attendant - assist master in toilet 4gp Doorman or lamp bearer- open doors for masters or carry lamp 1gp Animal Groom - brush horses, cats and dogs 1gp Dressing Groom - brush clothes, help master dress 5gp Bath attendant - heat water, soap and scrub 2gp Barkeeper - serve and mix drinks, listen to losers 2gp Bed attendant - keeps linen clean, catches fleas using body as bait, warm beds 3gp Barber - cut hair and shave 4gp Cook - cook common basic meals or make bread 2gp Nanny - care for children 3gp Spinner - operate spinning wheel to make wool or thread 2gp Weaver - operate a loom or make rugs or baskets 5gp Mechanic - service and oil and maintain machines 10gp Smith - make metal goods like tools and basic weapons 10gp Cobbler - make boots 4gp Tailor - make and adjust clothing 5gp Scribe - takes dictation, reads aloud 10gp Potter - makes pots and dinnerwear 2gp Barrel maker - makes and tends barrels 4gp Leather worker - tan hide and make goods like clothes 3gp Dart thrower - skirmisher and scout 4gp Archer - forager and scout 6gp Spearman - often aid hunters, might carry several javelins 8gp Swordsman - sword and shield fighters 10gp Maceman - mace and shield 10gp Axeman - axe and shield, also woodcutters 10gp Gladiator - two short swords, helmet 20gp Hunter - catch small game and birds 10gp Rock thrower - cheap skirmisher and bird scarer 2gp Drummer or horn blower - for marching and signaling 3gp Stabber - sneak, hide, slit throats 10gp Arsonist - expert fire starter 10gp Suicide bomber - carries lit cast iron grenade to target 10gp Military Scout - observes enemy troops and camps 20gp Infiltrator - enters dungeons or households and spies 50gp Poisoner - pollutes and food water supplies, poison knife 50gp Assassin - infiltrates and kills leaders usually while asleep 100gp Sniper - often use heavy crossbow for long range targeting leaders 50gp Theif - all purpose stealthy agent 50gp Kidnapper - expert in kidnapping targets, might need help carrying them off 100gp Trapper - make or disarm traps 50gp Sapper - military mining and plant demolitions 50gp Locksmith - make or disarm locks 50gp Incendiarist - render fuel from corpse fat and use flammable oil and smoke 100gp Demolitionist - make explosive devices and black powder 100gp Climber - expert climbing cliffs and buildings, assisting others 50gp Potion taster - fairly good at identifying potions from taste 100gp Dog handler - manage four trained dogs 50gp Beast handler - manage a chained animal 100gp Monster handler - manage a chained monster 500gp Water breathing Species - excellent aquatic worker 100gp Gliding species - can climb and glide, good scouts 100gp Extra arms - extra melee attack 100gp Invisible - has invisibility cast to be spy, turn visible if attacks 100gp Luminous - has has continual light cast on it, can cover with cape 100gp Supernatural - needs +1 to be hit, competant warrior 100gp Spider mutant - can cling to walls like spider 100gp Berserk kobold - can fight up to -10 HP 100gp Magic taster - can determine if thing magic by taste most of the time 100gp Random mutant - weird mutation 100gp Petty magician - knows d4 clean cantrips 100gp Petty magician - knows d4 detect nagic cantrips 100gp Petty magician - knows d4 stun cantrips 100gp Petty magician - knows d4 conjure egg cantrips 100gp Petty magician - knows d4 conjure salt cantrips 100gp Petty magician - knows d4 candle light cantrips 100gp Petty magician - knows d4 arouse cantrips 100gp Petty magician - knows d4 conjure flowers cantrips Petty magician - knows d4 conjure sweet cantrips 100gp Petty magician - knows d4 exterminate vermin cantrips 100gp Kobold apprentice wizard d4 levels 500gp Kobold apprentice sorcerer d4 levels 500gp Kobold apprentice acolyte d4 levels 500gp Kobold apprentice healer d4 levels 500gp Kobold apprentice druid d4 levels 500gp Kobold apprentice wizard d4 levels 500gp Kobold apprentice psion d4 levels 500gp Kobold apprentice monk d4 levels 500gp Kobold pistolier d4 levels 500gp Kobold musketeer d4 levels 500gp table: KoboldSubtypes Canine, get along with dogs Draconic, tainted by draconuic blood, former dragon serfs Koboldi, drunken fornicators, giant genitals, amusing companions Knockers, mining folk, good craftsmen Pale dwellers, albino cave tribes, primative Frostlings, live in glaciers and snow Yellow, cunning jungle murderers Fire Newtlings, live in volcanoes, newt like Bogling, dwell in city sewers and swamps, carry infections and parasites Ratlings have rodent traits Saltkin, coastal scavengers with blue skin Bloodcaps, blood drinking pointy hat wearers Gliding, primative but good at climbing and have glider membranes Weasal kin, horrible fanged and hairy Frogkin, part frog like swamps Goatlings, have little horns to butt and hooves instead of feet Crablings, have crab claws and, chitinous armour House kobold, live in barns and under stoves, shy scavengers Raptorlings, tiny angry dino hybrid men Trollkin, weedy and hopeless part lesser troll FILENAME: EMO_OSR_KoboldsForSale.txt Header: Non Corporeal Undead Hauntings These are some tables to make hauntings. I think most monsters should be more unique and spirits even more so. Clerics might be sent to clear up some local hauntings. Once you get Exorcism spell you get even more busy. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/non-corporeal-undead-horrors-pt2-d100.html
prompt: Show me: {Specific Hauntings|Make a Haunting|Haunted Places|Former Life Purpose|Remains|Burial Location|How Did They Die|Who Killed Them} Specific Hauntings use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] http://elfmaidsandoctopi.blogspot.com/2016/09/d100-kobolds-for-sale.html d100 Kobolds for sale In Shadelport kobolds are popular slaves, useful for hundreds of reasons. From expendable potion testers to door openers, kobolds are working hard. Do remember while cruelty to kobolds in public is not shunned like horse beating, treating them badly in kobold territory could be a problem. As kobolds treat each other often badly treating them a bit better is easy. Kobolds are easy to store and ship. They tolerate conditions other races would die in. A well cared for kobold lives twice as long as a wild one. Some religious leaders and a troublesome women's movement claim they have souls and can be almost civilized even deserving the same rights as goblins and orcs. Most people would look twice at a owner beating a kobold to death in the street. Kobolds work with phosphorous in match factories, mines, dye factories and other dangerous jobs. Many humans in the ghettos complain about kobold slaves and would also like to see them emancipated (and cooked in soup). Even urchins and mutants in the ghetto complain. Orcs and goblins dont care about how humans treat kobolds. Orcs rarely acknowledge they are visible. Goblins are happy humans don't treat them like kobolds even if only slightly better. A few wizards with carpet bags of holding gave up using spells and just used kobolds. Kobold Packaging and accessories Sack 1cp Apple crate 1sp One kobold small keg 4sp Six kobold barrel 2gp One kobold carpet bag 4sp Two kobold carpet bag 6sp Wood backpack with iron bar door 2gp Fancy iron cage 14gp Kobold skin oil 1sp for 3 months of healthy shiny skin Kobold skin oil scraper 4sp makes oil last twice as long Booties 2sp G-string 1cp Loin Cloth 2cp Pointy little cap 2cp Adorable little trousers 2sp Cute little jacket 3sp Charming little hat 2sp Fancy slightly silly court outfit 12gp Pliars for removing teeth 1sp Manacles 5gp with lock Leg Irons 1gp bolted on Neck Chain 3gp with lock Silver nose ring and chain 15gp Chastity belt 12gp with lock Leash 1sp Spectacles 25gp for literate kobolds Owners Manual 12gp "On the care and breeding of kobolds" by R. QuiglyBranding 1cp Tattoo 5sp Neutering 1cp Kobold ownership neck tag 1sp Kobold kibble 1cp for a dry day survival rations but gives them kidney stones long term Kobold candy 1sp for ten pieces (butterscotch most favorite) Kobold egg 1cp Baby kobold 1sp Teen Kobold no skills 10sp good for expendable jobs Adult kobold labourer 1gp Adult kobold experienced personal servant 4gp Expert Kobold 25gp+ d100 Quick kobolds for cash types 01 Expendable 02 Labourer 03 Servant 04 Tradesmen 05 Fighting 06 Subterfuge 07 Murder Hobo 08 Exotic 09 Petty magic 10 Magical Extra HD for fighting types 10gp 2d4 HD 20gp 3d4 50gp 4d4 100gp 4d6 D100 Kobolds for sale 01 Trap tester - open doors, chests, walk down corridors, easy 1gp 02 Pole boy - poke stuff with ten foot pole in dungeons 1gp 03 Food taster - eat and drink substances 1gp 04 Matchstick maker - glow in the dark, rotting flesh 10sp 05 Hole inspector - investigate mystery holes 1gp 06 Chimney Sweep - clean soot from 10sp 07 Gong farmer - unblock deadly city drains and sewers 10sp 08 Monster keeper - feed and clean up after captive monsters 10sp 09 Machine tender - work amid cogs of mills and machines 10sp 10 Dye worker - stomp in vats of toxic dye 10sp 11 Miner - digging and tunneling 1gp 12 Baggage hauler or water bearer - carry 40lb loads 10sp 13 Fisherman - catch and dry fish 10sp 14 Picker - pick fruit and other crops 10sp 15 Pig tender - look after pigs, try not to get eaten 1gp 16 Shepherd or milk maid - watch animals or milk them 10sp 17 Muck scraper - clean horrible filth of boots and stuff 10sp 18 Rock cracker - smash big rocks into gravel 10sp 19 Meat worker - assist butchers 10sp 20 Wood collector - gather branches, chop and carry 10sp 21 Privy attendant - assist master in toilet 4gp 22 Doorman or lamp bearer- open doors for masters or carry lamp 1gp 23 Animal Groom - brush horses, cats and dogs 1gp 24 Dressing Groom - brush clothes, help master dress 5gp 25 Bath attendant - heat water, soap and scrub 2gp 26 Barkeeper - serve and mix drinks, listen to losers 2gp 27 Bed attendant - keeps linen clean, catches fleas using body as bait, warm beds 3gp 28 Barber - cut hair and shave 4gp 29 Cook - cook common basic meals or make bread 2gp 30 Nanny - care for children 3gp 31 Spinner - operate spinning wheel to make wool or thread 2gp 32 Weaver - operate a loom or make rugs or baskets 5gp 33 Mechanic - service and oil and maintain machines 10gp 34 Smith - make metal goods like tools and basic weapons 10gp 35 Cobbler - make boots 4gp 36 Tailor - make and adjust clothing 5gp 37 Scribe - takes dictation, reads aloud 10gp 38 Potter - makes pots and dinnerwear 2gp 39 Barrel maker - makes and tends barrels 4gp 40 Leather worker - tan hide and make goods like clothes 3gp 41 Dart thrower - skirmisher and scout 4gp 42 Archer - forager and scout 6gp 43 Spearman - often aid hunters, might carry several javelins 8gp 44 Swordsman - sword and shield fighters 10gp 45 Maceman - mace and shield 10gp 46 Axeman - axe and shield, also woodcutters 10gp 47 Gladiator - two short swords, helmet 20gp 48 Hunter - catch small game and birds 10gp 49 Rock thrower - cheap skirmisher and bird scarer 2gp 50 Drummer or horn blower - for marching and signaling 3gp 51 Stabber - sneak, hide, slit throats 10gp 52 Arsonist - expert fire starter 10gp 53 Suicide bomber - carries lit cast iron grenade to target 10gp 54 Military Scout - observes enemy troops and camps 20gp 55 Infiltrator - enters dungeons or households and spies 50gp 56 Poisoner - pollutes and food water supplies, poison knife 50gp 57 Assassin - infiltrates and kills leaders usually while asleep 100gp 58 Sniper - often use heavy crossbow for long range targeting leaders 50gp 59 Theif - all purpose stealthy agent 50gp 60 Kidnapper - expert in kidnapping targets, might need help carrying them off 100gp 61 Trapper - make or disarm traps 50gp 62 Sapper - military mining and plant demolitions 50gp 63 Locksmith - make or disarm locks 50gp 64 Incendiarist - render fuel from corpse fat and use flammable oil and smoke 100gp 65 Demolitionist - make explosive devices and black powder 100gp 66 Climber - expert climbing cliffs and buildings, assisting others 50gp 67 Potion taster - fairly good at identifying potions from taste 100gp 68 Dog handler - manage four trained dogs 50gp 69 Beast handler - manage a chained animal 100gp 70 Monster handler - manage a chained monster 500gp 71 Water breathing Species - excellent aquatic worker 100gp 72 Gliding species - can climb and glide, good scouts 100gp 73 Extra arms - extra melee attack 100gp 74 Invisible - has invisibility cast to be spy, turn visible if attacks 100gp 75 Luminous - has has continual light cast on it, can cover with cape 100gp 76 Supernatural - needs +1 to be hit, competant warrior 100gp 77 Spider mutant - can cling to walls like spider 100gp 78 Berserk kobold - can fight up to -10 HP 100gp 79 Magic taster - can determine if thing magic by taste most of the time 100gp 80 Random mutant - weird mutation 100gp 81 Petty magician - knows d4 clean cantrips 100gp 82 Petty magician - knows d4 detect nagic cantrips 100gp 83 Petty magician - knows d4 stun cantrips 100gp 84 Petty magician - knows d4 conjure egg cantrips 100gp 85 Petty magician - knows d4 conjure salt cantrips 100gp 86 Petty magician - knows d4 candle light cantrips 100gp 87 Petty magician - knows d4 arouse cantrips 100gp 88 Petty magician - knows d4 conjure flowers cantrips 89 Petty magician - knows d4 conjure sweet cantrips 100gp 90 Petty magician - knows d4 exterminate vermin cantrips 100gp 91 Kobold apprentice wizard d4 levels 500gp 92 Kobold apprentice sorcerer d4 levels 500gp 93 Kobold apprentice acolyte d4 levels 500gp 94 Kobold apprentice healer d4 levels 500gp 95 Kobold apprentice druid d4 levels 500gp 96 Kobold apprentice wizard d4 levels 500gp 97 Kobold apprentice psion d4 levels 500gp 98 Kobold apprentice monk d4 levels 500gp 99 Kobold pistolier d4 levels 500gp 100 Kobold musketeer d4 levels 500gp Kobolds are 90% doglike or small goblins in Shadelport with knockers and koboldi being next most popular slaves. Other types have been brought in by traders and adventurers. d20 Revised Kobold Subtypes 1 - Canine, get along with dogs 2 - Draconic, tainted by draconuic blood, former dragon serfs 3 - Koboldi, drunken fornicators, giant genitals, amusing companions 4 - Knockers, mining folk, good craftsmen 5 - Pale dwellers, albino cave tribes, primative 6 - Frostlings, live in glaciers and snow 7 - Yellow, cunning jungle murderers 8 - Fire Newtlings, live in volcanoes, newt like 9 - Bogling, dwell in city sewers and swamps, carry infections and parasites 10 - Ratlings have rodent traits 11 - Saltkin, coastal scavengers with blue skin 12 - Bloodcaps, blood drinking pointy hat wearers 13 - Gliding, primative but good at climbing and have glider membranes 14 - Weasal kin, horrible fanged and hairy 15 - Frogkin, part frog like swamps 16 - Goatlings, have little horns to butt and hooves instead of feet 17 - Crablings, have crab claws and, chitinous armour 18 - House kobold, live in barns and under stoves, shy scavengers 19 - Raptorlings, tiny angry dino hybrid men 20 - Trollkin, weedy and hopeless part lesser troll I will do d100 elite kobold squads soon FILENAME: EMO_OSR_NonCorporealUndeadHorrors.ipt Header: Non Corporeal Undead Horrors I wanted a spread of varied strength undead. These are the classic types in ADnD. I hadn't used some of these much so this will help. I would give some spell casting abilities occasionally too. Interestingly lots of these are female varieties. It's as if women had more to be unhappy about or more frequently died tragically through all history and fantasy worlds. Undead are immune to mind affecting spells like charm, mental ilusions, fear spells. Immune to non magical cold and do not breath and cannot be effected by poison. Non corporeal undead are immune to non magical acid and fire also. New undead by me to fill some gaps: Shade, Gloom Child, Spectral horde, Fright, Spook, Lurking Fear, Unholy presence, Headless Spirit, Plague lord, Grim reaper, Flame Shroud, Drowned Spirit I'm including here stats of basic undead of this type. I'm now using full target number for AC so 14 is same as +4 same as AC7 in AD&D. " = 10 feet indoors or 10 yards if outdoors. * = how many magic +'s are needed to hit. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/non-corporeal-undead-horrors-pt1.html
prompt: Show me: {Undead With Stats|Turning Rules} Undead use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: TurningRules [when]{rep}=1[do]& Note on my turning rules. \n\n& If undead is of less HD than cleric, cleric affects d12 per level. The number rolled is the number of HD driven away for a ten minutes per cleric level. If total rolled is double what's needed to turn all undead, then the undead is destroyed instead.\n\n& If the undead are of greater HD than the cleric, they get a saving throw and they require double the number of HD to affect them. Such undead cannot be destroyed by a turning roll.\n\n& In all cases, the weakest undead are affected first. After they are turned or destroyed, the remaining amount of the cleric's undead-turning roll is applied to greater undead.\n\n& Evil clerics can issue one command to undead instead of driving them away. This could be a permanent command. "Guard something" is most common.\n\n& This is a mod on my previous system to make life harder vs. tougher undead.& [end] table: UndeadWithStats Phantom AC- HD- ATT- MOV 9" Unintelligent echo of a death or dying person Mostly from tragic circumstances and bound to location Any witnessing a phantom SAV vs fear -2 or flee Holy water or symbol may make them back off, exorcism will destroy Poltergeist AC +10 HD d4 ATT d3 fear MOV 6" Invisible angry spirit that hurls common found objects Attacks a 5HD if hits save vs fear, once saved immune to that poltergeist Each round fleeing 50% chance of dropping anything Repulsed by holy symbol or holy water Silver or magic required to hit, turned as a 1HD Shade* AC +16 HD 1 ATT Touch d6 MOV 12" Spirits of the dead who dwell in the underworld, often failing to attain better resting place Semi transperant as if formed of smoke Shades are able to communicate and may have useful information Are often hungry for essence of food, wine or blood sacrificed to them Angry or hungry shades without a sacrifice might touch the living to drain life as HP Shades are gloomy many dwell in squallor and degradation in the pit Specific shades may be called and may require specific sacrifices to share knowledge Spectral Minion* AC +18 HD 1 or more ATT As weapon if any MOV 30" Spirits doomed to be trapped in repetitive action, many are harmless some armed Faded transparent luminous figures Some engaged in tasks like revelry or despair and do not interact Some talkative and philosophical or searching area for something Animal minions like guard dog, huge raven, dinosaur or horse possible Some guards, crazed beserkers or warriors but cannot harm other spectral minions Weapons if any are apart of them, unarmed ones cannot hurt anyone Some especially warriors might have higher amounts of HD Remove curse or exorcism will free them from the earth Turning will drive away or banish to spirit wold for a week (instead of destroy result) Heucuva AC+17 HD 2 ATT Touch d6 plus disease MOV 9" Rotten flesh covered skeleton form actually spirits of priests, liars and heretics Touch causes disease if victim fails CON save Polymorph self 3/day used to appear as coporeal beings to decieve victims Silver or magic required to hit, Turned as 4HD Flame Shroud AC+15 HD 2 ATT Burning Touch 2d4 MOV 6"/12" fly Skeletal spirit with flaming shroud is vindictive remains of person burned unjustly Flying flaming horrors scream as they fly about and enjoy burning buildings Silver or magic required to hit, remove curse can destroy one Drowned Spirit AC+16 HD 2 ATT Grapple then drown MOV9" Translucent spirit of drowning victim can appear beautiful or as rotting corpse Bound to a body ow water like a well or pond or sea cannot go more than 3" from water When changes to rotting form viewers make a save vs fear Can charm person 3/day which uses to lure victim close, especially if too far away to reach Hit victims grappled, make a STR save to escape to not be dragged into water If dragged in water victim must make a CON save each round to not be drowned Silver or magic required to hit, exorcism or remove curse will destroy it Fright AC+15 HD 2 Touch d6 fear MOV 12" Shroud wearing spirits that keep living away from places of the dead by night Often in groups and carrying torch or candle or lanterns light Touched victims make WIS save or flee in fear Silver or magic required to hit when it is attacking Headless Spirit* AC+16 HD 3 Axe or Sword d10 MOV 12" A glowing translucent spirit of beheaded unsually executed victim, Spirit seeks to steal heads of the living with a spirit weapon it can manifest at will May carry own severed head alas no amount of stolen heads will satisfy it Some quite talkative, some may ride a Spectral Minion horse Can walk through walls and floors to ambush victims, enjoy hunting mortals Can cause fear by laughing three times a day 3" radius Exorcism will free it from location and put to rest otherwise will reform in week if destroyed Shadow* AC+13 HD3+3 ATT Touch d4+1 drains 1 STR MOV 12" A shadow of a deceased person risen as evil spirit 1 STR Drain per touch returned 2d4 turns later Victims drained to 0 HP or STR die and arise as shadows Mostly invisible in darkness or shadows May appear in animal forms also Gloom Child** AC +16 HD 4 ATT touch d6 drains 1 WIS MOV 12" A child spirit returned to torment adults who it believes robbed it of life unfairly Each has a human form and a small animal form and can turn invisible at will May try to trick strangers into helping it and try to lure them into danger Laugh creepily causing fear three times a day Exorcism or remove curse send them to final rest Spook AC+16 HD 4 ATT touch d8 drain 1 CHA MOV 9"/16" fly A foul spirit engrossed in seven deadly sins such as greed, lust, envy Spirits with floating upper body and torso tapering into a trailing tail Spooks can be annoying by lifting things or eating food Howl once a day causes fear to all in 12" Victims grasped appear aged, lose hair and skin develops foul boils Silver or magic required to hit when it is attacking Haunt AC+20 HD 5 ATT Touch drain 2 DEX MOV 6" Transparent spirit of person killed without forfilling a quest often turned evil in despair Bound to 6" of where original person died (or last host died) When DEX drained to 0 haunt possess victims body and DEX returns to normal DEX recovers at 1 hp per turn otherwise (if drained but not possesed) Haunt will use body to complete purpose and move beyond area it died in Can strangle instead 1 HP first round doubling each round till it or victim victim dead Exorcism will expel haunt from victim or location, if killed in combat reforms in week Hold person will drive spirit from body if it is paralyzed by spell Struck by silver or magic, normal fire and weapons cause 1HP damage (and any +'s) Wraith AC+16 HD 5+3 ATT Touch d6 drains 1 level MOV 12"/24" fly Black shadowy smoke like dark spirit with glaring glowing eyes Formed from most evil followers of darkness like evil priests Victims drained return as half strength wraiths in service to the one which killed them Silver weapons half damage magic can cause full non magic cannot harm Kuei AC+24 HD 3-6 ATT Touch depends on HD MOV 18" Evil unforfilled spirit seeking resolution of evil desires with demonic appearance HD 3* d6 touch HD 4** d8 touch HD 5***d10 touch HD 6****d12 touch Posses victim 3/day standard undead immunities and half damage from fire Will occupy victim for years until desire forfilled or exorcised Lurking Fear* AC+16 HD 6 ATT Engulf d4 or Fear MOV 6" Spirit formed in place where many died over long time in pain and despair Invisible mostly but sometimes seen as mass of fused pain filled faces Surround person invisibly causing fear or draining life Exorcism or remove curse can remove them from the location they haunt Con Tinh** AC+13 HD 6 ATT Touch d6 MOV 12" Spirit of young maiden died unfulfilled inhabits old tree by day and roams by night May appear attractive or turn hideous at will, may try and convince people to help it 3/night can laugh victims in 3" WIS save or struck mad Madness results in WIS & INT dropping to 2 until Heal spell cast Can posses a target and inhabit the person in daylight hours Will use body to forfil maidens desires often selfish and destructive Cutting down tree or exorcism will destroy the spirit Whom cuts down tree save or struck with ancient curse affecting descendants Banshee* AC+20 HD7 ATT Touch d8 MOV 15" Spirit of evil woman or elfmaid dwells in lonely forbidden places Dark gloomy spirit lit by eerie green light from within Sight causes fear WIS save Wail 3" range CON save or die once a night Exorcism kills them Spectre* AC+18 HD 7+3 ATT Touch d8 2 levels drained MOV 15"/30" fly Spirit of evil or wicked person, terrorfying glowing translucent figure Victim drained to 0 levels or HP returns as half strength spectre slave or original Raise dead spell will kill spectre if fails to save Apparition AC+20 HD 8 ATT Touch MOV12" Spirit of evil or wicked person in form of a translucent skeleton in clothing Uses 20" telepathy to locate and surprise through walls and floors etc Victim touched makes INT save, If fail make second INT save Success makes victim flee as fear effect, fail causes heart attack and death If victim corpse left they become apparition Silver or magic required to hit when it is attacking Plague Lord*** AC+18 HD 9 ATT Touch 4d6 disease MOV12"/24" fly Spirit of evil high priest sent by evil god or demon lord to spread disease A decaying robed skeleton that may turn invisible to inflict disease in innocent Mostly it just causes disease by touch but if detected will manifest and kill witnesses Any who sees it in visible form save vs fear or flee, can cast insect swarm 3/day Spectral Horde* AC+14 HD 3d6+6 ATT 1 melee/HD d8 MOV 9"A mass of warrior spirits fused together forever usually bound to a past battlefeild As each HD lost (HP divided by HD) loses a melee attack and reduces chance to hit If one HD survives the horde recovers the next full moon Exorcism will remove them from the battlefield and send them to the netherworld Ghost AC+20 HD10 ATT Touch age d4x10 years MOV 12” Spirit of evil or wicked person, horryfying glowing translucent figure Age 10 years on sight and flee 2d6 turns if fail WIS save 6th+ lv clerics immune, others with 8HD+ get +2 Can possess as per magic jar or touch attack Victims killed cannot be raised Silver or magic required to hit Unholy Presence** AC+20 HD 12 ATT engulf up to 12 persons d12 fear MOV 12" A powerful spirit formed from most hideous massacre and slaughter Invisible mostly but sometimes seen as mass of fused pain filled faces Large enough to engulf a dozen normal persons in close proximity Less if apart (six if one per 5 foot square) or more for smaller beings Causes damage and fear to most targets but if under 4 HD save vs death instead of fear Grim Reaper***** AC+30 HD 20 ATT Scythe 6d6 death MOV 16"/32" fly A robe wearing scythe wielding skeletal spirit empowered by death god to kill mortals Formerly individual who committed some great epic slaughter in the name of death Anyone struck must save vs death, can strike anyone in melee range with a sweep Immune to spells of 4th level or less, can see invisible, anyon it kills returns as a zombie Can turn invisible at will and commune with it's patron god once a day FILENAME: EMO_OSR_NonCorporealUndead.ipt Header: Non Corporeal Undead Horrors from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/non-corporeal-undead-horrors-pt1.html elfmaidsandoctopi.blogspot.com/2016/10/non-corporeal-undead-horrors-pt2-d100.html
prompt: Show me: {Undead With Stats|Turning Rules} Undead use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}Start] table: TurningRulesStart [when]{rep}=1[do]& Note on my turning rules. \n\n& If undead is of less HD than cleric, cleric affects d12 per level. The number rolled is the number of HD driven away for a ten minutes per cleric level. If total rolled is double what's needed to turn all undead, then the undead is destroyed instead.\n\n& If the undead are of greater HD than the cleric, they get a saving throw and they require double the number of HD to affect them. Such undead cannot be destroyed by a turning roll.\n\n& In all cases, the weakest undead are affected first. After they are turned or destroyed, the remaining amount of the cleric's undead-turning roll is applied to greater undead.\n\n& Evil clerics can issue one command to undead instead of driving them away. This could be a permanent command. "Guard something" is most common.\n\n& This is a mod on my previous system to make life harder vs. tougher undead.& [end] table: UndeadWithStatsStart [when]{rep}=1[do]& I wanted a spread of varied strength undead.\n& \n& These are the classic types in ADnD. I hadn't used some of these much so this will help. I would give some spell casting abilities occasionally too. \n& \n& Interestingly lots of these are female varieties. It's as if women had more to be unhappy about or more frequently died tragically through all history and fantasy worlds.\n& \n& Undead are immune to mind affecting spells like charm, mental ilusions, fear spells. Immune to non magical cold and do not breath and cannot be effected by poison. Non corporeal undead are immune to non magical acid and fire also.\n& \n& New undead by me to fill some gaps:\n& Shade, Gloom Child, Spectral horde, Fright, Spook, Lurking Fear, Unholy presence, Headless Spirit, Plague lord, Grim reaper, Flame Shroud, Drowned Spirit\n& \n& I'm including here stats of basic undead of this type. I'm now using full target number for AC so 14 is same as +4 same as AC7 in adnd. \n& " = 10 feet indoors or 10 yards if outdoors. \n& * = how many magic +'s are needed to hit.
& [end]& [@UndeadWithStats] table: UndeadWithStats Phantom AC- HD- ATT- MOV 9" Unintelligent echo of a death or dying person Mostly from tragic circumstances and bound to location Any witnessing a phantom SAV vs fear -2 or flee Holy water or symbol may make them back off, exorcism will destroy Poltergeist AC +10 HD d4 ATT d3 fear MOV 6" Invisible angry spirit that hurls common found objects Attacks a 5HD if hits save vs fear, once saved immune to that poltergeist Each round fleeing 50% chance of dropping anything Repulsed by holy symbol or holy water Silver or magic required to hit, turned as a 1HD Shade* AC +16 HD 1 ATT Touch d6 MOV 12" Spirits of the dead who dwell in the underworld, often failing to attain better resting place Semi transperant as if formed of smoke Shades are able to communicate and may have useful information Are often hungry for essence of food, wine or blood sacrificed to them Angry or hungry shades without a sacrifice might touch the living to drain life as HP Shades are gloomy many dwell in squallor and degradation in the pit Specific shades may be called and may require specific sacrifices to share knowledge Spectral Minion* AC +18 HD 1 or more ATT As weapon if any MOV 30" Spirits doomed to be trapped in repetitive action, many are harmless some armed Faded transparent luminous figures Some engaged in tasks like revelry or despair and do not interact Some talkative and philosophical or searching area for something Animal minions like guard dog, huge raven, dinosaur or horse possible Some guards, crazed beserkers or warriors but cannot harm other spectral minions Weapons if any are apart of them, unarmed ones cannot hurt anyone Some especially warriors might have higher amounts of HD Remove curse or exorcism will free them from the earth Turning will drive away or banish to spirit wold for a week (instead of destroy result) Heucuva AC+17 HD 2 ATT Touch d6 plus disease MOV 9" Rotten flesh covered skeleton form actually spirits of priests, liars and heretics Touch causes disease if victim fails CON save Polymorph self 3/day used to appear as coporeal beings to decieve victims Silver or magic required to hit, Turned as 4HD Flame Shroud AC+15 HD 2 ATT Burning Touch 2d4 MOV 6"/12" fly Skeletal spirit with flaming shroud is vindictive remains of person burned unjustly Flying flaming horrors scream as they fly about and enjoy burning buildings Silver or magic required to hit, remove curse can destroy one Drowned Spirit AC+16 HD 2 ATT Grapple then drown MOV9" Translucent spirit of drowning victim can appear beautiful or as rotting corpse Bound to a body ow water like a well or pond or sea cannot go more than 3" from water When changes to rotting form viewers make a save vs fear Can charm person 3/day which uses to lure victim close, especially if too far away to reach Hit victims grappled, make a STR save to escape to not be dragged into water If dragged in water victim must make a CON save each round to not be drowned Silver or magic required to hit, exorcism or remove curse will destroy it Fright AC+15 HD 2 Touch d6 fear MOV 12" Shroud wearing spirits that keep living away from places of the dead by night Often in groups and carrying torch or candle or lanterns light Touched victims make WIS save or flee in fear Silver or magic required to hit when it is attacking Headless Spirit* AC+16 HD 3 Axe or Sword d10 MOV 12" A glowing translucent spirit of beheaded unsually executed victim, Spirit seeks to steal heads of the living with a spirit weapon it can manifest at will May carry own severed head alas no amount of stolen heads will satisfy it Some quite talkative, some may ride a Spectral Minion horse Can walk through walls and floors to ambush victims, enjoy hunting mortals Can cause fear by laughing three times a day 3" radius Exorcism will free it from location and put to rest otherwise will reform in week if destroyed Shadow* AC+13 HD3+3 ATT Touch d4+1 drains 1 STR MOV 12" A shadow of a deceased person risen as evil spirit 1 STR Drain per touch returned 2d4 turns later Victims drained to 0 HP or STR die and arise as shadows Mostly invisible in darkness or shadows May appear in animal forms also Gloom Child** AC +16 HD 4 ATT touch d6 drains 1 WIS MOV 12" A child spirit returned to torment adults who it believes robbed it of life unfairly Each has a human form and a small animal form and can turn invisible at will May try to trick strangers into helping it and try to lure them into danger Laugh creepily causing fear three times a day Exorcism or remove curse send them to final rest Spook AC+16 HD 4 ATT touch d8 drain 1 CHA MOV 9"/16" fly A foul spirit engrossed in seven deadly sins such as greed, lust, envy Spirits with floating upper body and torso tapering into a trailing tail Spooks can be annoying by lifting things or eating food Howl once a day causes fear to all in 12" Victims grasped appear aged, lose hair and skin develops foul boils Silver or magic required to hit when it is attacking Haunt AC+20 HD 5 ATT Touch drain 2 DEX MOV 6" Transparent spirit of person killed without forfilling a quest often turned evil in despair Bound to 6" of where original person died (or last host died) When DEX drained to 0 haunt possess victims body and DEX returns to normal DEX recovers at 1 hp per turn otherwise (if drained but not possesed) Haunt will use body to complete purpose and move beyond area it died in Can strangle instead 1 HP first round doubling each round till it or victim victim dead Exorcism will expel haunt from victim or location, if killed in combat reforms in week Hold person will drive spirit from body if it is paralyzed by spell Struck by silver or magic, normal fire and weapons cause 1HP damage (and any +'s) Wraith AC+16 HD 5+3 ATT Touch d6 drains 1 level MOV 12"/24" fly Black shadowy smoke like dark spirit with glaring glowing eyes Formed from most evil followers of darkness like evil priests Victims drained return as half strength wraiths in service to the one which killed them Silver weapons half damage magic can cause full non magic cannot harm Kuei AC+24 HD 3-6 ATT Touch depends on HD MOV 18" Evil unforfilled spirit seeking resolution of evil desires with demonic appearance HD 3* d6 touch HD 4** d8 touch HD 5***d10 touch HD 6****d12 touch Posses victim 3/day standard undead immunities and half damage from fire Will occupy victim for years until desire forfilled or exorcised Lurking Fear* AC+16 HD 6 ATT Engulf d4 or Fear MOV 6" Spirit formed in place where many died over long time in pain and despair Invisible mostly but sometimes seen as mass of fused pain filled faces Surround person invisibly causing fear or draining life Exorcism or remove curse can remove them from the location they haunt Con Tinh** AC+13 HD 6 ATT Touch d6 MOV 12" Spirit of young maiden died unfulfilled inhabits old tree by day and roams by night May appear attractive or turn hideous at will, may try and convince people to help it 3/night can laugh victims in 3" WIS save or struck mad Madness results in WIS & INT dropping to 2 until Heal spell cast Can posses a target and inhabit the person in daylight hours Will use body to forfil maidens desires often selfish and destructive Cutting down tree or exorcism will destroy the spirit Whom cuts down tree save or struck with ancient curse affecting descendants Banshee* AC+20 HD7 ATT Touch d8 MOV 15" Spirit of evil woman or elfmaid dwells in lonely forbidden places Dark gloomy spirit lit by eerie green light from within Sight causes fear WIS save Wail 3" range CON save or die once a night Exorcism kills them Spectre* AC+18 HD 7+3 ATT Touch d8 2 levels drained MOV 15"/30" fly Spirit of evil or wicked person, terrorfying glowing translucent figure Victim drained to 0 levels or HP returns as half strength spectre slave or original Raise dead spell will kill spectre if fails to save Apparition AC+20 HD 8 ATT Touch MOV12" Spirit of evil or wicked person in form of a translucent skeleton in clothing Uses 20" telepathy to locate and surprise through walls and floors etc Victim touched makes INT save, If fail make second INT save Success makes victim flee as fear effect, fail causes heart attack and death If victim corpse left they become apparition Silver or magic required to hit when it is attacking Plague Lord*** AC+18 HD 9 ATT Touch 4d6 disease MOV12"/24" fly Spirit of evil high priest sent by evil god or demon lord to spread disease A decaying robed skeleton that may turn invisible to inflict disease in innocent Mostly it just causes disease by touch but if detected will manifest and kill witnesses Any who sees it in visible form save vs fear or flee, can cast insect swarm 3/day Spectral Horde* AC+14 HD 3d6+6 ATT 1 melee/HD d8 MOV 9"A mass of warrior spirits fused together forever usually bound to a past battlefeild As each HD lost (HP divided by HD) loses a melee attack and reduces chance to hit If one HD survives the horde recovers the next full moon Exorcism will remove them from the battlefield and send them to the netherworld Ghost AC+20 HD10 ATT Touch age d4x10 years MOV 12” Spirit of evil or wicked person, horryfying glowing translucent figure Age 10 years on sight and flee 2d6 turns if fail WIS save 6th+ lv clerics immune, others with 8HD+ get +2 Can possess as per magic jar or touch attack Victims killed cannot be raised Silver or magic required to hit Unholy Presence** AC+20 HD 12 ATT engulf up to 12 persons d12 fear MOV 12" A powerful spirit formed from most hideous massacre and slaughter Invisible mostly but sometimes seen as mass of fused pain filled faces Large enough to engulf a dozen normal persons in close proximity Less if apart (six if one per 5 foot square) or more for smaller beings Causes damage and fear to most targets but if under 4 HD save vs death instead of fear Grim Reaper***** AC+30 HD 20 ATT Scythe 6d6 death MOV 16"/32" fly A robe wearing scythe wielding skeletal spirit empowered by death god to kill mortals Formerly individual who committed some great epic slaughter in the name of death Anyone struck must save vs death, can strike anyone in melee range with a sweep Immune to spells of 4th level or less, can see invisible, anyon it kills returns as a zombie Can turn invisible at will and commune with it's patron god once a day FILENAME: EMO_Hell_BoilerRoom.ipt Header: Hell's Boiler Room This hell is inspired by 80s horror films, heave metal album covers, DOOM, serial killer movies, bad dreams, and Buddhist hells. Modern ruins and shipwrecks also inspired this. It's an endless sprawling complex of industrial workshops, sweatshops, basements, slaughter houses and ruins. Where devils torment the damned on an industrial scale. Where lost souls wander eternally avoiding tormentors. Where horrors find hidden lairs to torment souls in their own way. Where rooms of torture house devils boiling souls in blood and hundreds of other torments human poets only dream of. Bloodstained rust metal corridors connect chambers and marauding monsters murder and abuse any they find. For more about Hell, refer to EMO_Hell_General.ipt. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/hells-boiler-room-part-1.html elfmaidsandoctopi.blogspot.com/2016/10/hells-boiler-room-part-2.html
prompt: Show me: {Boiler Room Terrain|Boiler Room Decor|Boiler Room Dressing|Boiler Room Wonders|Boiler Room Hazards|Common Boiler Room Encounters|Uncommon Boiler Room Encounters|Boiler Room Monster Decor|More About Boiler Room} Boiler Room Terrain use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutBoilerRoom [#{rep} MoreAboutBoilerRoom2] table: MoreAboutBoilerRoom2 :This was once an organised industrial complex, the workshop of hell. But over the aeons business has been poor. Heaven and hell work together more than war, and even demons can get working visas to do things devils don't want to. \n\n& There is a theory that the great supreme devil actually wants the Boiler Room broken and sabotaged. Others blame the legal ties to lawful good and the state of mostly peace with heaven. :While many souls still are processed and refined here, much is wasted and chaos seems to be rampant; ogres and demons and madmen are the main examples of this chaos. \n\n& Although ogres never tire or killing and tormenting, orcs and kobolds start finding trouble like politics and organizing societies. \n\n& Demon mercenaries and bounty hunters are used to track down troublemakers or escaped souls; devils are too busy and duty bound to wander about taking risks. \n\n& Devils hate this hell, and see it as an embarrassment to be kept here. Devils that are sent here are typically of the lowest sort or are being punished for treason or corruption. Older devils are too embarrassed to work here or mention that they have. :The damned are brought here for mass slaughter to evolve them into larvae. Most damned wear hospital-like smocks. Some are missing limbs or organs and have unclean dressings from surgery. Sometimes they're released with false hope of escape only to be stalked by demons and madmen and monsters forever. \n\n& Even devils bound by duty are wary of exploring or chasing an escaped damned soul, but demon bounty hunters and mercenaries are called to hunt escapees to deep in the abandoned complexes. \n\n& Some damned become ogres, orcs or kobolds and get to be workers or return to earth. :The Boiler Room is a still a somewhat productive part of hell, but it is semi-dormant nowadays with 90% in unworkable ruins. This leaves a lot of room for escaped damned souls and demon infestations. \n\n& Demons like it here; it is their favorite hell and they come ever more frequently. Migration is difficult for demons but worth it for work and what they think is awesome. An increasing number of illegal demons are gated in by peers to hide in the wastelands. \n\n& Many rogue or exiled devils hide in the ruins also. Spies are common, with many factions reporting to other hells. :Clowns are a popular subcult in this hell. By dressing as a clown you cut yourself off from other duties and lives and can devote yourself to murder, mischief and mayhem. Many clowns are damned souls, already madmen, now simply wearing the clown uniform. Non-madmen clowns cooperate with other clowns. Some clowns are set free on earth to cause trouble. \n\n& Madmen are spawned here often by selecting from millions of the damned or by tormenting human damned for aeons. They are permitted to roam free to prey on escaped damned souls. Mostly they're solitary but some form a clan and find a secluded spot and eat folks. Many are sent home to earth as crazed killers. \n\n& Mad magicians among the damned have managed to live here also. They often do anything for money or spells or things their schemes need. Mad magicians also like to make monsters. This is why they are tolerated. \n\n& Sometimes there is a mass break out of madmen, clowns or damned into the Boiler Room. :Traps are a big part of this hell. \n\n& The possibility that this hell is linked to many dungeons and has had kobolds digging cheap brick dungeons everywhere is troubling. Kobolds love traps and like to work hard and many work in this hell. Some mortal damned, especially laborers, might be turned into kobolds. table: BoilerRoomTerrain Riveted metal wall corridors Riveted metal corridors covered in rust Paint over brick and concrete Tiles over brick and concrete Huge rusted machines in crumbling building Huge ruined factory Ruined hospital or asylum or prison complex Sweatshop with chains and work benches Maze of rusty pipes, gauges and controls Abattoir with pens, slaughter rooms, meat slurry sluices, etc Huge functioning furnace complex Complex of rusted metal tanks of vile fluids and dirty water table: BoilerRoomDecor Graffiti featuring devil and demon names and threats Blood spattered walls with chinks of meat hanging from ceiling Ankle deep in filthy water Fire damaged ash and burned rubble Peeling paint, water damage Walls partially collapsed with holes and rubble Garbage strewn everywhere and vermin Medical waste including bloody bandages and body parts Flickering lights Steam shrouds everything Rotten meat crawling in maggots splattered everywhere Skeletons and bones scattered everywhere table: BoilerRoomDressing Fleshy sacks of gore attached to walls or hanging from ceilings where monsters keep stuff Burned bone ash heap with charred skulls Bloody hand prints everywhere even on ceiling Chains hanging from roof ending on chunks of gore on hooks Bloody gibbets welded to walls with gory corpses inside Executioners block with blood exerywhere Rack of horrible blood covered weapons with blades, hooks and spikes Hole in wall at floor level, bones scattered by entry, a hellhound hole A hellcat washing itself from a perch looking for a new friend Net full of human heads hanging from wall Wheelbarrow full of human guts covered in flies Clouds of flies pour through area Smoke smells of charred flesh or coal Cauldron boiling with human fat, candle and soap moulds on bench Huge stove with pots boiling away with human blood and flesh Wrack with flailed human skins freshly flensed A filthy curtain blocks passage A curtain made from human skins blocks passage A throne made from human flesh and bone on a trash plinth Wall covered in hundreds of tiny notes connected by red string by some madman Hundreds of filthy dolls hanging everywhere, many have missing limbs Filthy coat, mask and weapon ([|axe|machete|scissors|knife]) hanging from wall Bloody striped sweater, hat and claw glove found on a chair Hundreds of chairs, many stacked or broken Filthy stained mattresses in stacks Piles of human hair in sacks Room full of artificial limbs Table with tattoo tools Brazier with branding irons smoldering Gurney or stretcher with filthy sheets Small wagon or cart with sacks of badly aged building materials Piles of human teeth, many bloodied Buckets, barrels or tubs with still warm blood left out Walls covered in spikes Floor and ceiling with spikes Chains dangling from roof beams Barbed wire fences inside room or dividing coridoor Coil of metal wire Pile of metal plates and bucket of rivets Pile of 4 inch metal beams Tracks on floor with minecart full of [|garbage|bones|rusty cogs|bloody skulls] Sledge hammer and iron spikes in a bucket Hole in floor to lower level with spades and picks and rubble piles Large oil lamp hanging up high Wooden crates and barrels Corpse with missing limbs in night shirt Something running through pipes in wall heard Person bleeding and dying impaled in elaborate trap Cages hanging from roof with prisoners Corpses impaled on spikes on walls Small furnace for burning corpses and piles of dry bones for fuel Filthy cot with box underneath of ears or other horrid souvenirs Filthy lab with improvised glassware making something horrible Still making hell rum with barrels of water, sugar, strange hellish spices Crates or barrels of booze, mostly addictive wine or rum made in hell Buckets of rusty broken chains, cobs, nuts, bolts and rivets Pile of old pulleys in an iron bucket Room with human carcasses suspended from roof being smoked into ham Huge threatening sign in splattered blood A human corpse with rips spread and all lungs and guts gone Chained to the wall a naked torture victim naked and Area turned into a filthy cramped tavern run by out of work demons Devil selling food an drink from a pushcart Rows of cauldrons with victims chained inside and boiling blood and a devil caretaker Row of iron coffins with creaming damned inside being roasted over fire Wrack with several devils torturing victim Man in locked pit screaming as snakes slowly fill pit from tubes in walls Pits of garbage and pale corpses Kitchen with butchered human on bench and dozens of iron pots and pans Burning screaming victims tied to steaks with devils attending Imp selling bottle of delicious tears Imps playing cards or dice Drunken imp abuses passers by Goat men dancing about altar with struggling sacrifice Heavily pierced ogre butcher chopping up wheelbarrow full of limbs with clever Row of d6 cell doors empty but 1in6 with skeleton Row of cell doors with damned inside, devils come to allocated personal torment daily Extra heavy reinforced door with chains and padlocks Ogres feasting on mugs of blood and human limbs Orc troops parching a prisoner somewhere Door to refrigerated area full of frozen human torsos and possibly an icetoad Orcs making damned fight for the chance to torture the loser Blacksmith one eyed orc making torture implements and chains Kobolds with mops and buckets on patrol Beastmen laying about naked in drugged stupor after a feast Laughter of madman or monster echoes past Pneumatic postal tube rattles as message pod whizzes past Damned whipped by orcs feeding dry human bones into devil faced furnace Huge pile of fingernails and toenails Bucket of eyballs Pumping human heart or brain bubbling in glass and brass canister Bench with scribal station writing contracts on human skin vellum scrolls Preserving jars of human organs on shelf Creepy ginning clown with blood on clothes and his weapon Clown eating from abdominal cavity of human Hell Hound guarding locked door Bronze or iron golem or living statue on guard Crude shrine dedicated to devil made by crazy killer hoping to earn patrons favour Conveyor belt enters some machine through bloody curtain Flayed skin of human nailed to wall (1in6 is someone you know) table: BoilerRoomWonders Office of devil scribes with pit fiend in managers office processing damned documents An elevator that can take you to any level run by imp operators Titanic bronze bull size of palace, prisoners inside cells within screaming, devils tend fire A bronze pyramid with altar atop where bloody orcs sacrifice hundreds to lords of hell A huge metal sculpture covered with scaffolding dedicated to lord of hell but incomplete Hall with plaques detailing devils deeds of long ago, whole orders of forgotten fallen Sacred killroom floor where ogre butcher evicerate human corpses in the hundreds Metal wagon loads of humans dumped on road like conveyor belts into titanic furnace Damned herded into elevator down, devils send them down into furnace level Inside a huge flaming furnace where devils drag damned into to burn, fire everywhere A trapdoor from above ever pours meat slurry and gore into a similar shaft in the floor Huge mound of human dead stacked in a thousand person heap like a haystack Huge bloated damned souls in stalls being force fed and nutrient pumped out in tubes Huge mound of human organs with kobolds snacking on them Huge damned humans naked in stalls being force fed, live snakes, toads, meat and dung School complex where damned souls and misguided devils are sent to learn laws of hell Diabolic black lodge of one of hell's secret orders, collections of robes, aprons and badges Shrine to a lord of hell who had this part of hell built in a funding campaign long ago A huge madhouse where normal damned are turned into serial killers and returned to earth A huge trash sorting machine operated by kobolds handling thousands of tons of garbage A huge rending plant where thousands of bodies are boiled and turned into fuel An evil lamia has set up court with devils and other hellish inhabitants A choir of chained damned sinners have been plumbed into a huge keyboard organ Huge canteen where monsters fed plates of gore by mean ogre kitchen staff Assembly line beheading human corpses and removing limbs (orcs or a machine) Kobolds have built a house out or human corpses and seemed very pleased Chamber where dozens of orcs whipping failed ogres for being too chaotic Devil scribes with dozens of kobold copyists making volumes of hell's rules Devils whipping thousands of newcomers and forcing them into titanic devils mouth Kobolds in thousands sorting pneumatic canisters sorting hells internal mail Hundreds of kobolds shoveling burial shrouds into a mighty furnace Kobolds packing pneumatic canisters with meat to send to devils for lunch Huge cogs and working parts of some unfathomable infernal machine Devils building a great scaffolding covered flesh colossus to animate with black magic Crying babies cared for by imps in nursery actually are all damned in baby form A village of devils shacks built into great machine, dwell here when not at work An enormous cattle market where devils buy damned souls recently arrived Rebel devils rendezvous where devils relax off duty to dance and drink and screw Huge ruined chamber where floor is missing and devils watch escapees flee devils below, devils like to bet on sure outcomes Devils put hundreds of damned to work in sweatshops making shoes and clothing A flowing river of blood with waterfall dropping into darkness A huge statue of an iron devil and a brass demon fighting over a treasure chest A train of damned souls boarding at a platform and entering subway An abandoned station with huge train tunnel complex A train with d6 damned in freight cars d6 devil troopcars and a luxury car for boss devils A wrecked station where trains collided in a heap long ago Huge area of ceiling collapsed long ago with sprawling broken machinery A sprawling market where souls, stench kows and imps are traded and gambled Multiple levels collapsed through floor exposing d4+2 levels Vast sunken area with huge pipes, cargo boats and tunnels A huge ramshackle arena where armoured mutilated ogres battle damned souls for sport Complex where chaotic damned are force fed flesh and become ogres run by orcs Huge recycling cerntre where barroms of scrap are sorted by kobolds with orc bosses Huge gateway where devils receive and catolog demon arrivals looking for jobs Swarming shanty town of escapees living in squalid ghetto, nothing to eat but meat Team of devil engineer with orc ogre and damned slave labour Huge elevator size of a multi floor palace, inside community can be unwelcoming In a great brick pit a titanic being is being (a [|devil|titan|demigod|demon prince]) tormented by hundreds of devils and monsters and giant machines In a great pit workfloor below armour and weapons are being made for a huge [|devil lord|titan|demigod|petty demon prince] Rows of huge furnaces pouring streams of molten metal with hundreds of devil smiths at work providing arms for war in the human world Huge chamber where cranes drop damned from hoppers into mouths of huge reclining lazy titanic devils, a giant fountain of blood is used to fill their cups A titanic being's corpse is being stripped by thousands of kobolds with scafolding holding open cavities, they have built tiny towns inside and are forming factions A huge rusting ocean liner or tramp steamer on drydock connected by walkways, can be several in a row, no idea how they got here, passengers stranded on board of gone feral A huge failed indoor greenhouse magically lit with huge dead garden beds A flesh golem factory where kobolds work assembly line and devils and damned necromancers finish, golems marched off to some horrible war Huge dome over a lake of liquefied living flesh, sort of alive things spawn from it and are carried off by imps A viewing platform with a dirty glass ceiling dome looking up into bottom of filthy water A huge flow valve control centre for colossal pipes of fluid pumped through controlled by ogres in soiled overalls Kobolds building new ruined complex while devil art director makes suggestions Mass of stairs and ladders into hub of huge walkway ceiling tubes Mountains of decaying war and siege weapons collapsing into heaps of rust Huge warehouses full of shoes, clothes, grave goods abandoned for ages Huge coal power station long abandoned and toxic A huge zeppelin shed with rusty skinless frames and intact gondolas, so huge has own micro weather Thousands of beastmen worshiping a statue of a great devil lord in a hall Open area where fiends gather to award prizes to peers for cruelty, greed, efficiency. Candidates display work each has a bench and a tent, some have signs Closed down huge gate and custom station to some plane hell lost interest in Huge sprawling library where devil librarians protect books from scum, mostly legal matters concerning bargains made with mortals in various worlds Huge filthy public shower block for hundreds now ruined and filthy, haunted by madmen Huge palace where elderly lady devils come to drink tea and see some good murder on the way, they talk about hell's old standards dropping Huge sewerage plant where precarious kobolds work on a lake of filth, connected to hundreds of filthy sewer pipes and many levels, burning gas vents surprise visitors A forgotten menagerie where a devil lord kept interesting monsters and madman, now the sprawling stable sheds have gone feral A sprawling barracks here hundreds of kobolds or orc sleep away between shifts A ruined plaza with a huge broken clock and steam trumpets that used to control the shifts down here A horrible dilapidated circus have settled in a collapsed chamber, killer clowns torment damned for pleasure of devil families A huge shed with a devil housing estate, families live shop in local shops and send their kids to local schools. Not very approving of riffraff outsiders Atrocity museum where curators and workers have created wax sculptures of atrocities and horrible deeds to educate young hellions An orphanage sweatshop where damned in fat creepy children form make candied sweetmeats for the upper class devils, the mistress sells poor performers to local serial killers A horrible assembly line where imps turn ordinary damned into locals by dressing and equipping as killers and clowns then torment them into insanity A mess hall where dozens of ogres gobble roast damned while sitting on toilets Huge conference of devils in uniform and princely outfits gather to plan production and implement cost cuts and demon migrant problem Huge blazing factory, imps and devils watch it burn while kobolds try and put it out Abandoned rail yard with hundreds of graffiti covered sheds of smashed trains Crumbling ruined apartment buildings strewn in garbage Huge bridge structure over filthy canal or blood river, includes shops, apartments and shanty town A huge scaffolding covered gothic cathedral in a concrete shed, favorite roost for devils A sprawling junkyard with trains, factories, shipwrecks, with stray helhounds and kobold scavengers A huge cannery where kobold workers stuff meat and gristle in cans to be used as food A ruined old theatre where killers and clowns do murder performance art for snooty devils in hopes of being promoted A huge sprawling drunken feast for devils, orcs, kobolds, ogres and serial killers. Live performances and sacrifices hourly table: CommonBoilerRoomEncounters Kobold work crew Orc soldiers off to mission or patrol Oge foremen of to slave pits Damned soul escapee Killer Madman Evil Clown a type of madman but occasionaly find orc or devil clowns Imps are everywhere some working some out being jerks in spare time Hellhounds looking for food or victims Demon bounty hunters lloking for escapee Lesser devil work crews with tools of trade often whips Lesser devil Squad on patrol with a higher ranked leader Senior devil with retinue of lesser devils table: BoilerRoomMonsterDecor Wearing chains from iron with padlocks, manacles and keys Piercings, rings and studs and jewelry Tattoos and brangs or scars of diabolic script Flesh tunnels and streatched flesh, stitches, cut marks Clown clothes or nurse outfit or nightshirt or overalls Workmen helmets and boots with tools belts Butchers costume with bloody aprons and blades on belt Covered in blood all over Shaved all over with creepy stubble coming back Metal false teeth or artificial limb Jewelry with too many gaudy gold rings and necklaces table: BoilerRoomHazards Spikes pop out of floor Rotating knived pop out of floors Caltrops with diseased fluids on floor Spikes pop out of walls Spikes pop out of walls, then begin to close in Darts shoot out of walls Spikes pop out of floor and ceiling and begin to close in Iron bars drop down from ceiling Cage drops from ceiling Net drops from ceiling Filthy diseased garbage and medical waster Water on floor covered in rainbow film of flammable fuel Flammable gas in room explodes if open flame Diseased fluid from several buckets set fall with tripwire Blood or sloppy gore from several buckets set fall with tripwire Net full of skulls drops them if tripwire goes off Slippery oil all over floor, 1in6 with razor blades set up too for extra d6 Acid vial poured on any who trigger wire Explosive mine set among garbage with trip or remote wire pulled by kobold Increadibly toxic liquid spilled over floor Rotating sawblades pop out of walls Giant chainsaw on automated arm drops from roof and cuts everyone in a line Guillotine in door frame Pendulum trap with giant swinging axe like trap Swinging spiked beam swings from around corner Sythblades set to hit arms or legs, can case crippling wounds Doorknob shoots spike into hand Doorknob with poison needle trap Poison dart trap Boiling water dumped from pipe above Steam from pipe filling area Mechanical elevator Mechanical bridge Huge vault door Huge locked iron door Iron bars block area Barbed wire used to seal off area Razor wire placed to stop climbing or on top of fence Choking smoke Fire burning out of control in area Floor section has flaming gas jet holes on plates Electrified door or wall section or floor Poisonous vapors in area, increases in toxicity Stinking vomit inducing fumes in area Diseased stinking miasma in area spreading an illness Trap that imprisons victim with locks then kills with poison Trap that imprisons victim with locks then kills with drills Saw blade at neck height swings through room Saw blade at ankle height swings through corridor Damaged elevator shaft Trapdoor with broken ladder Fragile floors Water flooding into section Swarm of flesh eating flies Axe rigged to swing at door or corridor Crossbow trap Sleeping ogre on tiny chair Drunk kobolds laying about Bored imp looking for someone to harass Swarm of rats Swarm of maggots Giant rats Rat size of a cavebear Giant leeches Pit with sealed lid starts to fill with boiling water Pit with sealed lid starts to fill with poison toads Pit with sealed lid starts to fill with poison snakes Pit with sealed lid starts to fill with swarm of [|rats|flies|bugs|spiders] Pit with sealed lid spikes pop from walls and floor Pit with sealed lid spikes pop from walls and floor, walls compress Orcs camping here while on maneuvers Devil exile seeks mortals to help with his scheme Demons with captured damned soul just want to collect bounty Ogre with mop and bucket, surly but just wants to mop up blood Observed through air vents and holes Imps following and observing Hell cat offers help and directions Sleeping pack of hell hounds or devil dogs Ochre jellies attracted to buckets of blood Gelatinous cube on clean up duty Devils cataloging property damage Kobold post office, custom house and tax office want to search you Gigantic worm horror crawling about eats through walls effortlessly Beastmen having a celebration of some devils birthday Clowns hungrily eating someone, you could sneak past them Flaming gas jets will passage with curtain of fire Dead fall of garbage rigged to drop on intruder Ceiling set to collapse if loose pole slips free from vibrations in floor Ogre nurse station treating or eating a patient busily Kobolds up near ceiling with scaffolding with bows, caltrops, and flaming oil slasks Poison spike in floor hidden by rubble and garbafe Chains with hooks drop from roof and are animated to spike and imprison visitors Walls drop before and behind, chamber floods with water Walls drop before and behind, chamber floods with boiling water Walls drop before and behind, chamber floods with poison snakes or scorpions Circular saw blades shoot out of the walls Cursed symbol of pain or madness on wall Magic sigil if crossed summons a devil Tons of garbage drops from above like an avalanche Huge collapse of area into mass of rubble, pipes, beams and bricks table: UncommonBoilerRoomLandEncounters Damned souls in gowns beg for help to hide them Mad damned idiot sitting on floor talks madness Damned in work clothes and manacles herded to work by orcs Damned led on chain by ogres Damned in hiding being attacked by kobolds Damned in hiding begs you not to say anything and move on Damned post op surgery zombies in gowns hostile to living Damned hauling sacks of garbage for kobold masters Damned chained to walls and locked in cells attack if released Lonesome clown wants to make friends, has made intestine balloon flowers Gang of marauding clowns hostile to everyone Serial killer stalks party Insane flesh golem Poltergeist Animated weapons Animated armour holding weapons Animated chains Spectral minion on doomed quest Phantom spirit trapped in ruins Shadows lurking in darkness hungry to drain living Haunt spirit will attack any body it can get Sheet phantoms covering old boxes and furnature Sheet ghouls created and controlled by sheet phantom Kobold horde wont back down Kobold scouts track and spy on party Imp scouts track and spy on party Imp assassin team try to make traps and encounters worse Zombies in smocks on way somewhere but hungry Vampire diplomat with devil escorts Spectre or other hostile evil spirit Trolls have grown from flesh scraps here and adopted clothes and lairs of serial killers Clan of degenerate mas murderers and cannibals out in area hunting Ogre walking along chewing on human limb Ogre gang sneaking way about on mission for demon prince Orc warriors out looking for bounties loose in area off duty Lesser devil foreman and orcs think they can take intruders Lesser rank noble devil on a mission to get promotion Squad of lesser devils with polearms in plate armour have elite morale Several rank devil with lesser devils on inspection tour Shifty rogue devil exile has got a deal for you Demon illegal immigrant and possibly a spy Group of hidden damned have built shrine to good and are busy preying Ogre clown gang in a highly chaotic mood Jester tries to follow and tells annoying riddles in snide tone A paladin and his follower adventurers are raiding hell, wary of non lawful good types Heucuva pretend to be damned in polymorphed forms Banshee spirit here to kill any genuine mortals it can Apparition of former inmate here to terrorize living Mimics dwell here often as chests wrapped in chains (half the time) Carnivorous apes clan lives in rubble Displacer beasts on prowl Giant scorpions some in metallic sheens Hyenas sometimes 1in6 led by kobolds Were rat damned looking to rob and eat others Werewolf damned 1in6 used as hunting dogs by some devils Wereboar damned hungers for mortal flesh Wereravens hungry for meat titbits Pack of hellhounds have your scent Manticores on patrol for a devil 1in6 pulling his or her chariot Quasit spy and saboteur for chaos Giant bloodworm pack Giant ravens pecking corpses Beastmen hunters on the loose, rat or wolf or pigeon Kobold clown suicide bombers carrying lit cast iron grenades Huge aggressive vultures Wild pack of dogs stripping a corpse Ogres hunting humans for some reason Devilswine with damned followers and hellhounds Evil dwarf workers come to repair something and nick any gold they can nab Evil gnome technicians here to fix some specialist subsystem like unblocking a drain Clown kobolds setting traps cant stop giiggling Damned souls painting over unauthorized graffiti and wary of strange gangs Kobold masked graffiti crew looking at you funny till you leave Clown berserks fall through ceiling enraged Orc deathsquad with crossbows and poison bolts Deathwatch beetle eating spilled meat slurry Giant beetles cleaning up garbage, exited to see prey Minotaur with huge axe and bloody apron bellows in rage if he smells mortals Minotaur soldiers on mission for hell Clowns riding huge blood worm steeds charge angrily Goatmen and clowns in battle will assume newcomers enemies Ogre orderlies and nurses with madmen on chains Doppelgangers in form of old friends or followers Automaton madman searching and destroying area Mechanoid killing machine hungry for devouring corpses and scrap Iron golem searching for creatures not allied to lawful evil Club has camped where devils and ogres enjoy flagelation services Zombie ogres wearing bloody smocks covered in stitches Patchwork zombies built from scrap Fire giant boss with ogre workers keen for chance to kill strangers Flesh golem and patchwork zombies led by a surgeon wizard or devil Tallow golems led by damned wizard trying to steal human fat to rend Skinless ghoul gang cult led by ghoul priest here for the food Giant fly tending maggots and looking for more meat Killer madmen gang who escaped together, screaming cannibal psychos Bronze golem looking to things to feed to his internal furnace Animated furniture especial work tools or weapons or chains Spirit in evil object might posses any who handle it turning victim into a mad killer Clown ghoul gang out for a murder spress Gang of rebel devil gang, wearing chains, tats and piercings FILENAME: EMO_Psychon_BeastsAndTerrain.ipt Header: Planet Psychon Book of Beasts & Terrain Revision Planet Psychon Common Book of Beasts Psychon has beasts born of science, wizardry, mutations and even the stars. Poor druids will suffer with animal languages anf forms if Planet Psychon does not have some basic common life forms. Animals might have local mutation or colour shifts but basically be the same. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/planet-psychon-book-of-beasts-terrain.html
prompt: Show me: {By Land Type|Terrain Types|General Animal Types|Beast Alterations} By Land Type prompt: Land type: {Desert|Tundra|Rock|Volcanic|Forest|Jungle|Swamp|Deathlands|Water|Manna Lands|Developed Lands|Hostile Lands} Desert prompt: Feature: {Animals|Terrain} Animals use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [@{choice}Start] table: TerrainTypesStart [when]{rep}=1[do]TerrainTypes
[end]& [@TerrainTypes] table: TerrainTypes Desert - dry sand wastes Tundra - frozen snowy wastes Rock - broken rocky wastes Volcanic - lava and ash wastes Forest - Temporate forest Jungle - Tropical forest Swamp - wetlands Deathlnds - apocalyptic wastes Water - aquatic and coastal Manna - magical wastes Developed - human settled Hostile - contaminated wastes table: GeneralAnimalTypesStart [when]{rep}=1[do]GeneralAnimalTypes
[end]& [@GeneralAnimalTypes] table: GeneralAnimalTypes Small grazer Small scavenger Huge grazer Medium herd grazer Pack hunter Solitary Hunter Solitary omnivore Scavenger Small flyer Predatory flyer Arthropod table: BeastAlterationsStart [when]{rep}=1[do]Beast Alterations
[end]& [@BeastAlterations] table: BeastAlterations Colour Change Defense like horns, spikes, armour, quills, musk Alter locomotion like feet to flippers, flightless bird, biped to quadruped Hybridism with some other species or even part plant or human Symbiotic or close relation to other species so never apart Size like giant or pygmy version possibly change social structure too Intelligence change or some behavioral tactic or become slow and dim like sloth Change environment adaptions to arboreal, nocturnal, aquatic, underground or land Offensive weapon like claws, missile attack, fire breath, tusks, spit acid Altered appendage like trunk, tentacle, thumbed hands, glider wings, stilt legs Altered body parts like two heads, 4 eyes, bat ears, extra organs Hideous appearance with drooling, loss of hair or feathers, open sores, growths table: ByLandTypeStart {choice=='[{$prompt2}{$prompt3} >> replace / /\/]'}& [@{choice}Start] table: DesertAnimalsStart [when]{rep}=1[do]Desert Animals Many snakes and reptiles, cats, rodents, armadillos and bugs are here also.
[end]& [@DesertAnimals] table: DesertAnimals Sand Hopper - horned rabbitoids Sandrat - huge burrowing comunal rodents Brontithereum - huge mammalian herd grazer Kangas - Red kangaroos and walabies Dust Dingos - wild desert dogs Sand Shark - huge burrowing ambush preditor Sandworm - huge burrowing horror eats anything Scorpion - gigantic hungry arachnids Sandbird - flightless birds from turkey to ostrich size Death bird - gigantic vultures that scavenge and hunt Trapdoor - giant spider hides in disguised burrow Sandrunner - streamlined fast striped camel table: TundraAnimalsStart [when]{rep}=1[do]Tundra Animals These will often overlap with aquatic types.
[end]& [@TundraAnimals] table: TundraAnimals Penguin - various sized swimming walking birds Ice weasel - large white Wooly Rhino - prehistoric ice rhino Carriboo - huge antlered ice deer-bison hybrids Dire wolf - prehistoric evil wolves Snowcat - pack ice lions or snow leopards or lynx Icebear - huge polar bears with horns Ice ape - primitive snow ape men Ice Owl - huge arctic owl Ice Eagle - giant white eagle Ice Worm - predetorry segmented burrowing worm Snow Hopper - rabbit with huge feet table: RockAnimalsStart [when]{rep}=1[do]Rock Animals Also many small rodents, armadillos and burrowing animals.
[end]& [@RockAnimals] table: RockAnimals Rock Rats - huge burrowing comunal rats Rock Lizards - many colours and variations Cave Men - primitive ape men Zorgs - mountain goats or sheep Terror Birds - fightless carniverous birds Sabretooth Tiger - prehistoric cat Cavebear - prehistoric bear Rock Baboons - herd apes Rock Falcon - small hunting bird Mountain Eagle - giant eagle Tarantula - giant predatory spiders Thorn Devil - giant spiky lizard sucks blood by touch table: VolcanicAnimalsStart [when]{rep}=1[do]Volcanic Animals Many rodents and reptiles and bugs will be found here also.
[end]& [@VolcanicAnimals] table: VolcanicAnimals Small grazer - Giant Locust 3foot long Rock Lizards - many colours and variations Rhino Beetle - gigantic insect Strider - flightless featherless bird Firesnake - fire spitting snakes Salamander - burning lizard like amphibians Hyanadon - prehistoric hyena Scorpion - gigantic hungry arachnids Ash Hen - game birds hide in ash heaps Pheonix - huge fiery birds Rock Crabs - mineral eating giant crabs Isopod - giant burrowing scaled bugs table: ForestAnimalsStart [when]{rep}=1[do]Forest Animals Also giant beavers, hoppers, and lots of birds.
[end]& [@ForestAnimals] table: ForestAnimals Bush Hens - grazing game bird Scrub Weasel - giant red weasels Deer- also giant elk, mooses and smaller deer Porkers - huge hairy boars with large families Wolfoids - pack of wolves Giant Lynx - solo cats with various colour schemes Hedgehog - giant hedgehogs, more like bears with spikes Badgeroids - burrowing herd omnivores Pigeonoid - forrest gamebird Bush Owl - giant owl Black Widow - giant creepy web spinning evil spiders Mega Squirrels - huge forest squirrels table: JungleAnimalsStart [when]{rep}=1[do]Jungle Animals Many small strange birds, bugs, animals, lizards will be here as well.
[end]& [@JungleAnimals] table: JungleAnimals Capiburra - giant forest guineapigs Scorpion Monkeys - small poison monkeys Forest Elephant - giant herd animals Tapir - shy pig elephant things Velocer Raptor - pack of medem predator dinosaurs Sabretooth Tiger - prehistoric jungle cat Orangutang - giant forest ape Pterodactyls - common scavengers and oportunists Rainbow Cockatoo - talkative noisy parrot Casawarrior - flightless giant colourful angry bird Giant Centipede - predatory 4 yard long Fruit Bat - flying fruit grazers table: SwampAnimalsStart [when]{rep}=1[do]Swamp Animals Also fish, lamprey, lizards, turtles, bugs, giant axolotl, and dinosaurs roam here.
[end]& [@SwampAnimals] table: SwampAnimals Marsh Hens - swimming reed hens Otter - gant 2 yard long pack hunters Brontosaurus - giant peaceful dinosaur Slime Deer - algae covered deer Crocagators - huge lazy reptiles Anaconda - giant snake Giant Frog - agressive preditors Snapping Turtle - giant version of snapping turtle Marsh Duck - common waterfowl Giant Stork - huge sythe like stabbing beak Dragonfly - giant version, aquatic larva deadly too Utility Birds - strange tool like beaks like ibis, flamingo, spoonbill, pelican table: DeathlandsAnimalsStart [when]{rep}=1[do]Deathlands Animals Robots and cyborgs are fairly common too.
[end]& [@DeathlandsAnimals] table: DeathlandsAnimals Rad Roaches - radioactive huge cockroaches Plague Rats - diseased giant black rats Brontosaurus - giant peaceful dinosaur Giant Hopper - giant herd rabbitoids Wolf Rats - huge pack hunting dog size rats Tyrannosaurus Rex - apex hunter dinosaur Rat bear - biggest of the mutant rats Rock Babbons - huge baboons Bloodraven - flying swarm birds Pterodactyls - common scavengers and opportunists Scorpion - gigantic hungry arachnids Triceratops - huge aggressive herd dinosaur table: WaterAnimalsStart [when]{rep}=1[do]Water Animals Many types of fish, crayfish, jellyfish, birds, marine dinosaurs, crocs are common.
[end]& [@WaterAnimals] table: WaterAnimals Marine Turtle - some giant specimen Sea Gull - pesky common seabirds Whale - huge sea beasts some with raming horn Seacows - dugong, manatees and others Sea Lions - herd fishing beast, some walrus Megaladon - aggressive giant shark, smaller sharks common Trilobite - from swarms to giant solitary ones Plisiousaur - long necked hostile marine dinosaur Flying Fish - can be dangerous carniverous swarm Sea Eagle - giant sea bird Giant Crab - giant crustacean, some hetmit crabs Kraken - tentaced giant squid or octopus thing table: MannaLandsAnimalsStart [when]{rep}=1[do]Manna Lands Animals Giant flowers attracts many giant bugs. Flying or magic animals will be more common than usual.
[end]& [@MannaLandsAnimals] table: MannaLandsAnimals Rainbow hen - colourful ground birds Giant Squirels - nut gathering rodents Titan Snail - huge snail can be ridden or lived in Unicorns - common type just like horses with horns not magic Giant Ants - colonial insects Rainbow Lion - colourful huge lions Giant Bee - giant bugs make honey Hairy Devil - tasmanian devils but bigger Brilliant Parrot - huge coloured parrot Roc - collosal giant bird Giant Praying Mantis - dangerous insect Giant Butterfly - peaceful pretty bugs table: DevelopedLandsAnimalsStart [when]{rep}=1[do]Developed Lands Animals These tend to be animals that live with humans, either owned or gone feral. Giant flies, cockroaches and giant rats could make an appearance.
[end]& [@DevelopedLandsAnimals] table: DevelopedLandsAnimals Chicken Pig Bull or Cow Goat Dog Cats Fox Turkey Geese Pigeon Hopper Rat table: HostileLandsAnimalsStart [when]{rep}=1[do]Hostile Lands Animals Most creatures will be unhealthy. Mutants and undead animals are more common. Lots of bugs.
[end]& [@HostileLandsAnimals] table: HostileLandsAnimals Mutant Hopper - weird mutant rabbitoids Plague Rat - black diseased giant rats Aurock - giant agressive cows Slime Deer - covered in fungus Mutant Dogs - weird mongrel dogs Scab Lion - diseased filthy lions covered in sores Stink Bear - sickly hairless diseased bears Giant Skunk - feared black and white mammal Bloodraven - flying swarm birds Flying Jellyfish - float with gasbags Scorpion - gigantic hungry arachnids Giant Flies - steal food and spread disease table: DesertTerrainStart [when]{rep}=1[do]Desert Terrain
[end]& [@DesertTerrain] table: DesertTerrain Plains of black and grey ash with burned skeletons and charred rubble Haunted blood red desert with crystal spirit nodes of the dreamlands Coloured Dust with unique flavour but inedible Bone and boat covered once sea bottom Yellow hot desert with savage plants and hidden preditors Blasted lifeless land of humanoid skeletons from war or a vast necropolis White sand lifeless waste of salt from ancient sea beds Coloured crystalline desert prone to narcotic weapons of the ancients Desert of metallic filings, cogs, scraps and recycling heaps of ancients Glowing mutant crater filled hell Plains of sand with crystalline monoliths Toxic mineral deposits desiccate living things leaving mineralised mummies table: TundraTerrainStart [when]{rep}=1[do]Tundra Terrain
[end]& [@TundraTerrain] table: TundraTerrain Tunnel ridden glacier Frozen grasslands home to herd beast and predators Icy lifeless hell with a few hidden beast hunting Ice over water with adapted animals Huge ice maze with water features and difficult crossings Snow filled plain hiding dead falls and deep crevices Crystalline monoliths and structures could almost be ruins Frozen mountain range seemingly impassable Plains of fine frozen narcotic dust, everything high and wasted Frozen wasteland shrouded in fog and gibbering gargantuans Freezing waterless rocky waste with mummified animal corpses Snowy pine or fern forest roaming with ancient animals table: RockTerrainStart [when]{rep}=1[do]Rock Terrain
[end]& [@RockTerrain] table: RockTerrain Rock labyrinth though giant rocks or mountains Gigantic rocks and boulders with hidden routes and valleys Huge mountains with some difficult climbing features Petrified forest with pools of tar and oil Huge megalithic rocks buried in ground Plain of statues and blasted stone Cliffs and fjord of harsh possibly former coastline Canyon with cliff dwellings, ruins or animal colonies Area riddled in caves and sinkholes, warn down mountain range Giant pillars or stone features which resemble giant buildings Barren stony plain with coloured stones and gravel Plateaus and mesa often with different ecologies on isolated peaks table: VolcanicTerrainStart [when]{rep}=1[do]Volcanic Terrain
[end]& [@VolcanicTerrain] table: VolcanicTerrain Geothermal geysers and pools of mineral salts Lava flows over broken basalt with a few safe crossings Shallow steaming warm waters with scattered lava islands growing daily Erupting volcanoes throw pumice, cinders and ash clouds constantly Broken black landscape, with lava tube tunnels and smoking volcanic vents Burning pits and smouldering craters of burning flammable gas Flaming forest of ever burning trees Blasted crumbling ruined factory and forge buildings which used lava as furnaces Sulphur blasted waste coated in yellow crystalline deposits and dust Plains of boiling bubbling mud and sticky warm clay Half buried abandoned civilization Ash covered wasteland with acid rain table: ForestTerrainStart [when]{rep}=1[do]Forest Terrain
[end]& [@ForestTerrain] table: ForestTerrain Covered in cacti and succulents, covered in thorns, many contain water, some hallucinogenic Mushroom forest with moulds, puffballs, toadstools, slimes and rich in creepy crawlies Fur trees with pine cones, some giant, packed thick with berry and shrubs in between Sylvia Trees have slime filled branches that attract and absorb animal life Flesh forest of plants-animal hybrids, some with eyes, or mobile or intelligent or hostile Bamboo grove of thick bamboo of many thicknesses home to bandits, poets, animals Giant redwoods and ancient oak trees, home to beast and humans who earn a livelihood here Scented eucalyptus give off fragrant coloured oil vapour, harsh and dry, eerie haunted land Mist shrouded giant fern trees, often inhabited by prehistoric looking creatures in ground litter Flower and fruit trees of great beauty and variety, usually prime territory and defended Giant flowers as big as trees attract insects and sylvan creatures Forest of highly reflective plants that direct sunlight to destroy predators table: JungleTerrainStart [when]{rep}=1[do]Jungle Terrain
[end]& [@JungleTerrain] table: JungleTerrain Carnivorous ecology of mobile and non mobile carnivorous plants, some intelligentenough to herd animals Slime jungle of oozing foam and dripping gelatinous mounds and tendrils Single huge plant dominates and connected to lives of all inhabitants, all serve the great tree Thorn jungle of savage dangerous plants and hostile to man, home of beasts and outcasts Macroscopic alien swarm entity engulfing and assimilating all life, neural peptides are it's favourite Floral dream jungles produce hallucinogenic and mind control chemical weapons Jungle city of tree houses and walkways high above ground to avoid enemies Ruined ancient cities and statues overgrown by vegetation, forms mazes with water features Trap filled haunted jungle battlefield, remains of dead soldiers and ancient booby traps Swarming and over run with a single species like giant frogs, triffids, rats, spiders, etc Hyper aggressive alien jungle of killer plants and deadly animals seemingly united Living plant city with plant men or creatures living inside living homes with living weapons table: SwampTerrainStart [when]{rep}=1[do]Swamp Terrain
[end]& [@SwampTerrain] table: SwampTerrain Salt marsh and mangrove forests, encrusted in salt, giant edible worms and crabs Shrubs, reeds and vegetation over shallow water. Rich in beast and outcast men Fog shrouded marsh full of buried bodies preserved since ancient times Swamp drowned civilisation with islands of intact structures Bog of quicksand, pools of ooze and tar pits and remnants long dead since primordial times Dark and fog shrouded but glowing vegetation, toxic dump and monster breeding grounds Sentient evil swamp pits its beast against intruders, inhabited by all manner of creatures Vile stench of nausea, disease and vermin ridden hell hole, everything is nauseous Dinosaur and primordial species in deep primitive swamp, with megalithic stones and bog iron Sunken ancient battlefield, still covered in remnants of corpses and deadly armaments Settled marsh area with stilt houses and reed woven halls possibly still inhabited Noisy misty bog full of giant giant amphibians, bugs, reptiles and beastmen table: WaterTerrainStart [when]{rep}=1[do]Water Terrain
[end]& [@WaterTerrain] table: WaterTerrain River divides the land and dominates everything, often thickly settled and a ferry needed to cross Lakes cover the area some just patches of bogs, home to cultists and monsters Ocean with no land, filled with monsters, pirates and occasional merchants or fishermen Boiling ocean of steaming waters, hidden islands and great beast reside here A single huge lake dominates the area, with settlements and island kingdoms Crater lake surrounded by rock wall and forest, weird coloured and long lost remnants of past Lakes on salt plain flats, with different colours, temperature, flavour and even magic properties Sea filled with visible islands, each with tiny dormant volcanic cone, forest and caverns Seabed covered with lost civilization, many islands are former mountains of the old empire Shallow sea with huge coral reefs with tunnels filled with life, even humans live on reef islands Shallow prehistoric sea with ancient arthropods, gastropods and dinosaurs Remains of ruined structures supported above water with ruined city, fish farm, village, oil rig, wrecked ships or lab now partly overgrown table: DeathlandsTerrainStart [when]{rep}=1[do]Deathlands Terrain
[end]& [@DeathlandsTerrain] table: DeathlandsTerrain Toxic swamp with powdered chemical mounds and huge mounds of ancient jars of poisons Blasted ruined wasteland of former mega city, inhabited by hostile machines and a evil god Part of the Moon fallen to earth, aliens, astronauts and weird insect people and ancient ruins Everything glows with strange light, dangerous auroras and crystalline caverns Collapsed into the sub world, a huge subterranean city, mine or cave complex, underworld perils Huge wastelands with fully active ancient weapons and deathfeilds and intact domes inside Sprawling gigantic ruin crawling with monsters, gangs and wandering plundering killers Green slime covers everything but some islands hidden within and isolated Ruin and crypt covered land crawling with rot grubs, psi worms and sons of kyuss grubs Monster kingdom, appears normal but dark, monsters rule and control their farmed humans Landscape overgrown with cancerous mutant flesh with hairless and featherless animals and strange tribes living within and inside Strange crystal ecology with eerie auroras dangerous to non mineral life table: MannaLandsTerrainStart [when]{rep}=1[do]Manna Lands Terrain
[end]& [@MannaLandsTerrain] table: MannaLandsTerrain Plateau above land with radically isolated ancient land, filled with tunnels and ruins Floating Lands drift in the sky, a single huge island or many smaller ones Floating ruins drift in sky, partially inhabited, guardian servitors, long lost loot Ancient citadel covered by huge energy barrier, sealed from the ages by secret entry Magic Kingdom, dominated by non human species and possible a earth born godling Everybody dead, acting like nothings wrong, some controlling power Benevolent Utopia like Tanelorn or a Mile high silver pyramid, wary of outsiders, might seek help Under construction, incomplete zone or in the process of being changed by nanofog from a god Ruins and people and beast frozen in stasis, awaiting re use at whim of some god High mana conflict zone, gods battle each other with armies, sprawling trenches, ruined camps Robots and androids serving the gods are wiping out or kidnapping all life to recycle the land Locals experiencing a apocalypse sent by the gods to wipe out the failures of this land table: DevelopedLandsTerrainStart [when]{rep}=1[do]Developed Lands Terrain
[end]& [@DevelopedLandsTerrain] table: DevelopedLandsTerrain Automated empty high rise sprawl a few feral humans fight the machines Sprawling farmland with villages and farmhouses with some patches of cultivated woodland Sprawling farmland maintained by machines and robots, monoculture crops and herds Ruined ancient suburbia with inhabitants battling roaming gangs of looters Citadel with extensive urban sprawl, surrounding villages, parklands and wilderness Crisscrossed by roads, overpasses, train-lines, sub tunnels, pockets of ruins and wilderness Multiple domes surrounded by ruins or villages, may contain ancients, isolated utopias A large city surrounded by several towns with high population Settler farmers, miners and colonists from elsewhere rapidly grabbing land and territory Civilisation living like some past era or humanity unaware of the rest of Psychon Bunker complex opened and population trying to recover land and kill mutants Ruins and monuments guarded by savage descendants protecting ancestral holy place table: HostileLandsTerrainStart [when]{rep}=1[do]Hostile Lands Terrain
[end]& [@HostileLandsTerrain] table: HostileLandsTerrain Crater covered wasteland where objects fall from space often including missiles People living in collective hallucination from psychotronic warfare weapons Severe weird hostile weather and strange clouds change hourly Death fields, necrovirus and undead nano weapons pollute area crawling with monsters Severe dark cold snaps that make life difficult to survive, may be more livable by day Severe hot bright wastelands making survival hard may be more livable by night Plague lands with coloured pools of slime, bacteria and medical waste, highly infectious Always visible auroras affect technology, magic, psionics and even mental activity Sprawling garbage of ancients including fields of burning tires, rusting scrap and crap Rainbow coloured mounds of chemicals often toxic and dangerous with poison fog clouds Machine and rogue nanite colonies madly building a incompetent utopia for synthetics Area maintained as a open prison with convict camps and ruined prison walls FILENAME: EMO_Psychon_CommonBeasts.ipt Header: Planet Psychon Book of Beasts & Terrain Revision Planet Psychon Common Book of Beasts Psychon has beasts born of science, wizardry, mutations and even the stars. Poor druids will suffer with animal languages anf forms if Planet Psychon does not have some basic common life forms. Animals might have local mutation or colour shifts but basically be the same. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/planet-psychon-book-of-beasts-terrain.html
prompt: Show me: {Terrain Types|General Animal Types|Common Beast Alterations|Desert Animals|Tundra Animals|Rock Animals|Volcanic Animals|Forest Animals|Jungle Animals|Swamp Animals|Deathlands Animals|Water Animals|Manna Lands Animals|Developed Lands Animals|Hostile Lands Animals} Terrain Types use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [@{choice}Start] table: TerrainTypesStart [when]{rep}=1[do]TerrainTypes
[end]& [@TerrainTypes] table: TerrainTypes 1 Desert - dry sand wastes 2 Tundra - frozen snowy wastes 3 Rock - broken rocky wastes 4 Volcanic - lava and ash wastes 5 Forest - Temporate forest 6 Jungle - Tropical forest 7 Swamp - wetlands 8 Deathlnds - apocalyptic wastes 9 Water - aquatic and coastal 10 Manna - magical wastes 11 Developed - human settled 12 Hostile - contaminated wastes table: GeneralAnimalTypesStart [when]{rep}=1[do]GeneralAnimalTypes
[end]& [@GeneralAnimalTypes] table: GeneralAnimalTypes 1 Small grazer 2 Small scavenger 3 Huge grazer 4 Medium herd grazer 5 Pack hunter 6 Solitary Hunter 7 Solitary omnivore 8 Scavenger 9 Small flyer 10 Predatory flyer 11 Arthropod 12 Other table: CommonBeastAlterationsStart [when]{rep}=1[do]CommonBeastAlterations
[end]& [@CommonBeastAlterations] table: CommonBeastAlterations 1 Colour Change 2 Defense like horns, spikes, armour, quills, musk 3 Alter locomotion like feet to flippers, flightless bird, biped to quadruped 4 Hybridism with some other species or even part plant or human 5 Symbiotic or close relation to other species so never apart 6 Size like giant or pygmy version possibly change social structure too 7 Intelligence change or some behavioral tactic or become slow and dim like sloth 8 Change environment adaptions to arboreal, nocturnal, aquatic, underground or land 9 Offensive weapon like claws, missile attack, fire breath, tusks, spit acid 10 Altered appendage like trunk, tentacle, thumbed hands, glider wings, stilt legs 11 Altered body parts like two heads, 4 eyes, bat ears, extra organs 12 Hideous appearance with drooling, loss of hair or feathers, open sores, growths table: DesertAnimalsStart [when]{rep}=1[do]Desert - dry sand wastes Many snakes and reptiles, cats, rodents, armadillos and bugs are here also.
[end]& [@DesertAnimals] table: DesertAnimals 1 Sand Hopper - horned rabbitoids 2 Sandrat - huge burrowing comunal rodents 3 Brontithereum - huge mammalian herd grazer 4 Kangas - Red kangaroos and walabies 5 Dust Dingos - wild desert dogs 6 Sand Shark - huge burrowing ambush preditor 7 Sandworm - huge burrowing horror eats anything 8 Scorpion - gigantic hungry arachnids 9 Sandbird - flightless birds from turkey to ostrich size 10 Death bird - gigantic vultures that scavenge and hunt 11 Trapdoor - giant spider hides in disguised burrow 12 Sandrunner - streamlined fast striped camel table: TundraAnimalsStart [when]{rep}=1[do]Tundra - frozen snowy wastes Often overlap with aquatic types
[end]& [@TundraAnimals] table: TundraAnimals 1 Penguin - various sized swimming walking birds 2 Ice weasel - large white 3 Wooly Rhino - prehistoric ice rhino 4 Carriboo - huge antlered ice deer-bison hybrids 5 Dire wolf - prehistoric evil wolves 6 Snowcat - pack ice lions or snow leopards or lynx 7 Icebear - huge polar bears with horns 8 Ice ape - primitive snow ape men 9 Ice Owl - huge arctic owl 10 Ice Eagle - giant white eagle 11 Ice Worm - predetorry segmented burrowing worm 12 Snow Hopper - rabbit with huge feet table: RockAnimalsStart [when]{rep}=1[do]Rock - broken rocky wastes Many small rodents, armadillos and burrowing animals
[end]& [@RockAnimals] table: RockAnimals 1 Rock Rats - huge burrowing comunal rats 2 Rock Lizards - many colours and variations 3 Cave Men - primitive ape men 4 Zorgs - mountain goats or sheep 5 Terror Birds - fightless carniverous birds 6 Sabretooth Tiger - prehistoric cat 7 Cavebear - prehistoric bear 8 Rock Baboons - herd apes 9 Rock Falcon - small hunting bird 10 Mountain Eagle - giant eagle 11 Tarantula - giant predatory spiders 12 Thorn Devil - giant spiky lizard sucks blood by touch table: VolcanicAnimalsStart [when]{rep}=1[do]Volcanic - lava and ash wastes Many rodents and reptiles and bugs
[end]& [@VolcanicAnimals] table: VolcanicAnimals 1 Small grazer - Giant Locust 3foot long 2 Rock Lizards - many colours and variations 3 Rhino Beetle - gigantic insect 4 Strider - flightless featherless bird 5 Firesnake - fire spitting snakes 6 Salamander - burning lizard like amphibians 7 Hyanadon - prehistoric hyena 8 Scorpion - gigantic hungry arachnids 9 Ash Hen - game birds hide in ash heaps 10 Pheonix - huge fiery birds 11 Rock Crabs - mineral eating giant crabs 12 Isopod - giant burrowing scaled bugs table: ForestAnimalsStart [when]{rep}=1[do]Forest - Temperate forest Also giant beavers, hoppers, lots of birds
[end]& [@Forest] table: ForestAnimals 1 Bush Hens - grazing game bird 2 Scrub Weasel - giant red weasels 3 Deer- also giant elk, mooses and smaller deer 4 Porkers - huge hairy boars with large families 5 Wolfoids - pack of wolves 6 Giant Lynx - solo cats with various colour schemes 7 Hedgehog - giant hedgehogs, more like bears with spikes 8 Badgeroids - burrowing herd omnivores 9 Pigeonoid - forrest gamebird 10 Bush Owl - giant owl 11 Black Widow - giant creepy web spinning evil spiders 12 Mega Squirrels - huge forest squirrels table: JungleAnimalsStart [when]{rep}=1[do]Jungle - Tropical forest Many small strange birds, bugs, animals, lizards
[end]& [@JungleAnimals] table: JungleAnimals 1 Capiburra - giant forest guineapigs 2 Scorpion Monkeys - small poison monkeys 3 Forest Elephant - giant herd animals 4 Tapir - shy pig elephant things 5 Velocer Raptor - pack of medem predator dinosaurs 6 Sabretooth Tiger - prehistoric jungle cat 7 Orangutang - giant forest ape 8 Pterodactyls - common scavengers and oportunists 9 Rainbow Cockatoo - talkative noisy parrot 10 Casawarrior - flightless giant colourful angry bird 11 Giant Centipede - predatory 4 yard long 12 Fruit Bat - flying fruit grazers table: SwampAnimalsStart [when]{rep}=1[do]Swamp - wetlands Also fish, lamprey, lizards, turtles, bugs, giant axolotl, dinosaurs
[end]& [@SwampAnimals] table: SwampAnimals 1 Marsh Hens - swimming reed hens 2 Otter - gant 2 yard long pack hunters 3 Brontosaurus - giant peaceful dinosaur 4 Slime Deer - algae covered deer 5 Crocagators - huge lazy reptiles 6 Anaconda - giant snake 7 Giant Frog - agressive preditors 8 Snapping Turtle - giant version of snapping turtle 9 Marsh Duck - common waterfowl 10 Giant Stork - huge sythe like stabbing beak 11 Dragonfly - giant version, aquatic larva deadly too 12 Utility Birds - strange tool like beaks like ibis, flamingo, spoonbill, pelican table: DeathlandsAnimalsStart [when]{rep}=1[do]Deathlands - apocalyptic wastes Robots and cyborgs are fairly common too
[end]& [@DeathlandsAnimals] table: DeathlandsAnimals 1 Rad Roaches - radioactive huge cockroaches 2 Plague Rats - diseased giant black rats 3 Brontosaurus - giant peaceful dinosaur 4 Giant Hopper - giant herd rabbitoids 5 Wolf Rats - huge pack hunting dog size rats 6 Tyrannosaurus Rex - apex hunter dinosaur 7 Rat bear - biggest of the mutant rats 8 Rock Babbons - huge baboons 9 Bloodraven - flying swarm birds 10 Pterodactyls - common scavengers and opportunists 11 Scorpion - gigantic hungry arachnids 12 Triceratops - huge aggressive herd dinosaur table: WaterAnimalsStart [when]{rep}=1[do]Water - aquatic and coastal Many types of fish, crayfish, jellyfish, birds, marine dinosaurs, crocs
[end]& [@WaterAnimals] table: WaterAnimals 1 Marine Turtle - some giant specimen 2 Sea Gull - pesky common seabirds 3 Whale - huge sea beasts some with raming horn 4 Seacows - dugong, manatees and others 5 Sea Lions - herd fishing beast, some walrus 6 Megaladon - aggressive giant shark, smaller sharks common 7 Trilobite - from swarms to giant solitary ones 8 Plisiousaur - long necked hostile marine dinosaur 9 Flying Fish - can be dangerous carniverous swarm 10 Sea Eagle - giant sea bird 11 Giant Crab - giant crustacean, some hetmit crabs 12 Kraken - tentaced giant squid or octopus thing table: MannaLandsAnimalsStart [when]{rep}=1[do]Manna - magical wastes Giant flowers attracts many giant bugs and flying or magic animals more common
[end]& [@MannaLandsAnimals] table: MannaLandsAnimals 1 Rainbow hen - colourful ground birds 2 Giant Squirels - nut gathering rodents 3 Titan Snail - huge snail can be ridden or lived in 4 Unicorns - common type just like horses with horns not magic 5 Giant Ants - colonial insects 6 Rainbow Lion - colourful huge lions 7 Giant Bee - giant bugs make honey 8 Hairy Devil - tasmanian devils but bigger 9 Brilliant Parrot - huge coloured parrot 10 Roc - collosal giant bird 11 Giant Praying Mantis - dangerous insect 12 Giant Butterfly - peaceful pretty bugs table: DevelopedLandsAnimalsStart [when]{rep}=1[do]Developed - human settled Tend to be animals that live with humans gone feral or owned. Giant flies, cockroaches and giant rats might be attracted
[end]& [@DevelopedLandsAnimals] table: DevelopedLandsAnimals 1 Chicken 2 Pig 3 Bull or Cow 4 Goat 5 Dog 6 Cats 7 Fox 8 Turkey 9 Geese 10 Pigeon 11 Hopper 12 Rat table: HostileLandsAnimalsStart [when]{rep}=1[do]Hostile - contaminated wastes Most creatures unhealthy, mutants and undead animals more common, lots of bugs
[end]& [@HostileLandsAnimals] table: HostileLandsAnimals 1 Mutant Hopper - weird mutant rabbitoids 2 Plague Rat - black diseased giant rats 3 Aurock - giant agressive cows 4 Slime Deer - covered in fungus 5 Mutant Dogs - weird mongrel dogs 6 Scab Lion - diseased filthy lions covered in sores 7 Stink Bear - sickly hairless diseased bears 8 Giant Skunk - feared black and white mammal 9 Bloodraven - flying swarm birds 10 Flying Jellyfish - float with gasbags 11 Scorpion - gigantic hungry arachnids 12 Giant Flies - steal food and spread disease Planet Psychon - 12 Sacred Terrains D12 Terain Types 1 Desert - dry sand wastes 2 Tundra - frozen snowy wastes 3 Rock - broken rocky wastes 4 Volcanic - lava and ash wastes 5 Forest - temperate forest 6 Jungle - tropical forest 7 Swamp - wetlands 8 Deathlands - apocalyptic wastes 9 Water - aquatic and coastal 10 Manna - magical wastes 11 Developed - human settled 12 Hostile - contaminated wastes D12 Desert 1 Plains of black and grey ash with burned skeletons and charred rubble 2 Haunted blood red desert with crystal spirit nodes of the dreamlands 3 Coloured Dust with unique flavour but inedible 4 Bone and boat covered once sea bottom 5 Yellow hot desert with savage plants and hidden preditors 6 Blasted lifeless land of humanoid skeletons from war or a vast necropolis 7 White sand lifeless waste of salt from ancient sea beds 8 Coloured crystalline desert prone to narcotic weapons of the ancients 9 Desert of metallic filings, cogs, scraps and recycling heaps of ancients 10 Glowing mutant crater filled hell 11 Plains of sand with crystalline monoliths 12 Toxic mineral deposits desiccate living things leaving mineralised mummies D12 Tundra 1 Tunnel ridden glacier 2 Frozen grasslands home to herd beast and predators 3 Icy lifeless hell with a few hidden beast hunting 4 Ice over water with adapted animals 5 Huge ice maze with water features and difficult crossings 6 Snow filled plain hiding dead falls and deep crevices 7 Crystalline monoliths and structures could almost be ruins 8 Frozen mountain range seemingly impassable 9 Plains of fine frozen narcotic dust, everything high and wasted 10 Frozen wasteland shrouded in fog and gibbering gargantuans 11 Freezing waterless rocky waste with mummified animal corpses 12 Snowy pine or fern forest roaming with ancient animals D12 Rock 1 Rock labyrinth though giant rocks or mountains 2 Gigantic rocks and boulders with hidden routes and valleys 3 Huge mountains with some difficult climbing features 4 Petrified forest with pools of tar and oil 5 Huge megalithic rocks buried in ground 6 Plain of statues and blasted stone 7 Cliffs and fjord of harsh possibly former coastline 8 Canyon with cliff dwellings, ruins or animal colonies 9 Area riddled in caves and sinkholes, warn down mountain range 10 Giant pillars or stone features which resemble giant buildings 11 Barren stony plain with coloured stones and gravel 12 Plateaus and mesa often with different ecologies on isolated peaks D12 Volcanic 1 Geothermal geysers and pools of mineral salts 2 Lava flows over broken basalt with a few safe crossings 3 Shallow steaming warm waters with scattered lava islands growing daily 4 Erupting volcanoes throw pumice, cinders and ash clouds constantly 5 Broken black landscape, with lava tube tunnels and smoking volcanic vents 6 Burning pits and smouldering craters of burning flammable gas 7 Flaming forest of ever burning trees 8 Blasted crumbling ruined factory and forge buildings which used lava as furnaces 9 Sulphur blasted waste coated in yellow crystalline deposits and dust 10 Plains of boiling bubbling mud and sticky warm clay 11 Half buried abandoned civilization 12 Ash covered wasteland with acid rain D12 Forest 1 Covered in cacti and succulents, covered in thorns, many contain water, some hallucinogenic 2 Mushroom forest with moulds, puffballs, toadstools, slimes and rich in creepy crawlies 3 Fur trees with pine cones, some giant, packed thick with berry and shrubs in between 4 Sylvia Trees have slime filled branches that attract and absorb animal life 5 Flesh forest of plants-animal hybrids, some with eyes, or mobile or intelligent or hostile 6 Bamboo grove of thick bamboo of many thicknesses home to bandits, poets, animals 7 Giant redwoods and ancient oak trees, home to beast and humans who earn a livelihood here 8 Scented eucalyptus give off fragrant coloured oil vapour, harsh and dry, eerie haunted land 9 Mist shrouded giant fern trees, often inhabited by prehistoric looking creatures in ground litter 10 Flower and fruit trees of great beauty and variety, usually prime territory and defended 11 Giant flowers as big as trees attract insects and sylvan creatures 12 Forest of highly reflective plants that direct sunlight to destroy predators D12 Jungle 1 Carnivorous ecology of mobile and non mobile carnivorous plants, some intelligentenough to herd animals 2 Slime jungle of oozing foam and dripping gelatinous mounds and tendrils 3 Single huge plant dominates and connected to lives of all inhabitants, all serve the great tree 4 Thorn jungle of savage dangerous plants and hostile to man, home of beasts and outcasts 5 Macroscopic alien swarm entity engulfing and assimilating all life, neural peptides are it's favourite 6 Floral dream jungles produce hallucinogenic and mind control chemical weapons 7 Jungle city of tree houses and walkways high above ground to avoid enemies 8 Ruined ancient cities and statues overgrown by vegetation, forms mazes with water features 9 Trap filled haunted jungle battlefield, remains of dead soldiers and ancient booby traps 10 Swarming and over run with a single species like giant frogs, triffids, rats, spiders, etc 11 Hyper aggressive alien jungle of killer plants and deadly animals seemingly united 12 Living plant city with plant men or creatures living inside living homes with living weapons D12 Swamp 1 Salt marsh and mangrove forests, encrusted in salt, giant edible worms and crabs 2 Shrubs, reeds and vegetation over shallow water. Rich in beast and outcast men 3 Fog shrouded marsh full of buried bodies preserved since ancient times 4 Swamp drowned civilisation with islands of intact structures 5 Bog of quicksand, pools of ooze and tar pits and remnants long dead since primordial times 6 Dark and fog shrouded but glowing vegetation, toxic dump and monster breeding grounds 7 Sentient evil swamp pits its beast against intruders, inhabited by all manner of creatures 8 Vile stench of nausea, disease and vermin ridden hell hole, everything is nauseous 9 Dinosaur and primordial species in deep primitive swamp, with megalithic stones and bog iron 10 Sunken ancient battlefield, still covered in remnants of corpses and deadly armaments 11 Settled marsh area with stilt houses and reed woven halls possibly still inhabited 12 Noisy misty bog full of giant giant amphibians, bugs, reptiles and beastmen D12 Water 1 River divides the land and dominates everything, often thickly settled and a ferry needed to cross 2 Lakes cover the area some just patches of bogs, home to cultists and monsters 3 Ocean with no land, filled with monsters, pirates and occasional merchants or fishermen 4 Boiling ocean of steaming waters, hidden islands and great beast reside here 5 A single huge lake dominates the area, with settlements and island kingdoms 6 Crater lake surrounded by rock wall and forest, weird coloured and long lost remnants of past 7 Lakes on salt plain flats, with different colours, temperature, flavour and even magic properties 8 Sea filled with visible islands, each with tiny dormant volcanic cone, forest and caverns 9 Seabed covered with lost civilization, many islands are former mountains of the old empire 10 Shallow sea with huge coral reefs with tunnels filled with life, even humans live on reef islands 11 Shallow prehistoric sea with ancient arthropods, gastropods and dinosaurs 12 Remains of ruined structures supported above water with ruined city, fish farm, village, oil rig, wrecked ships or lab now partly overgrown D12 Deathlands 1 Toxic swamp with powdered chemical mounds and huge mounds of ancient jars of poisons 2 Blasted ruined wasteland of former mega city, inhabited by hostile machines and a evil god 3 Part of the Moon fallen to earth, aliens, astronauts and weird insect people and ancient ruins 4 Everything glows with strange light, dangerous auroras and crystalline caverns 5 Collapsed into the sub world, a huge subterranean city, mine or cave complex, underworld perils 6 Huge wastelands with fully active ancient weapons and deathfeilds and intact domes inside 7 Sprawling gigantic ruin crawling with monsters, gangs and wandering plundering killers 8 Green slime covers everything but some islands hidden within and isolated 9 Ruin and crypt covered land crawling with rot grubs, psi worms and sons of kyuss grubs 10 Monster kingdom, appears normal but dark, monsters rule and control their farmed humans 11 Landscape overgrown with cancerous mutant flesh with hairless and featherless animals and strange tribes living within and inside 12 Strange crystal ecology with eerie auroras dangerous to non mineral life D12 Mana 1 Plateau above land with radically isolated ancient land, filled with tunnels and ruins 2 Floating Lands drift in the sky, a single huge island or many smaller ones 3 Floating ruins drift in sky, partially inhabited, guardian servitors, long lost loot 4 Ancient citadel covered by huge energy barrier, sealed from the ages by secret entry 5 Magic Kingdom, dominated by non human species and possible a earth born godling 6 Everybody dead, acting like nothings wrong, some controlling power 7 Benevolent Utopia like Tanelorn or a Mile high silver pyramid, wary of outsiders, might seek help 8 Under construction, incomplete zone or in the process of being changed by nanofog from a god 9 Ruins and people and beast frozen in stasis, awaiting re use at whim of some god 10 High mana conflict zone, gods battle each other with armies, sprawling trenches, ruined camps 11 Robots and androids serving the gods are wiping out or kidnapping all life to recycle the land 12 Locals experiencing a apocalypse sent by the gods to wipe out the failures of this land D12 Developed 1 Automated empty high rise sprawl a few feral humans fight the machines 2 Sprawling farmland with villages and farmhouses with some patches of cultivated woodland 3 Sprawling farmland maintained by machines and robots, monoculture crops and herds 4 Ruined ancient suburbia with inhabitants battling roaming gangs of looters 5 Citadel with extensive urban sprawl, surrounding villages, parklands and wilderness 6 Crisscrossed by roads, overpasses, train-lines, sub tunnels, pockets of ruins and wilderness 7 Multiple domes surrounded by ruins or villages, may contain ancients, isolated utopias 8 A large city surrounded by several towns with high population 9 Settler farmers, miners and colonists from elsewhere rapidly grabbing land and territory 10 Civilisation living like some past era or humanity unaware of the rest of Psychon 11 Bunker complex opened and population trying to recover land and kill mutants 12 Ruins and monuments guarded by savage descendants protecting ancestral holy place D12 Hostile 1 Crater covered wasteland where objects fall from space often including missiles 2 People living in collective hallucination from psychotronic warfare weapons 3 Severe weird hostile weather and strange clouds change hourly 4 Death fields, necrovirus and undead nano weapons pollute area crawling with monsters 5 Severe dark cold snaps that make life difficult to survive, may be more livable by day 6 Severe hot bright wastelands making survival hard may be more livable by night 7 Plague lands with coloured pools of slime, bacteria and medical waste, highly infectious 8 Always visible auroras affect technology, magic, psionics and even mental activity 9 Sprawling garbage of ancients including fields of burning tires, rusting scrap and crap 10 Rainbow coloured mounds of chemicals often toxic and dangerous with poison fog clouds 11 Machine and rogue nanite colonies madly building a incompetent utopia for synthetics 12 Area maintained as a open prison with convict camps and ruined prison walls FILENAME: EMO_Hell_HellBog.ipt Header: The Hellbog - A horrorscape of mud and despair The other hells are obvious and visceral places of metaphorical punishment. The HellBog is a primitive subconscious evil, a place of lurking fear and pointless meandering. Beneath the surface, horrors and death awaits. The Hellbog is a place to escape and a physical ordeal. It is a place to hunt foul evils best left forgotten. For more about Hell, refer to EMO_Hell_General.ipt. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/the-hellbog-part-1-horrorscape-of-mud.html elfmaidsandoctopi.blogspot.com/2016/08/the-hellbog-part-2-living-world-of-death.html elfmaidsandoctopi.blogspot.com/2016/10/hells-boiler-room-part-2.html
prompt: Show me: {Hellbog Terrain|Hellbog Dressing|Hellbog Wonders|Hellbog Hazards|Common Hellbog Encounters|Uncommon Hellbog Encounters|Hellbog Monster Decor|More About Hellbog} Hellbog Terrain use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutHellbog [#{rep} MoreAboutHellbog2] table: MoreAboutHellbog2 1:The swamp is hostile and malicious. It magically ruins any sense of direction, keeping visitors wandering in circles in the outer zone, goading them with encounters, temptations and terrain hazards. Mapping it is pointless.\n\n& The inner zone is a wasteland or treetrunks, thorns, black mud, plague carrying insects and then the final heart. Here the swamp souls can manifest as different beings. 1:Many hazards here are natural such as toxic and diseased water. Although technically fresh, the water in some areas is tainted by salt.\n\n& Beneath the surface, the murky waters are haunted and dreamlike. Things may reach from the deep to attack, but other attacks are more psychological and spiritual.\n\n& Besides swamp creatures, humanoids, and beastfolk, the HellBog is rich in the living dead. Souls are trapped in drowned and slain corpses, many from soldiers captured, murdered and cast into the swamp, damning them forever. Dinosaurs and more ancient creatures wallow in the muck and filth.\n\n& Treasure and other goals are probably uncommon, though fragments of elder lore can be grasped from occasional monoliths and semi sunken pre human ruins. 1:Some devils are sent here for punishment, but otherwise devils avoid the place. They prefer to send demon bounty hunters or mercenaries instead. Demons like it here as there are fewer devils to bother them with rules, and many come here on a mission such as the demon bounty hunters. 1:In the swamp lands of hell the damned wander in despair, lost and too unimportant for devils to bother tormenting. When the damned escape other torments they often find the swamp is a sanctuary but one which they never find a way out of.\n\n& Most of the damned here are in the form of zombies and can take more punishment than mortals. If killed here, they respawn eternally from the muck, then wander and die miserably again and again. Their will has been sapped from centuries of despair. \n\n& Newer damned are naked humans still unaware of their fate. Some even find a shack and settle down. Over time, their condition becomes apparent, until they no longer react even to being killed. Upon realizing their fates, they become incorporeal phantoms, are eternally trapped by despair.\n\n& Some of the damned might still be able to talk but a speak with dead spell will help. Living visitors find it easier to escape unless they die there. 1:The earthly hellbog and the swamp lands of Hell overlap and one might accidentally wander from one into the other.\n\n& Demons and devils of hell have used the swamp to ascend to the mortal world, and at least once a small army of devils came out to burn an adventurer's stronghold. This possibly happened more in ancient times. The elves nearby remember this and still carry silver.\n\n& Several evil villagers and the whaling town of Bloodsand are said to have unseemly connections to the swamps. Cultists and bandits for miles around hide on the fringes of the swamp and it leaves them in peace. Some settle in swamp and it protects them. Also the swamp protects degenerate rural inbred cannibals clans driven out of more wholesome areas. They live in shacks and survive in the swamp, not noticing its more hellish properties.\n\n& Evil beavers build all kinds of hazards for intruders including traps, walls, pits. They worship the bog god.\n\n& Remnants of pre human monster empires and early human settlements can be found deep in the swamp. 1:Local Druids have battled the swamp for aeons, with initiates visiting it for initiations and senior druids nearing their final days retiring into the swamp to fight the unatural blight. Evil druid sects worshiping the swamp have thrived in the past but the jealous swamp generaly keeps power for itself. The occasional cannibal clan elder might use druid spells. table: HellbogTerrain 2:Trees and leaf covered ground 2:Trees and boggy foot deep mud and shrubs 2:Boggy soil, reeds and shrubs 2:Shallow foot deep water with trees and reed covered mounds 2:Shallows with trees and reeds with deeper flowing water between 2:Waist deep waters with patches of reeds and trees breaking surface 2:Waist deep waters with some reeds, surface covered in lillypads and floating plants 2:Thick masses of thorn bushes and scraggly trees in shallow stinking water and mud 2:Fog shrouded fern trees and bushes with boggy soil 2:Shallow foot to waist deep waters with tall maze like forest of reeds Shallow clear waters with preserved corpses of murdered men from long ago wars Knee to waist deep stinking mud with trees stumps and corpse fragments table: HellbogDressing Forests of waist high reeds Thick thorn trees and bushes Tall trees hanging with thick ropy moss Dead tree stumps caked in mud Shallow lake covered in lillypads Mass of broken logs jammed into a mass Thick shrubs growing on boggy soil Fallen moss covered tree bridging a body of water Masses of tangled roots Trees hanging with vines Patches of moss grass and carnivorous plants growing in bog Thorn bushes growing in shallow mire Thick hedges growing between bog patches Fallen trees coated in lichen, vines and moss Mesh of thin tree trunks like bars growing in black muck Bog with short plants growing Dead trees covered in razor sharp shellfish Pools thick with rafts of algae Thousand of black mud covered toots erupting like spikes from mud Stinging poisonous bushes in patches Huge pool of mud Concealed quicksand Bubbling tar pit Flowing river Calm looking green pool Gurgling rapid flowing stream Waterfall Deep clear pool of water Pool with whirlpool into sinkhole Churning rapid flowing muddy water filled with broken branches Fog clouds roll over area Light rain shower Strong winds buffet trees and water Torrential rain pours down Storm breaks out with wind, rain and lightning Humidity raises, everything wet and damp Slow constant trickle of rain Clouds of stinking possibly flammable swamp gas gas bubbles up from marsh Pockets of unbreathable inert gas bubbles up from marsh Acidic rain stings and wears equipment Chirping cicadas drown out every noise Snakes crawling everywhere Huge constrictor hanging in tree Crawling bugs and centipedes everywhere Clouds of mosquitoes swarming everywhere Webs everywhere with huge spiders Filthy rats swimming and climbing everywhere Horrible eels squirming and crawling everywhere Crocodiles or giant lizards basking on shoreline Thousands of croaking frogs Clouds of bats swarm over area Behemoth dinosaur wallowing and eating giant fern trees Duck billed dinosaurs munching on pond weed Vultures follow explorers Giant insect grazing Giant centipede fighting a crocodile Dimetradons wallowing in mud Swarm of ants moving like carpet over ground Gigantic slimy dripping fungi with sleepy giant toad Floating raft of giant maggots eating chunk of meat Piles of human bones with skulls crawling with vermin Floating rotting corpses Hacked up body parts Shrunken heads hanging in trees Skulls hanging in trees with glowing eye sockets Rotten corpses in trees eaten by ravens Submerged cage with slime encrusted skeleton half submerged in pool Tortured corpse nailed to tree Bloated diseased corpse crawling with parasites Half eaten corpse in trap being eaten by bugs Distant screams See distant trees or reeds part from something large moving Sounds of cracking vegetation Hear lash shlop sound of something entering water Something large swimming underwater Haunting distant strange noises Glowing lights dancing in distance Distant bells sounds but cannot tell direction Bleating animal crying in distance Child calling for help Huge moss covered stone monolith Horrid slime encrusted idol Ancient cult altar remnants of sacrifice Cobwebbed cave entrance Statue of fish or lizard or snake man Hole in ground where something long buried arose Giant pile of rotting compost and scraps Cubes of peat have been removed and spades left behind Caged pits wirh remains of animals and people inside Crumbling vine covered manour house Trapdoor on a mound into old basement or cave Semi sunken graveyard with fence or wall Wrecked raft, canoe or dingy Dilapidated swamp shack Strange looking cottage with lights on Half submerged ruined village Creepy moss covered stone or wooden church Shanty town of fisherman shacks possibly inhabited Large wrecked ship hulk wrecked long ago Half sunken old pre human race stone building table: HellbogWonders Twisted trees have evil sleeping faces Huge carnivorous plants Gigantic skeleton suspended from trees in vines Huge rotting dinosaur corpse with giant flies buzzing about A building seemingly made of living vegetation Giant log with somethings lair inside Trees with tiny lit windows and doors Clouds of mist with eyeballs drift by Hundreds of hung corpses dangling from trees Hundreds of dolls hanging in foliage Moss covered sunken step pyramid Ancient cryp Stone sarcophagi Giant half sunk stone head Dozens of stone statues covered in lichen and moss Giant tree with treehouse and lit windows Giant mushroom grove Colossal sitting toad bigger than a barn, ignores unless you get near mouth Colossal turtle bigger than a barn, quite friendly and wise Giant stone skull overgrown with tree roots with mouth entry Sunken stone arena now a pool Remains of damaged clock tower Dozens of wrecked boats lashed together into an island Huge complex of woven reed houses and walkways Colossal snail with inhabitants in shell Petrified tree trunk forest Foundations of sunken castle with waterlogged tunnel entrance Scaffolding around a huge flesh colossus abandoned by necromancers Gigantic swamp creature with shack built on top Mushroom village Root encrusted sunken temple ruins Strange leaning prehuman tower of basalt, lower levels sunken Mounds of giant creature carcasses Shallow waters with thousands of drowned dead left from an ancient war Peat bog soil with exposed semi bog mummies from ancient sacrifices Sinkholes into mossy cavern complex covering area Colossal giant flesh eating caterpillar chasing a dinosaur Cage of living eels keeping a beautiful naked woman captive Slumbering titanic fishman asleep with robed worshipers chanting to it Crumbling aqueduct section Wide stone road for hundreds of metres with terraces and drainage Huge stone sphere Crumbling statue of octopus headed god that causes odd dreams Huge tar pit with remains of prehistoric megafauna semi exposed Remains of semi sunken stone wall Gigantic eggs bigger than hhumans Hundreds of overgrown demonic idols and shrines Huge stone cobra statue Huge panther statue with sealed door in chest Stone terraces with drainage with ruined houses on top Remains of complex wooden walkways through swamp, some go up to tree level Creepy stilt house with glowing skulls on porch Crumbling fortified watch tower overgrown with moss Giant crab shell converted into home Giant termite mounds A thousand or so easily offended frogmen in huge spawning pit A pyramid of moss covered skulls Duckmen guarding a pillar of unbreakable metal Huge wooden wall with gates with tower to tie sacrifices too Dozens of human size vegetable pod Village of haunted turf houses Gigantic sweatshop of wooden scaffolding and wheels staffed by slave newt folk Huge work shed where coloured zombies die cloth for necromancer foreman Bubbling geothermal mud pools Spectacular calcium formations Giant voodoo priestess making human sized voodoodolls Dancing tree folk performing important fertility rite Salt bog with huge salt crystals and long preserved corpses A huge stone circle half sunk A stone skull shaped building where secret wizard cult meet to plot conquests A huge barrow with stone lined tunnels and chambers within A hill fort raised above water with remains of houses, trees and graveyard A hellmouth in form of a dragon face with devil guards Hundreds of gibbets hanging in trees A titanic kaiju corpse that goblins are using as a dungeon A village of kappa where they grow cucumbers and keep huts of slave women A village of mutant ogres built on top of ancient ruins A huge pit of filth and corpses where formarians wallow and snack and fornicate Hundreds of damned phantoms wandering in circles moaning Dozens of trolls eating zombies in a pit with hundreds trapped inside Neo-Otyughs swimming in a river of effluent gleefully eating turds A slime mold filled crater where ropers debate philosophy and eat travellers A sinking tower where outcast miserable devils await their banishment to end A great lake of evil black sludge where hundreds of damned squirm to escape A great face manifests in water, sky, rocks or tree canopies grins then fades Hundreds of snakes pour out of holes and logs and swarm into living temple Thousands of spiders have spun names of damned souls in their webs Thousands of spiders have constructed a treetop system of walkways Titanic evil swamp whale sleeps with its mouth open and locals have built a tavern inside Huge turtle shell has been converted into fort by savage frog men91 Basalt column filled overgrown plaza built by serpent men now home of an allasaurus Stone monolith if somehow opened has a crystal control panel for weather Stone monolith if somehow opened has a crystal control panel to open planar gates Stone monolith if somehow opened has a crystal control panel to open time gates Meet earlier or later versions of selves displaced from time Building size organic structure, a dungeon full of horrid creatures and living treasure A titanic moth resting can be boarded to be carried far away (or even the moon) A bath house operated by spirit beings easily offended by crude mortals A gathering of water elementals of varied sizes for a ritual gathering A clan of moss covered stone giants in a deep sleep, irritable if awoken table: HellbogHazards Falling rotten tree Carnivorous walking trees migrating Evil walking tree folk grove Evil Dryad with charmed servants in grove Insane swamp treant hate human looking critters Giant venus flytrap patch Giant pitcher plant Rotting log over river looks secure Huge log is lair of aggressive lizard Strangling vines floating in water Dozens of basking crocodiles or dimetradons Huge log is actually a sleeping giant lizard Swarm or mosquitoes carrying swamp fever Huge spider webs through vegetation with giant spider colony Giant trapdoor spiders hiding in hidden pits Dinosaur fathers guarding nests Giant termite mounds with swarming guardians Shambling mounds lurking in huge mounds of rotting vegetation Shallow muddy pool full of electric eels Huge hollow tree now monster lair Quicksand bog covered in vegetation Rapid waterways dangerous to cross Waterfall blocks passage Burbling tar pit hidden under mud Sinkhole with water pouring into dephs Slippery muddy slopes Mudslides down hill onto path Path collapses and slides down hill Swarm of thousands of giant ants like a carpet Fire burning in dry reeds Swamp gas displaces oxygen Flamable swamp gas ignited by any open flame Ground bouncy and wobbly from underground gas Pool of flammable oil Pool of boiling mud Jet of flame from underground gas Clouds of thick fog that makes finding direction impossible Clouds of stinking gas causes nausea and vomiting Ground collapses into sinkhole Poisonous gas cloud Burning peat bog Thick with impassable thorn trees and bushes Ferry operated by goblins demand hefty toll Hydrodaemons playing in shallow waters invite you in Huge log jam covered in slippery mud Thick with scrubs and stubby trees extremely difficult to cross Shallow water thick with basking crocodiles could be hopped across Muddy cliff over flowing river Bridge of bone and sinew over sulfurous bog Village of cannibal halfling voodoo cult Treetop village with interconnecting walkways of humanoids or beastmen Walkway alongside cliff with burial caves in wall Flash flood Rain pours down raising water levels by d6 feet Millions of swarming frogs everywhere breeding Miasma of foul swamp disease in air Spike traps hidden over area Pit traps with spikes in area Snares in area Abandoned mine shafts covered by reeds Net traps in area Log fall traps in area Poison dart traps in area Wasp swarm from huge hidden nests Sticky mud traps feet Evil giant beavers have built log wall maze with traps Cold snap covers surface in ice making surface trecherous Water filled with diseased corpses Under surface sleeping undead lie Fever carrying barley living person floating in water Evil beaver built walls made from hundreds of bog corpses Herd of aggressive swamp buffalo Herds of swamp deer, males aggressive Explosive melons growing on vines in area Explosive toadstools Giant patches of yellow mould Patches of yellow musk plants with guard zombies Giant stinging sundew plants thick in area Horrible snapping turtles common here just under water Rope bridge over waterfalls and rapids Wooden walkway over marsh full of piranha Rusalka spirit rules over area controlling animals and water Basking evil swamp mermaids invite you to join them, while pushing bones underwater Brontotherium herd dislike two legs looking at their kids Ogre clan meet cooking and abusing human slaves for party Mutagenic slime bubbling up from planes of chaos Floating coffins with sleeping undead thick in waters Water thick with giant leeches Undead evil druid lord demand you return the way you came Thousands of swarming trilobites Pools swarming with lampreys Aggressive woolly swamp rhinos dislike anything in territory Auroch herd systematically hunt and kill anything that could threaten calves A gaggle of demons having a party with victims to eat and torment Army of devils searching swamp ahead for criminals Hell hounds guarding a ruin Thousands of sharpened stakes in ground covered in septic slime Frogmen tribal rituals sacrificing hundreds of victims on semi sunken step pyramid Shambling fishmen hybrid village welcome visitors Dozens of prisoners submerged up to necks guarded by devils in path table: CommonHellbogEncounters Huge hungry fish gator or turtle or eels or snake Beastmen hunters - [|frog|rat|lamprey|crab] Corrupt nature spirit folk - [|pond slime|reed|fungus|wetlands bird] Giant scorpion or spider or cave lobster Orc troops on patrol, well adapted and self equipped Kobold tribe hunting for food Demon bounty hunters looking for escapee Swamp hag desires interaction and favours for trade Lizard men hunters possibly with snake men wizards Damned souls living in swamp shacks as a clan of mad killers Dinosaurs rampaging about looking for fights Devil soldiers on patrol looking unhappy with local guides humanoids table: HellbogMonsterDecor Bloated gassy flesh, bursts when cut with gas Slimy greasy oily flesh, always damp Albino Worm ridden flesh Green skin, covered by vegetation and growing all over like moss and leaves Burst open body cavities crawling with critters and guts hanging out Filthy rags and home made survival arms and armor Pygmies version 2/3 normal height, with blowpipes and shrunken heads Covered in thick stinking slime and mud Scaly or chitinous skin Reptilian faces and scales, 1in6 snake hair Snakes or bugs crawling all over table: UncommonHellbogEncounters Giant snapping tortise Pack of giant frogs hunting Gigantic toad lurking under water Giant tarantulas on prowl Anaconda hiding in water Giant cobras lurking in bushes Savage swamp apes Vegepygmie tribesmen in hunting group Gang of needlemen lurking in bushes Gigantic lobsters lurk in water Giant catfish in shallow muddy water Giant eels swimming Piranha fish school Kappa lurking in flooded pits in reed beds Lizard men hunters Frog men warrors Snake man wizard with lizard men guards Dino men warlords out to rove might Ratmen cultists carrying diseased spore pods Lampreymen cultists looking for blood Crabmen scavenging food Giant crabs hungry for meat Giant preying mantis Catfishman priest and cultist guards Giant centipedes Giant rat pack Neo Otyugh lurking in mud Purple Worm Carrion Crawlers Rust monsters digging for bog iron Axe beak pack hunting in reeds Mutated ogres Ettin bored lloking for victims Trolls starving for food Giant porcupine Plesiosaur lurking in water Pterodactyls out hunting Giant vultures Aerial jellyfish Raptor pack hunting Allasaurus pair hunting Tyrannosaurus rex on patrol Stegosaurus herd easily spooked Triceratops herd, some males agressive Ankylosaurus family Giant swamp serpent Giant beetle pack Giant swamp octopus Earth elemental Water Elemental Giant newts Green hag invites you to dinner Giant crocodile Willow the wisp Group of idiotic boggles Young dumb black dragons hunting Old intelligent black dragon lair Giant scorpions Banshee wailing Black pudding Ochre Jellies Grey Ooze Green Slime Gelatinous cubes Hydra Zombies of the damned Wights warriors of slain warriors Wraiths of evil wizard lords Bog mummies of sacrificed druid kings Ghouls of damned abandoned here Skeletons remains of dead soldiers Gremlins Irish Deer Cave bear Dire wolf pack Troglodyte clan Cultists exploring Cannibal Clan hunting Bandits lost Phantoms of the damned Ogre Magi Bugbear warriors on patrol Goblin tribe Flock of stirges Wyverns hunting Gargoyles Formarian giants Mud golems Grell lurking in bog Harpies in flight Larvae crawling in muck escaped from from devils pit Lesser demons desperate for victims Lesser devils marching in squad hunting an exile Imps or quasits Evil naga with servitor beast folk or humanoids Nighthag interested in anyone lost Demon bounty hunters Unique Devil exile living in squalid ruin Major devil or demon Slaad invaders looking for trouble FILENAME: EMO_Hell_Underworld.ipt Header: Hell's Underworld This hell is a land of despair, loneliness, gloom, doldrums, melancholia and sadness. It is littered with ruins, dung, funerary monuments and ash heaps. Where the previous hells were more evil, the Underworld has a wider range of alignments. For more about Hell, refer to EMO_Hell_General.ipt. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/05/hells-underworld-1.html elfmaidsandoctopi.blogspot.com/2016/05/hells-underworld-2.html elfmaidsandoctopi.blogspot.com/2016/10/hells-boiler-room-part-2.html
prompt: Show me: {Underworld Dressing|Underworld Wonders|Underworld Hazards|Common Underworld Encounters|Uncommon Underworld Encounters|Damned Activities|More About Underworld} More About Underworld//Underworld Dressings use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutUnderworld [#{rep} MoreAboutUnderworld2] table: MoreAboutUnderworld2 1:The underworld is mostly colourless and shadowy. The soil is chalky and greyish. Chunks of rubble and loose soil covers most surfaces with crumbling clffs and hills with loose slopes. Mild quakes shake the land. Gloomy skies with dusky light reveal the distant chasm roof. Pallid rays of light pierce dust, ash and fog suspended in the air. Stalactites and stalagmites the size of mountains sink into the distance. Caves and crevices are common. 1:The dead may live well if they are given offerings by their descendants. But as they are forgotten over time, offerings dry up, graves are robbed, and libations are no longer poured in the name of the deceased, and the damned are increasingly left with nothing. Some inhabitants were once kings, who, now forgotten, dwell in ruins and eat dung and ash. \n\n& The damned here are desperate for food, wine, luxury and worship. Many will request libations and sacrifices in exchange for services. Some have shut down, laying in comatose heaps from depression.\n\n& Most damned are naked humans but some are phantoms or skeletons. Most are self-obsessed and barley aware of surroundings. Some might communicate, and some few might have died in the adventurers' future and be able to share prophetic lore.\n\n& Seeing the suffering of the poverty-struck damned, childless and forgotten, might influence the characters to have children and build monuments and shrines to themselves. 1:Devils are less influential here too but can be found with other evil outsiders and undead. Devils guard gate houses and sections of the underworld and operate the bureaucracy rather than actually tormenting the imprisoned. Some parts of the underworld are prisons with devil jailers but they generally don't torture victims. 1:Hubris is pride against the gods and they jealously punish human arrogance; the proud are cast down by pointless deeds and the once splendid are brought low by wretched poverty. Tortures are mostly psychological but some are physical. Imprisonment without respite is the main condition of damned here. 1:Monsters and horrors defeated by the gods in the dawn time are imprisoned here as punishment, and mortals are encouraged to leave these horrors where they are. They might beg for release or try to trick explorers, but any aid anger the gods and could result in the liberators' imprisonment in the place of the monsters freed. Many of the powers imprisoned here plot to escape or plan machinations to ruin the mortal world or torment those beloved to the gods.\n\n& Some of the old gods kept here can grant favors or information in return for helping to rebuild their forgotten cults. They may request strange missions on the mortal world whose purpose cannot be perceived. The old powers have patience. 1:The land is also a depository of wisdom and fructifying powers of fertility for the mundane world. Depositories of ancient documents are a common treasure, and, as hell is timeless, prophetic lore is also available. Remnants of both the past and the future can be found. \n\n& Future remnants like ruins of your home or the damned spirits of people you know to still be alive can be disturbing. Promiscuous adventurers might be confronted by their dead children wanting attention. Future knowledge might make powers of the underworld vindictive and unwilling to allow you to leave.\n\n& The distant past may also be found in remnants. Powers of ancient beast and hunter cults can be found, and ancient gods forgotten by the mortal world still live here. endtable: table: DamnedActivities Paralyzed frozen in some pose with extreme emotional expression Laying immobile unconscious Laying in fetal position moaning Rocking on ground, pulling hair wailing Running around hystericly sobbing Sitting gibbering about regrets Scratching in dirt, ash or garbage for food, desperately hungry Cunningly tries to get others to aid it escape Translucent phantom mostly [|moaning|repeating some action] Skeleton usually walking about silently table: UnderworldDressing Grey distant stalactites in sky Cavernous grey sky Gloomy grey sky Spooky mist Schools of bats Great grey shadows in sky moving Violet auroras dancing in the overcast sky Grey clouds moving in the sky Eerie fog sweeping over ground Distant moaning and wailing Great spherical boulders Featureless grey plain Huge stalagmites Dripping water falling from great cavernous sky The great river in the distant Distant volcanic eruption lights up distant sky Black clouds from distant eruption Ground is moist and slippery like a cave A plain of moon like craters Grey cliffs in distance Crumbling foundations and broken columns Decrepit remains of graveyard Sprawling necropolis in mostly ruins Ash heaped hills with chunks of bone and broken urns Heaps of crumbling skeletons Chalky soils of bone meal Plain of dug open empty graves Plain of water logged grave pits Skeletons fused into limestone cave formations Plain of scattered occasional naked corpses Plain of stacked naked bodies covering the ground River with a crumbling jetty and bell for ferryman Grey muddy knee deep swamp Grey muddy swamp filled with rotting corpses Shallow knee deep pools of grey water Plain covered in scattered dung Plain covered completely in dung Gloomy desperate naked damned eating ash from ground Wailing desperate naked damned eating dung from ground Crying naked damned sitting and laying everywhere Great mound of squirming wailing bodies Desolate plan scattered with paralyzed madmen posed still [|Giant|Cyclops] bound in chains, sobbing Flowing river of grey mud with drowning damned wailing Naked person chained to rock sitting sadly Small cell with several wailing damned Small ruined fort converted to miserable prison Giant sprawling prison complex with wailing and moaning Robed damned carrying bread and wine, runs when sees you Former king in rags tries to buy food with last scraps of royal crown Small village of starving indolent sitting about complaining Crumbling town of naked beggars with fortified town houses keeping them out Sprawling crumbling city with rich ignoring the naked huddled masses Damned chained to cliff Damned chained to cart wheel on pole Damned in gibbet hanging from tree Ground quakes for a minute Twisted tree with agonized faces of damned Crack in ground with wine or blood being lapped up by hungry damned Stalactites fall from sky and shatter Bound man being eaten by vultures and jackals Swarm of naked damned moving over plain Crumbling house with miserable damned inside gibbering madly Huge naked giant eating damned from cage Huge swarm of screeching bats Damned cooking a pot of bat stew Naked man dragging leaking sack of copper coins Naked damned being chased by bats Naked damned fighting and biting each other Naked damned eating a corpse Plain of phantoms wandering sadly Plain of mad damned, twitching, muttering and rocking Drooling giant with head injury smiling and staring Demon bounty hunters dragging damned in chains Shambling manour house rattling in the wind Pits of starving children begging for food and help Pits of larvae being attended by lesser devils with pitchforks Dragon in chains crying Chained giant with snakes dripping venom on face Naked damned farmers uselessly scratching dirt with farm tools Dozens of damned trying to commit suicide and it never works Giants pushing huge boulders Giants dragging stone blocks Crumbling palace with scattered finery, beggars at gates Stone sarcophogi Leafless forest of twisted trees, actually former tormented damned Valley of tombs Steaming bubbling crater pools surrounded by mineral crystal formations Stone barrow hill tomb, doors wide open Stone menhirs covered plain Headstones built into sprawling crumbling fort See strange shadows of friends act oddly and independently of owners Pre human crumbling monolith with strange writing Great forgotten crypt Gloomy mountain carved with tunnels and mines Heavy rain pours down for a d4 hours Clouds of ash carried in wind from distant eruption Burning remains of funerary pyres Damned being swollowed by great serpents Plain of writhing serpents crawling over bone assemblages table: UnderworldWonders Evil forgotten god chained to mountain being gnawed by dragons Entourage following and attending devil or ancient god on palenquin Dead being judged by devil court with losing damned being fed to monster Huge crater with chained titan sized horror that calls your names Huge black stoned incredible mausoleum Titan bound to ground being gnawed on by damned mortals Titanic beast trapped under mountain looking sad Colossal stone maze with damned trapped in walls Titan being devoured by beasts eternally A collosal library guarded by dragons Cracks in earth with hundreds of damned inhaling sweet fumes Priestess on high chair over crack in earth inhaling fumes Titanic bull bound in chains Huge damned armies batting while opposing gods or devils watch Titanic skeleton of humanoid or horrible beast Huge devil playing with naked wailing damned like toy building blocks Weeping black robed giantess over plain of dead soldiers with tears of blood Colossal stair case to higher or lower cavern realm guarded by devils Rows of enigmatic stone sphinxes Worn stone pyramid or ziggarut Blind crippled giant crawling on fours sniffing for food Giant hand crawling and looking for rest of body Colossal statue of ancient god or devil Giant eating own intestines Filthy giant in ruined rich clothes drunkenly laying in pool of vomit Gigantic stone skull with a tavern inside full of damned souls Hundreds of broken statues with sad expressions Hundreds of miserable giant stone heads Broken titanic statue half buried with boastful text about ruling forever on base Shipwreck half buried in sand Huge open cut mine pit with a chained forgotten god in the bottom Dilapidated incomplete huge tower reaching to the sky Ruined coliseum with phantom gladiators Huge floating stone head flies slowly overhead Huge walls made of sobbing damned Triumphal archway vandalized and worn by wind Shallow lake choked with corpses Hundreds of naked people sheltering in cliffs from rain of fireballs Sprawling ruined walls and archways filling valley floor Sprawling slum with thousands of damned wallowing in ash and filth for food Thousands of damned falling from sky onto a corpse covered plain Burning lake of fire Huge waterfall in a river with screaming damned going over falls Clouds of floating screaming damned rolling across the sky to beyond horizon Hundreds of smoking funeral pits with dozens of zombies wandering around Headless giant looking for head Huge pit with hundreds of damned wrestling Huge pit with hundreds of damned fighting snakes Hundreds of smoking vents and exposed limbs struggling to break free from ground Cerebus the colosal three headed dog eating and chasing damned Thousands of naked crying damned wallowing and fighting covered in mud Huge crater with hundreds of dragons spawning Styx the river of hate in the distance Lethe the river of forgetfulness in the distance Archeron the river of pain in the distance Cocytus the river of wailing in the distance Phlegethon the river of fire in the distance Famous ancient hero with devil entourage judging the dead Huge wall with spectacular gatehouse and devil guards Volcanic vent growing into volcano Volcanic explosion exposes flaming pit of lava Earthquake cracks open ground and wailing damned pour out Earthquake cracks open ground and volcanic ash blocks out the sky Earthquake cracks open ground and lava pours out Earthquake cracks open ground and creates a huge canyon Quake causes huge chunks of cavernous sky to fall and shatter into rubble Lightning bolt shatters mountain Semi collapsed stone dome, favorite haunt of harpies Ruined cathedral a lair of wolves or panthers Well of memories restores lost memories Ruins of location familiar to explorers that seemed ok last time they saw it Spiraling circular ziggurat, noble devil on top and wailing damned fighting to reach top Titan catching damned and sucking meat off skeletons that then run away Huge roots from sky guarded by a dragon who gnaws on them Marching hoard of damned with flailed skin hanging from skeletal necks like capes Huge pyramid of ash and garbage with thousands of damned scrounging for food Huge mound of flailed human skins with crows and vultures eating them Huge structure of thousands of caged damned prisoners stacked into a pyramid Thousands of damned chained to giant devil using them as playthings Crumbling aqueduct from horizon to horizon usable as highway Step pyramid with lines of damned climbing to top where devils skin them and eat hearts Titanic skeleton with ramshackle garbage shacks of town built in rib cage Huge open pit mine full of garbage and water and wretched damned wallowing in filth Huge funeral barge with hundreds of damned working oars and a small town inside Huge devil dropping damned into meat grinder where skeletons crawl out of ground meat Huge devil squatting and shitting out skeletons which run away Huge light flaming house beacon surrounded by damned unable to get in Huge triumphal procession of devils, underworld and forgotten gods with entourages A huge fountain of wine guarded by devils gleefully maiming desperate damned A titanic dragon with children guarding a mountain of treasure Huge open mine pit filled with fire and screaming damned Sleepy toad devil squatting on monolith while dancing damned perform around him Huge sabbat of damned witches and familiars and devils cavorting Angels chained to cliffs begging for release and offering gold and true love as reward Titanic throne guarded by devils used by underworld god occasionally Colossal court house complex where judges and ancestors assign punishment damned Enormous tree with jewels and rich food in branches, desperate damned trying to reach Titanic underworld god in chariot crosses the sky, horses with flaming manes Skeleton horse pulled chariots of skeletal warriors hunting for intruders Titanic bronze golem stomping on anyone intruding into underworld, some managed to get inside it where a small town thrives table: UnderworldHazards Strong winds blow ash clouds Huge electrical storms Strong hail storm Blinding fog Choking smoke clouds Raining burning sulphur Clouds of thousands aggressive bats Rains chunks of rock from cavern ceiling Mountain size stalactite fall from above Violent earthquake shakes ground Rolling boulders Lightning striking ground Slope of loose rubble will dump travellers into another hazard Avalanche of rubble slides down hill Massive canyon in earth Crack opens in earth and threatens to swallow explorers up Huge pool of mud Ash heaps that swallow up any who walk on it Mounds of revolting garbage and feces Mounds of jagged bones Stone wall Devil watch tower Gatehouse and wall with officious devil guards Huge bridge with gatehouse and devil guards Devil fortress ahead watches area Devils rounding up unauthorized damned in wrong area Devils fencing off damned with bone fence Devils tormenting giant in a pit, looking for something to do next Demon bounty hunters looking for escaped prisoner or possibly a substitute Devils blinding a cyclops who goes on murderous rampage when they fly away Swarm of starving damned looking for anything (or one) to eat Screaming mob of damned with clubs, screaming and smashing everything Zombies climbing from burials Angry skeletons searching for something or someone Burning screaming damned running hysterically Phantoms wandering, become angered by living Gibbering phantoms swarming ahead Giant lifting a boulder and hundreds of hungry skeletons swarm out to escape Line of zombies holding hands for a d6 miles Wall of bound hungry zombies that snap at anything near them Giant golem looking for intruders to stomp on (iron or bronze) Wall of living snakes a mix of poison and constrictors Devils tearing off clothes and robbing newly arrived damned Devils herding damned in corals flailing of their flesh and releasing skeletons A huge sleeping hydra in pit ahead A tree with a huge bearded snake offering healing and wisdom and prophecy A gigantic horned snake Migration of skeleton animals on way to be be reincarnated A demon with swarms of bugs and lesser demon entourage following it A skeleton beast headed shaman is blessing animal skeletons Lake of fire blocks path Volvanic vent explodes just ahead Styx the river of hate ahead causes rage if touched Lethe the river of forgetfulness causes memory loss Archeron the river of pain causes paralyzing agony to the touch Cocytus the river of wailing ahead causes uncontrolable wailing Phlegethon the river of fire in the distance burns to the touch Ferry jetty with bell on one of the underworld rivers (see 53-57) A underworld river with a devil whale or kraken immune to river fx (see 53-57) A flooded open pit mine with aquatic horrors fighting Dragons fighting up ahead Frozen over river (see 53-57) Drunken idiot giants flinging excrement at each other Devils gambling over larvea Cottage of a nighthag Stables where devils tend thoroughbred nightmares Beastmen cavorting and dancing around totem of the beast god Serpent men worshiping a serpent demigod in a fruit tree Nighthags and devils trading in larvae Devils tending larvae pits on look out for rustlers Hyenamen gorging selves on idiotic damned Sheer cliffs Sea of broken bones A stony maze with a monster living in it Sphinxes block the path through a gorge demanding knowledge or riddle battles Hundreds of statues with a cave in the middle where a medusa lives Wizened forest full of harpies Stymphalian birds guarding a relic out in open ahead Huge crowd of damned listening to snappy maxims of a philosopher blocks valley Iron bull killing damned with deadly fumes he exhales Desolate poisoned waste with corpses and snakes with basilisk king on high point Cyclops orcs building a monument to their ancestor they seek to deify A lamia territory ahead, enthralled damned slaves attempt to kidnap attractive men Erinyes tormenting and strangling a freshly damned king ahead Manticores being jerks and abusing damned souls Swarms of stirge owls sucking blood from helpless damned Nightmares frolicking in fields, chasing and eating damned souls Grey ash heaps full of giant ant lions Queue of damned going over horoizon, freak out if any cut through or push in Thousands of squirming snakes cover plain Shallow water full of corpses, actually zombies and will arise to kill living if disturbed Graveyard where hands of zombies burst out of ground if intruders enter Fungus garden with mushroom men growing crops on sleeping damned Wrestling giants with damned watching for winner Two armies of damned fighting in confused melee Damned farmers scratching soil with farm tools, enraged if anyone walks on fields Chimera sleeping on a peak overlooking plains covered in mauled corpses of damned Bronze bulls gather to fight for kingship of herd Underworld satyrs tormenting nymphs, enraged if seen by mortals Crumbling stone bridge over flaming pit guarded by devils table: UncommonUnderworldEncounters Zombie mammoth on rampage Stampeding zombie bison migrating to hunting grounds Wolf pack tracking mortals Panthers ambush from cliff or tree or by stealth Giant constrictor snakes Several large venomous serpents Bearded or horned wizard snake Lamia (serpant or other beast body) looking for slaves and food Sphynx is hungry but will spare for a riddle or good titbit of information Shedu looking for wicked up to no good in underworld An evil naga seeks slaves and food, will have human or snake men minions Goat beastmen looking for victims to abuse and eat Underworld nymph and her charmed lovers looking to add to her concubines Wild underworld satyrs like to hurl victims into underworld rivers and steal women Hydra hungry for flesh Medusa wearing hood, approaches strangers to petrify them Iron bull with toxic breath angrily attacks any mortals Night hag on a nightmare seeks souls to convert into larvae and use as currency Minotaur warriors looking for food Ogres looking for food or loot Ogre magi seek victims to abuse or sell to other evil beings Devil swine in human form try to offer feast to ambush guests and enslave them Salamanders (flaming lizard type) crawl from fiery crack to attack Giant looking for food Demon bounty hunters seek intruders to sell to devils Devil troop demand intruders surrender and be judged Vulture men demand meat Rat men who hate human like beings and try to eat them Young inexperienced dragon looking for snack and loot Bronze or Iron golem sent to kill party by a god Skeleton soldiers in bronze armour Skeleton warriors sent by underworld lord Zombies surprise by bursting from underground Wights once ancient noble warriors, vassals of death god hunting the living Wraiths arise from earth hungry to eat that which lives Phantom dead rise from the earth demanding food and wine or blood A horrible spectre rises from the earth rattling chains A ghost arises from a pile of bones A ghoul pack hungrily crawl from barren old crypts A ghast pack climb from old grave pits Werewolves hunting game for a devil lord they serve Werepanthers in the service of the death god hunting intruders A vampire knight serving a underworld goddess A vampiress with a palanquin carried by seven ghouls looking for lovers to eat A chimera comes charging from it's cave lair Manticores on cliff tops surround party hungrily Flock of harpies shit diseased turds onto explorers then attack Stymphalian birds overhead shower explorers with razor sharp metal feathers Cyclops hungrily steps from cave licking his lips Crippled titan crazed with revenge on mortals Cyclops orcs warriors seek victory for their ancestral god Grey skinned goblins with bone clubs crawl from pits and charge Hobgoblin soldiers on patrol Skeleton chariots roll over a hill and charge Skeleton cavalry gallop furiously towards intruders Skeleton horse archers circle party and fire while avoiding melee Zombie griffons attack from the sky Earth elemental mixed with human corpses arises from the ground A fire elemental arises from ashes of a funeral pyre A water elemental formed from the blood arises from a pile of fresh corpses A air elemental full of choking cremation ash flies from above Stirge owls hungry for blood swarm from the sky A lost bard looking for knowledge or his dead love begs for help Hyenamen warriors laughing madly and hungry for flesh Tasmanian devil men crunching on bones exited by sight of meat Giant hungry lizards crawl out from under rocks Baslisk crawls out of a stinking hole Necromancer with cyclops orc followers needs to top up his life force Necromancy students lost by accident Squad of lesser devils demand to see your passport and travel permits Skeleton wizard riding a zombie t-rex looking for trouble Erinyes accuse adventurers of mass murder and have come to strangle and stab them A styx devil in robe with scythe come to punish the living Skeletal giant with sceptre and wig demands you join his commonwealth or die Filthy giant in ruined rich clothes looking for people to eat Swarm of hungry damned souls bezerk with hunger A giant flying stone head lands and filthy beastmen disembark to attack A screaming vengeful pack of women damned looking to tear people apart Carnivorous albino apes out for revenge on human kind for supplanting them Doomed centaurs mad at everyone, circle with bowfire then use lances to finish off Giant regenerating lion hungry for humans with grey fur Rotting naked giant with stag skull and antlers for head, hungry for mortals Hellhounds sniffing out those who don't belong here Imps determined to make your life unpleasant, use invisibility or shape shift for tricks Hungry damned horde demand 90% of travellers blood to pass Old man on a donkey actually a cup bearer of a death god in disguise A damned relative of explorer found a babbling miserable wreck (one of the lucky ones) A ghost galley sailing in sky drops phantom and skeleton pirates who attack A devil prince offers your help, no catches, honestly Wailing woman in black robes with gold mask actually a banshee Chorus of mourning damned in black robes turn into erinyes if ignored Lady devil riding dragon demands all gold and silver goods Multi headed crowned devil riding giant panther demands all your wealth Mass of hungry damned fused together in a mess of limbs and revolting features Swarm of damned kids attack, while claiming those who hurt them are damned Ghost town of damned phantoms who arise to drive off any who might touch their stuff Silent worn stone statue actually a insane stone golem Son of demon prince orcus with chaos goat men raiding underworld for larvae Fog coalesces into a hungry giant before explorers eyes Hydrodaemons flop out of body of water greedy for tasty humanish flesh table: CommonUnderworldEncounters Zombie damned mindless or standing still till aproached Damned soul begging for help or food or wine Giant constrictor serpent[||||||, actually is a sorcerer] Orc soldiers on the march Demon bounty hunters or mercenaries Pack of ghouls looking for food Harpies fly overhead Skeleton warriors in bronze age military kit Hungry shades desperate for food and interaction with living Shadows stalking damned souls to drain Devil military patrol, boss [|in chariot|in coach|riding a monster] Night hag merchants looking to trade table: UnderworldMonsterDecor Semi faded into shadow, dreamlike quality Bronze age tools and weapons and clothing Pallid and corpse like Naked with no possessions Dressed in opulent gold clothing with gold symbols of office like a rod Dressed as commoner, shirt and hood and leggings and foot wrappings Dressed as merchants and mercenaries with fancy clothes and shoes Wearing funeral shrouds Mummified or skeletal Funeral attendant and ritual clothing of various times and status Spectacularly rotted away with flesh hanging off exposed bones Jewelry especially of status or social rank, chains, bracelets, keys, medallions, rings FILENAME: EMO_Hell_InfernalLands.ipt Header: Hell's Infernal Lands While the Plague Lands were obsessed with execution and disease, Infernal Lands are an apocalyptic burnt-out volcanic land of torment. The devilish bureaucracy here is concerned with burning, eternal torment, toil in the mines and factory sweatshops. Souls are the fuel of hellfire and mortals are the best source. The devils, demons, and even animals here are immune to natural flame and hellfire but not holy fire or wizard fire. For mortals, heat can make encumbrance worse and heat exhaustion is common. Humans who fall will be abused by devils who thrive off the pain of others. A tormented human soul pushes their spiritual evolution or devolution in different ways, and can enhance the use of a soul as a fuel source. Hell Metals forged in soulfire develop unusual properties. For more about Hell, refer to EMO_Hell_General.ipt. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/04/hells-infernal-lands-1.html elfmaidsandoctopi.blogspot.com/2016/05/hells-infernal-lands-2.html elfmaidsandoctopi.blogspot.com/2016/10/hells-boiler-room-part-2.html
prompt: Show me: {Infernal Lands Dressings|Infernal Lands Wonders|Infernal Lands Hazards|Infernal Lands Monster Decor|Common Infernal Lands Encounters|Uncommon Infernal Lands Encounters|Typical Hostile Troops|Agents Of Hellish Factions|About Infernal Lands Inhabitants} Infernal Lands Dressings use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: AboutInfernalLandsInhabitants [#{rep} InfernalLandsInhabitants] table: InfernalLandsInhabitants 1:The damned in the Inferno are different from those in the Plague Lands. They are not clothed in finery; most of the damned are naked or soon wind up with clothing shredded and falling off. The finer the clothing, the more you stand out here. This Hell is not about bringing all low with death and pestilence. It does not punish sins like self importance and status. The damned here are irredeemably and obviously awful people and unrepentant. They are utterly selfish and climb over each other, fighting over crumbs, coins or drops of water. Most of the damned think attempts to escape are doomed to fail or a fresh deception to torment them.\n& \n& Some of those tortured will become larvae then evolve up the devilish chain of command if lawful evil. The chaotic evil will go from larvae to demons, will be shunned and driven to outlands and possibly will be hired by devils as mercenaries and bounty hunters. Demons who try to accumulate power or hoard souls or larvae or try to corrupt Hell's officials will be branded or driven to the great chaos of the outer abyss. \n& \n& The devils are mostly red, orange, copper, bronze, brown, tan, yellow, magenta, violet and live in a terrain akin to their colour. They are scaly, horned and winged. Many have bestial or shell-like ears. Long forked tongue and pointy chins are common. Some have masterful beards and moustaches. Many belch fire or surfer or flaming pitch. Those of rank carry regalia like banners, relics, weapons, instruments, sceptres, and crowns. For weaponry, lower ranks use forks and tools like blacksmith tongs and peasant polearms. Higher ranks use whips, flails, and swords.\n& \n& There's a 1 in 10 chance that any devil is a spy for someone.\n& \n& Orcs and adventurers might be brought to Hell as mercenaries and though they might think they can leave, they are all damned already. Orcs are rapidly promoted in the diabolic hierarchy. Orcs from Hell sometimes travel to earth and do things devils cannot. Many orcs pilgrimage to Hell where they are appreciated. Dying for Hell is the best way to be recruited to the infernal regions and bypass being a tormented maggot. 1:Beings here will assess if they are dominant and act accordingly. To their lessors they might ignore mere henchmen who look busy as they might have a mission for superiors. But some might confront, question or shakedown a lesser, seeking valuable information, fun of bullying or just relief from boredom. On the other hand, if they think you are their superior they might avoid your gaze, kiss your feet, crawl on their bellies, or seek your favour.\n& \n& Buttock kissing is part of Hell's legal code and devils take seriously oaths of fealty made while kissing butts. Devils may release captives who grovel convincingly, making them swear they are serving who they say they are. Making an oath to a devil is a black mark to your slate to go to the heavens. In the case of oath conflicts, the more senior devil oath is the more legally binding.\n& \n& Oath breakers are tormented or banished to the badlands of Hell. Devils so banished are forlorn and desperate, most forming bandit gangs to attack former enemies in hopes of getting their status and rank restored.\n table: TypicalHostileTroops Local devil lords militia on patrol, lesser devils and a scout Important duke of Hell's lesser devils with a mid rank leader Devils on some job with tools see opportunity (probably larvae farmers) Devil slave drivers herding the damned to some place for fresh torment Demon mercenaries hunting for someone Damned human mercenaries doomed to die repeatably for Hell's drama Orcs on pilgrimage or recruits for some evil lord's campaign Swarm of scouts like imps looking for something for the lords of Hell Evil adventurers recruited from the mortal world on a contract Rogue devils acting on behalf of some boss who is a wanted criminal in Hell table: InfernalLandsMonsterDecor Armed and dressed in human military garb of status Hideous war wounds possibly artificial limbs Out of style clothing of various recent eras, tools of mortal trade or status Naked with no possessions Dressed in opulent gold clothing with gold symbols of office like a rod Dressed as commoner, shirt and hood and leggings and foot wrappings Dressed as merchants and mercenaries with fancy clothes and shoes Battered clothes and armour, covered in small wounds as if just battled Burned clothing and equiptment, burn sores Branding marks with devil sigils of ownership Burning with phantom hell fire (1in6 can cause damage) Jewelry especially of status or social rank table: InfernalLandsDressings Flaming pit Smoking craters Flame geysers erupting from holes Jet of burning gas from hole in ground Pool of burning pitch or tar Pool of bubbling sulphur Pool of boiling lava Burning heap of garbage Pit of glowing coals Pile of burning skulls Pit full of writhing larvae Pit of fire with naked screaming damned Staked burning witches and heretics Burning gibbets with screaming charred damned victims A great brazen bull shaped furnace with screaming victims imprisoned inside Chained damned trying to avoid burning braziers underneath them Devils pouring boiling sulphur down throats of the damned Devils with torches burning chained victims Devils with pitchforks poking a pit of larvae Devils and demons trading in larvae (possibly blackmarket crime!) Devils trading larvae with witches or night hags Devils whipping damned slaves in open cut quarry or mine pits Devil blacksmith with damned slaves working bellows Devils torturing a victim with apparatus Devils tending cauldrons of oil boiling the damned Devils branding damned like cattle in stalls Damned being thrown in pits of larvae by devils Devils extracting teeth from damned with pincers, hammers and chisels Devil tormenting thirsty damned with flask of water Devils driving damned through pits of coals with whips Devils turning spits with impaled damned over cooking fires Devil hurling thirsty damned into dry well Swarms of devils flying around a mountain Devil butchers flailing off skin and flesh from damned Devils firing huge ornamental Hell cannon, tying damned to mouths in between shots Devils riding stampeding burning horned devil horses Devils working in sprawling ramshackle smithy making weapons and siege engines Devils experimenting with damned used as musical instruments Devils tarring and setting damned alight for a laugh Devils impaling the damned Great burning lake of fire Huge clouds of black smoke fill the sky Raging stormclouds and lightening strikes Fireballs rain down in distance River of flowing lavs Huge fire geysers shoot flame columns into the sky Yellow clouds of sulphur rain acid in distance Burning city town or village Burning castle or ruins Burning palace or cathedral Sky rippling with heat distorting perspective Ripples of heat make tempting illusions Distant volcano peaks overflowing with lava Huge canyons with sulphurous fumes Gigantic smoking craters Lava waterfall spilling into a lake Sinkhole with stinking vapour, sounds of workers picks from depths Mountain of burning skulls with frolicking devils Whirlwind sucking up devils, damned and ruined buildings Firestorm destroying everything in it's path Sounds of screaming and wailing damned Sounds of explosions Sounds of raging fire Sounds of mighty thunder claps Sounds of shrieking devils Sounds of flapping wings Sounds of workers picks digging Sounds of bellowing devil laughter Sounds of screaming stampeding horses or cattle Sounds of devilish chanting or choir Stench of sulphur Stench of burning flesh Stench of devilish flatulence Showers of sparks fall from sky A distant star falls Charred corpses scattered about Escaping damned being pursued by devils riding flaming steeds Damned fighting over seams of hellish cursed gems Damned fighting over foodscraps or dirty puddle Damned fighting while devils bet on outcome Devils force feeding damned coins Devils force feeding damned shit Devils passing around damned, fondling and kissing Devils court with crowned devil judge assigning punishments to damned Angels with burning swords giving damned to gleeful devils Cultists in robes freshly arrived in Hell being chased by devils Bloated devils eating damned while still alive then shitting larvae Devils mocking and taunting a fallen holyman Devils nailing hats to former merchants, nobles and clergy Devils flying through sky carrying crying victims Devils burning a building, killing any damned that escape Devils forcing sinners to eat live angry fire toads Horizon covered in wall of flame Great maze of flame in distance with hellmouth in middle Hellmouth with despondent damned arriving in Hell Sulpher formations with spectacular hues Damned linked by chains in miles long line going over horizon Flaming skulls in post marking road going into distance Giant smoking crater with lava in distance Ladder descending into depths below or clouds above table: InfernalLandsWonders Army of devils dragging screaming slaves Wagonloads of slaves in cages pulled by devil-oxen Migration of hundreds of flaming screeching skulls Giant devil being fed damned then shat out and dragged back to mouth by lesser devils Burning forest Burning Forrest of damned tied to stakes wailing Giant devil with swarms of flying lesser devils orbiting him Giant devil with millions of breasts suckling thousands of imps Giant burning comet falls from sky exploding in distance leaving a crater Damned rain from sky screaming into lake of fire Huge erupting volcano rains ash and brimstone Castle made from incredible sulphur crystal formations Sprawling city sized prison where damned toil and suffer under devil wardens Damned being forced by devils with whips to build monument to a duke of Hell River of molten metal Mountain with huge carved text visible for miles A huge crumbling tower ascending into clouds with devils flying about A tall tower with a huge flaming bonfire atop it Mountain of discarded shredded clothes and hair clippings Giant crowned devil on throne with thousands of damned and devils worshipping at feet Great lake of fire where devils hurl hundreds of damned Great lake of blood where devils push damned under with pitchforks Giant flatulent devil with lesser devils forcing damned to inhale hellish fumes A great slave market where devils knights bid for damned Great cloud of flying devils tearing apart damned, raining blood and body parts A great white city surrounded by wall of flame and besieging devil army A stream of damned falling from clouds into mouth of a giant devil laying on back Gigantic furnace with devils dragging hundreds of fresh damned from coffins Devils hurling damned off cliff to be snatched by flying dragons Great devilish orgy with wailing damned being abused and dismembered Huge burning tree with damned in branches committing sins while devils care for it A twisted eroded formation actually fused fleshy mass of moaning damned Sprawling maze of flaming walls with lost desperate damned being pursued by devils A great devil on throne with sceptre turning damned prisoners into serpents A great hunt with mounted devils on burning steeds with hellhounds chasing damned Plain of chained damned being rained on with fire A great devil counting house, damned being assessed and locked in chests Field with hundreds of damned trying to collect burning coins but dropping them Wagons of coffins being delivered and dead being turfed out and awakened by devils Damned stuffed into huge living ornamental cannon by devils and fired into burning lake Court of devils where damned attempt to renegotiate punishment with devil lawyers Column of stone reaching into clouds, damned try to climb up mocked by devils Angels in clouds hurl damned to ground where devils catch them on pitchforks Giant devil dragging massive sacks or wailing damned, those escaping beaten by devils Devils with shears snipping off fingers, ears, hair and extremities from damned Devils riding damned herding stampeding damned hoard on all fours like beast Devils attaching suckling serpents to damned, hundreds trapped in serpentine coils Hundreds of devils in monk and clergy robes having a party abusing damned A suspension bridge over lake of fire made from damned holding each other Devils casino where damned try rigged games of chance to reduce torments Procession of hellish nobility with personal entourage on way to important gathering Hundreds of dragons nesting in crater, some feeding damned to young Lake giving off sulphur fumes swarming with serpents and floating bodies of damned Grim castle with hundreds of flailed damned chained to walls, home of a Hell knight Lake of lava where devils bathe, dragging in damned and washing them with lava Brothel with pimp devils selling services of hundreds of chained damned Camp of hungry damned with wagons and tents being given respite from torment Hellish trapped obstacle course where devils force damned through for entertainment Devil market selling larvae, food and drink, but always too expensive for mortals Rapid river of blood where damned caught in current are dashed against rocks Court of devils trying and torturing damned inquisitors for witchcraft and heresy for fun Hellish taxation office taxing naked damned with nothing so they take their body parts Devil winery where devils press blood from damned, bottle then comment on taste Giant naked hairy devil being shaved by damned and goaded by devils with whips Giant devil buttocks in hillside occasionally shits out horde of bewildered damned Devil marching band playing instruments made from living damned making terrible noise Devils watching teams of damned fight over bag of coins Devils beating damned to collect tears in buckets as luxury treats for arch devils Devils guarding a huge pit where overcrowded damned fight and eat each other Brilliant gleaming brass city on stilts over sea of lava Giant devil relaxing in pit full of squirming larvae Giant devil bathing in fire pit with damned clipping his nails and scrubbing his back Devil slavers forcing damned to build a tower into the sky to invade other realm in the sky Devil slavers forcing damned to work huge relief carvings of dukes of Hell into mountain Devil slavers forcing damned to dig canals for lava flows, sometimes workers are flooded Devil slavers forcing damned to build highway connecting several wonders Devil citadel ruled by minor noble devil carved into mesa Devil fortress with huge armies camped around it and performing drills Huge dilapidated dairy where Hell's cattle milked ichor to fatten larvae Farm complex where imps are hatched from eggs laid by damned caged in stalls Enormous devil sigil carved into ground or mountain on huge scale Crumbling ruin of forgotten evil of ancients no longer respected as power in Hell Column of eerie hellfire shooting from ground into the sky Plain covered with charred standing corpses of damned that crumble on touch A great citadel in the shape of a prince of Hell with, a fortress for his followers Top of a mountain carved into a skull, some burn eternally with hellfire Crumbling giant throne on hilltop with ceremonial staircase from a long forgotten ruler Ruined city in ancient style with streets littered in charred skeletons Huge crumbling gate house in side of mountain sealed and abandoned Huge devil face in cliff, a living hellgate with devil guards Boiling toxic lake with colourful deposits of crystallized chemicals on shore Huge statue of lady devil with bowl pouring out a stream of bile, fire or lava Huge war juggernaut rolling about on way to war, covered in impaled damned Huge juggernaut mining machine devouring and crushing rocks with damned slaves Volcano shooting fireballs that randomly fly for miles then explode on impact A giant devil in tears, bound and gagged in magic chains staked to ground Giant crumbling bust of former noble devil vandalised and crumbling Gigantic skeleton of dragon or other monster, damned living inside remains Crumbling abandoned cliff buildings with exiled devils and demons hiding inside Great procesional staircase going up cliff with carved relief scenes of nobility of Hell bringing tribute to the current arch devil. Some devils who have lost office have had names and faces scratched off table: AgentsOfHellishFactions Agent of a local agitator devil Agent of ambitious non noble devil, probably servant of noble Agent of a lord of Hell who has a common domain Agent of a duke or baron of Hell, ruler of many domains Agent of an arch devil, lord of a diabolic realm Agent of a diabolic order who strive to control Hell Agent of a diabolic cult who work with witches and sorcerers Agent of rebel or outlaw devil (hope to return lost title) Agent of an evil god Agent reports to daemons , demons, rakasha, or old ones table: InfernalLandsHazards Fire rains from sky Fireball falls from sky exploding Hot coals rain from sky Black choking smoke covers the field Hot ash rains from sky Black ash and rain fall from sky with flashing lightning Crack opens in ground and lava flows out Crack opens in path forming a deep dark pit Quake makes gravel and rocks roll in path Quake unsettles boulders that roll in your path Bubbling boiling springs block path Boiling mud blocks path Geyser on path erupts regularly Geyser fills area with sulphurous steam Liquid sulphur blocks path Pools of acidic liquid blocks path Smoking craters difficult to cross Craters of boiling lava block path Traps hidden in gravel Sharpened stakes thick like a forest Trenches with orc or damned mercenaries or lesser devil soldiers Watch tower with signalman will alert far of enemies you are here Guard tower with squad of devils and some lesser scouts Fortified trenches with traps, steaks, earthworks with guardians Battle ravaged town with diabolic troops an enraged damned defenders Cliffs or hills on either side of path, archers in ambush Devil troops and demon bounty hunters ahead fighting over some damned victims A nighthag on her nightmare flies down and asks questions about her agents or property Devilish tax inspectors want your tithe and your papers, can be bribed A line of torture victims and apparatus ahead, guards suspicious of you Gang of rogue devils charging a toll Water with silent daemon ferryman requesting safe crossing Larvae spilling out onto path from sack or broken pot or pit, devils scurry to fetch them A ruined church tower with one of Hells bells starts to ring, calls devils from miles around A wall of jagged bone blocks your path A wall of fire blocks your path A wall of animated snapping skulls blocks your path A military gate house with archers in the battlements blocks the path An infernal devilish lawyer and vassals in his wagon comes this way A devilish hermit guards a bridge over a cavern of boiling surfer Stampede of Hell's herd beast pours this way Ground collapses, you fall into mines of Hell An angry huge devil is napping ahead Imps in flaming crater ahead flick fire at any who try to pass A huge flaming bonfire maze Open cut mine full of torture pits full of damned and larvae, guarded by devils Demons dragging chained prisoners off, they beg for innocence A dragon in a crater ahead being fed the damned by devils and shitting out larvae A group of giant devils ignore little folk but start a fart lighting contest Caught between lines of two devil legions about to begin a war Road collapses and slides down hill into flaming creek Hungry dragons fly overhead Smoking gorge where lesser fat stupid hairy devils gather for a wallow in the mud Mercenaries looting grave goods of damned, invite you to join them A great brazen bull transporting crack squad of devils to a battle somewhere A great bronze bull golem roams the trail goring anything in path Several giant devils enjoying squishing little guys in hooves, need fresh victims Devils with small bronze cannon on rock outcrop can see whole area Swarm of imps hurling burning bottles of high octane alcoholic spirits Devils everywhere holding gladiator bout for damned Straggling line of damned in battered wagons beg for your help to escape Giant devil bathing in crater of lava likes to throw red hot boulders at passers by Burning Forrest of hellish flame trees, creatures and worse things flee Angel archer in sky here to snipe the wicked and impure Gouts of flaming gas erupts over area Swarming horde of escaped hungry damned looking for food and help Mercenaries meeting on how to escape Hell and who to blame Giant burning devil eating one in ten of the damned who pass Huge fire newt camp ahead on the road Fire worms nesting in sand around path up ahead Great pit of fire snakes tended by imps or salamanders Stone column or ruined tower with catapult that hurls incendiary bombs over plain Sphinxs guarding pass demand information Sleeping dragon on inaccessible cliff Whirlwind or fire storm rushing down gully towards adventurers Devils out hunting riding horned devil horses with ape demon scouts Volcano erupts ahead spewing out ash clods, burning brimstone and lightning Boiling mud flows down hillside over path Battered old bridge over lava with devil guards and tormented damned chained to bricks Rope or chain over lava allowing travelers to climb over Devils invite you to judge which imp is ugliest Devils bbq body parts of nearby moaning damned, short a few sausages Wagon train of human faced devil donkeys transporting larva in baskets with devil guards Giant devil ahead catching damned and shoving in flaming butt hole for fun Dozens of devils preparing and eating a feast of butchered and still living damned ahead Witches cavorting with devils and salamanders Giant devil seated on tower of rock like a throne likes to practice long range fireballs River of lava near path ahead, salamanders curious about any who approach Devils watching a fire toad battle a giant scorpion and placing bets Devil knight on mount with low rank followers looking for who stole a dozen larva Devils drinking from a bar with drinks distilled from damned souls, some a bit rowdy Gang of rebel devils hanging by blood fountain, abuse passers by with terrible language Devils burning away flesh of damned away revealing larva within by road Fragile stone forming natural bridge over lava flows Devils kayaking down lava river in basalt canoes offer a race down rapid for gold Devils flinging damned into pit with giant stone devil inside with open mouth Fire crabs tearing up damned captives, imps try to grab scraps Hell checkpoint where officious devils act as customs agents, with armed guards Devil driving basalt boat pulled by salamanders wading through lava river Hundreds of damned tied to flogging posts receiving daily beatings from devils table: UncommonInfernalLandsEncounters Imp scouts fly overhead, quickly flee to get help Imp scouts attempt a skirmish action but flee if losing Imps try to infiltrate and ruin equipment and supplies while invisible Damned mercenaries have been told the reward for killing party is freedom Damned mercenaries are living as bandits and looking for an easy score Damned archers know party coming and establish a well defended place to attack Orc pilgrims looking to impress devils are delighted to attack party Orc retainers of a lord of Hell with coat of arms seek to hunt party Evil adventurers have been sent to kill party Lesser demon mercenaries hunting for easy prey attack Succubi and inccubi pretend to be innocents and try to join party in disguise Demon bounty hunters with chains looking for escaped enemies of Hell A greater demon looking for rabble to torment A band of exiled devil bandits looking for prey A band of outcast devils led by hideous ex nobles hope to earn merit from nobility A band of outcast devils of mixed types desperate and hungry Devil militia on patrol will question authority of intruders Wild pack of Hell hounds baying for blood A Hell cat offers to assist party will tr to make self indefensible Brazen bull of burning bronze will try to crush any weak mortals Brazen bull ridden by devil, Hell knight or champion demands mortals yield Devils on burning devil horses charge to attack Mounted archers on Hell steed peruse, skirmish and harass intruders Automated siege juggernaut weapon on wheels trundles after trespassers An angry lesser angel with a bow shoots at those unlawful in Hell from up high Giant devil snaking on damned sees your delicious band Fire snakes burst from ground and swarm angrily Salamanders jump from lava pools and hungrily approach A red dragon thinks you might have treasure he needs to sit on Devils have prepared ambush ahead with 4 barrelled small cannon on waggon Devil noble in palanquin or coach sets retinue on party for a laugh Devil noble with servants on flaming devil horses are hunting with Hell hounds Unit of smaller devils with pole arms and shield walls on manoeuvres Burning screaming zombies looking to share their suffering Pack of many headed devil dogs led by devil huntsman Flaming giant bats looking for food Devil swine try to charm and enslave or eat mortals Pheonix sees tasty mortals with edible magic items as delightful surprise Insane burning treeman giant looking to spread pain it feels Flaming Hell crabs burst from magma pits Giant scorpions hiding under dust and ash Fire elemental on guard will attack till destroyed Fire toads bathing in gouts of burning gas feeling hungry Swarm of wretched damned beggars starving charge to attack Fire newt men soldiers on foot seek to earn merit with lords of Hell Fire newt men on their riding striders out hunting Fire newt men on riding pterodactyls patrolling for some devil noble Swarm of flaming skulls see you, scream and spit fire Fire giant with sack and axe hungry for a snack Several fire giants in bronze hopilite armour and spears looking for victims Hell knight with skeleton militia on patrol Great flaming demon looking for mortals to torment, smelled you from miles away Goatmen militia hunting for enemies to prove worth Pigmen greedy for loot and food Catmen aroused by chance to torment and kill Dogmen led by a devil have been tracking you for some time Wizard and his damned mercenary guards try to take you prisoner Pyrohydra comes from his smoking cave furious at mortals Magmamen servants of devils hope to placate masters with sacrifice Magma pudding rolls from a lava crater and oozes towards mortals Smoke elemental pours from a hole and attacks with choking fumes Animated funeral pyre with corpses and coffins within rises from a pit to attack Giant burning cave lobsters crawl from boiling pools Burning giant spiders crawl from ruby crystalline webs Flaming spectre arises from ground, will be satisfied to scare victims to a hazard Band of grizzled murder hobos on looting spree, happy to kill anyone in path Giant bombardier beetles spitting napalm Giant burning worm bursts fro m earth Giant fire lizards basking on rocks exited to see tasty mortals Velocer raptors out hunting with devil master Red skinned tyrannosaurus rex lumbers out of cave and roars furiously craving meat Flaming constrictor snakes spring out from holes to bite and grab passers by Pyrotrice or pyrolisk, victims explode instead of turn to stone Orcs riding fire lizards on long recon patrol with devil coat of arms War waggons of lesser devils with pitchforks pulled by devil oxen Lesser devils with cage waggons full of damned assume you are escapees Efreeti with lesser devil minions demand magic items or souls to pass Lesser devils playing leapfrog with fire toads are upset by intruders and attack Rat men warriors with priest flinging incendiaries with a staff sling Toad men in a chariot pulled by fire lizards, enraged by mammals Devil knight in chariot pulled by burning horses looking for thrills Lady devil noble with devil minions demands sex for passage Hidden catapult operated by devils fires load of flame snakes Devil spy shapeshifters disguised as damned question party and will ambush Burning screaming Hell pigs herd charge party in panic Lesser devils riding billygoats, local cavalry scouts make a charge Travelling devil torturers attack with chains, tongs, pincers and tools of torment Lesser devils hurling screaming cats at party, flee when out of ammo Mid rank devil with horn calls local devil rabble to swarm on party Devil archers from cover of lava pits shoot at party Fire Newts herding hungry bonecrunchers (mini t-rex) at party Flame drakes fly overhead pooping burning sulphur for fun at party Orc experimental unit with muskets led by mid rank devil Imps turn incendiaries and iron grenades with fuses then turn invisible and flee Damned mercenaries developing devil features from exposure to Hell like scales or horns Damned mercenaries riding skeleton horses charge Fire giant with cannon tries to hold up party for loot Damned mercenaries fused into a single horrid creature with many arms, legs and heads Hole in ground opens and angry lesser devils with mining tools pour out Lazy devil giant reclining on rocks sends his lesser devil tenders to fetch party to eat table: CommonInfernalLandsEncounters Damned commoners[||, naked][||, burnt], marching and lost fleeing a war Damned mercenaries looking to bully someone Hellhounds tracking victims Local devil militia on patrol, lesser devils and a scout Important duke of Hell's lesser devils with a mid rank leader Devils on some job with tools see opportunity (probably larvae farmers) Devil slave drivers herding the damned to some place for fresh torment Demon mercenaries or bounty hunters searching for someone Damned human mercenaries doomed to die repeatably for Hell's drama Orcs on pilgrimage or recruits for some evil lord's campaign Swarm of scouts like imps looking for something for the lords of Hell Evil adventurers recruited from the mortal world on a contract Rogue devils acting on behalf of some boss who is a wanted criminal in Hell FILENAME: EMO_Hell_PlagueLands.ipt Header: Hell's Plague Lands Plague Lands is a terrain type for Hell based on a c.1562 panel painting by Pieter Bruegel the Elder, probably best fantasy artist ever. It is a constant parade of death and horror. In the Plague Lands there are undead aplenty but many demons have undead forms and may look skeletal. They may also have wings, scorpion tails and tools or hats that give them away. Many undead are after all have a demon or devil as the motivating force; this is also why making undead lets evil into the world. The Plague Lands are more home to undead than standard demons or devils, although mindless skeletons may be directed by skeletal devils. In some ways death is more neutral than evil but in Hell the gloves are off for mortals. Plague Lands are just not wastelands of death -- the breakdown of order from plague and death means without workers there is famine, and with finite resources comes war. For more about Hell, refer to EMO_Hell_General.ipt. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/03/hells-plague-lands-1.html elfmaidsandoctopi.blogspot.com/2016/03/hells-plague-lands-2.html elfmaidsandoctopi.blogspot.com/2016/10/hells-boiler-room-part-2.html
prompt: Show me: {Plague Lands Dressings|Plague Lands Wonders|Plague Lands Hazards|Plague Lands Monster Decor|Common Plague Lands Encounters|Rare Plague Lands Encounters} Plague Lands Dressings use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: CommonPlagueLandsEncounters Damned [|skeletal|skeletal|skeletal, zombie-like] commoners marching and lost Plague carriers, moaning and wailing for help Damned Skeletons [|dancing|working|marching|tormenting] Flagellating monks prostrating themselves Procesion of skeletons performing burrials Zombies, damned brought to semi vegetal state for herding Ghouls scavenging for food living the high life Orcs on duty as militia troops Demon bounty hunters with chains hunting someone missing Imps will follow invibliy looking for fun Devil squad on patrol with seniour leader Devil leader being carried with entourage and troops table: PlagueLandsMonsterDecor Carries bones and skeleton motif items Body is emaciated and skeletal if already a skeleton gains a magical glow or fire Covered is pox, boils, discoloration, sickly pallour Black slimy necrotic rotting flesh Wears scratchy chainmail or hair shirts or carries flail to torment self Musical instrument made from corpse parts Out of style clothing of various epochs, tools of mortal trade or status Burial shrouds and funerary jewelry Funeral attendant and ritual clothing of various times and status Semi faded into shadow, dreamlike quality Armed and dressed in human military garb of status Spectacularly rotted away with flesh hanging off exposed bones table: PlagueLandsDressings A great pit of animal bones A great pit of human bones A great pit of animal rotting bodies A great pit of human rotting bodies Mounds of animal bones Mounds of human bones Mounds of animal rotting corpses Mounds of human rotting corpses Pile of human skulls Crucified skeletons and rotting corpses Heaped up bonfire Pit of burning corpses Mound of ash with burned human remains Eternal burning buildings or whole village or farm Distant water body with burning hulks and shipwrecks Burning distant towers Quadrant of sky filled with smoke Distant fire just over horizon making the sky glow red Clouds of ash possibly followed by black rain Cinders and sparks drift in breeze Pond or river with floating corpses Great cracks in the earth leaking stinking vapours Yellow cloud of stinking vapour Grey fog clouds roll across land Marshy boggy soil with bits of semi visible rotting corpses Burned tree stumps of former forest Lone bare tree with broken limbs[||||||, hanging corpse] Body of water with great demon fish gobbling corpses peacefully Plain of open graves some with bundled bodies Eroded cliffs, hills and gullies Sounds of screaming and begging in distance Sounds of moaning and wailing in distance Sounds of battle can be heard in distance Sounds of funeral bells in distance Sounds of funeral chant Sounds of galloping horses or waggons Sounds of distant explosions Sounds blazing fire Sounds of buzzing insects, almost to loud to speak over Drums and trumpets of a military or funeral band heard Barrels and chests of copper coins discarded by someone on run Piles of broken an rusty weapons A single coffin[||||||, open, body laying nearby] Pile of coffins in a disorganised heap Bodies strapped to waggon wheels on tall poles Gibbets or cages suspended from poles with corpses[||||||, one prisoner still alive] Staked corpses rotting on impaling poles Gallows[|||||| with corpses] Assemblage of torture apparatus[|||||| with a corpse] Shrine or altar to a saint or religion of any possible alignment Pits of maggots an huge worms gnawing on corpses Swarms of flies or locusts darken sky Stray skinless dogs fighting over a dying person Waggon drawn by undead oxen or horses laden with corpses or bones Burning horses or cattle or pigs screaming and running in terror Stray scrawny dogs digging up a grave Crows or ravens picking eyes from skulls Undead vultures follow travellers from affar Undead dogs follow from a distance Raven follows repeating a phraze or a name Trenches with sharpened spikes and dead soldiers Broken fortifications made from waggons, barrels and junk Crumbling wall with battlements Remains of siege weapons Remains of a battlefield with corpses and weapons scattered Executioners block Crumbling tower, possible with dead trees and dirt on top Dungeon door in a clip or mound of rocks Crumbling remains of ill kept graveyard Old tomb, crypt or mausoleum Fresh corpse of rich person grasping at some petty treasure Table of well dressed persons fighting over scraps at a feast table Several village idiots fighting over something useless Gamblers hurrying to finish game when they know doom is coming Armed nobleman demands travellers assist and guard him Drunken mercenaries looting corpses and laughing Fleeing common serfs carrying children and meager possessions Mad dwarf jester wants to tell jokes and make merry Group of priests and soldiers burning a witch Men hiding in hole or under broken waggon in terror Skeleton fishing Skeleton dragging a corpse Skeleton slitting wounded or plague carriers throat Naked dead fresh corpse headless or back stabbed Skeletons gathering skulls in baskets like farmers picking fruit Skeletons chasing a crying woman Skeleton executing man with axe, greatsword or scythe Skeleton drowning a corpse Skeleton pulling corpse from water filled pit with hooked pole arm Skeleton dangling screaming man from cliff or tower Man trying to offer undead money Person struggling being groped by undead Undead reaches from pit and drags someone down Robed undead flagellants marching and chanting Robed undead sitting on pole or dead tree preying Undead busy robbing graves Palenquin with undead nobility or clergy with lesser undead bearers Undead cultists engaged in sacrifice Skeletal devil with scythe driving undead horses on funeral wagon Undead dancing in celebration with bone instrument band table: PlagueLandsWonders A marching army of skeletons in the distance A skeletal army battling losing human mercenaries in trenches A skeleton army burning a village and rounding up prisoners A giant coffin erupts from earth and skeleton troops march out Skeleton cavalry chasing screaming humans A procession of undead horse carts and ox wagons full of coffins and bones A skeletal bishop calling skeletons to arise from earth and form ranks Skeletons tormenting a king or bishop or rich merchants Skeletons at a feast table devouring bound humans A carnival of undead merrily dancing, drinking blood and singing horribly A great bone juggernaut led by skeletons to a siege A filthy weeping giant sitting while skeletons begin to hack him up A field of humans buried up to necks while skeletal reapers harvest them Skeletons splashing about and frolicking in a pool of blood A distant blazing town, the fire forms a great laughing flaming devil A great seige with skeletons and bone siege engines attack a juman castle A huge pit with diseased bandaged humans trying to climb over each other to escape A military field hospital where inept skeleton doctors torment plague patients Plague doctors with long beaked masks and hoods marching A great hill of ruined trees with wailing humans trapped inside A giant skeleton eating smaller fleeing skeletons A force of skeletons with prisoners hurling them off bridge into flaming pit A black ever burning castle Skeletons riding broomsticks fly over head cackling and leaving foul odour Hoard of undead trying to climb up a tree with a crying person on highest branch A great pit of idiotic human headed maggots crying, being tormented by skeletons A giant skull, inside is a tavern with drunken mercenaries served by skeletons A great skeletal orgy A skeletal angel silently flies overhead looking down on travellers Burning skeletal cavalry pursuing lone person Skinless pack of dogs chasing a skeleton A huge siege tower of woven bones being dragged by skeletons A huge rotting giant being hacked up and parts loaded into carts by skeletons A dragon flies in distance pausing to burn a building A great living hellmouth guarded be demons releasing fresh humans into hell A ruined cathedral holding a mass for hundreds of preying skeletons A forest of hundreds of gibbets or cages on poles with corpses and wailing near dead A forest of impaled rotting corpses[||||||, now writhing undead] A forest of corpses tied to wheels on top of poles A forest of gallows some with fresh twitching corpses A living hellmouth in hill with skeletons throwing people inside mouth A ruined castle of charred skulls A bridge built of skeletons holding each other into structure like ants A black tower with no doors where skeletons hurl screaming humans to death A ruined temple with intact altar, could be of any possible alignment A giant skeleton reaching inside buildings then eating handfuls of screaming humans Skeletons army flailing skin off hundreds of victims and nailing hides to wall A great dead tree with dozens of nooses or gibbets with corpses being picked by crows A giant corpse being picked by hundreds of crows Open air court where devils serve as jury and guards to skeletal judge over humans Skeletons playing ball with severed complaining head with screaming human fans A great dead tree with cage door over stuffed with human prisoners Devils rounding up outlaw demons in iron chains Skeletons building a huge ruined fort or church Buildings of village growing from soil of ash and bone meal before your eyes Tower with ladders to top, people or skeletons fighting to get up getting nowhere Huge pits of lime with hundreds of cloth bound corpses being hurled in by skeletons Skeleton farmers planting skulls in ground with undead plough ox or horse Dozens of blind people being herded by skeletons with shepherd crooks into pits Hundreds of lamenting chained humans being herded by skeleton soldiers Giant devil dog eating skeletons while growling, skeletons trying to hide among rocks Humans being made to toil building ruins by skeletons with whips A massive volcano erupting in distance fills sky with red light and ash clouds A great flaming canyon with skeletons driving people over cliff A hermit writing graffiti prayers in own blood on ruined walls or cliffs Giant bound in pit being tormented by devils Huge pit of snapping toads or snakes with tormented humans trying to escape Skeletons tending cauldrons boiling human prisoners Skeletons operating many large torture apparatus with wailing prisoners Hundreds of diseased beggars in bandages follow travellers Giant flies or vultures carrying people to some fresh torment Skeletons horde force feeding dozens of victims vile food or coins Skeletons forcing sobbing rotting victims to see selves in ornate mirror Skeleton gang groping and stripping and abusing dozens of prisoners Skeletons building huge unstable scaffolding structure from bones and sinew Open air schcool where humans with dunce hats are forced to toil for skeletal masters Giant with plague sores and filthy bandages begs to die Skeletal midwives aid victims male and female endlessly give birth to huge evil toads A rich merchant shitting coins into bucket then being force fed same coins by skeletons Crucifixion forest where skeletons torment wailing victims with pitchforks A giant head in pit with skeletons hurling victims into mouth Mummy driving chariot leading skeleton troops to battlefield Skeletons hurling victims into pit of excrement then forcing them under with poles Skeleton wagon train taking cargo of human headed worms in cages to market A skeletal market selling slaves, torture tools, weapons, blasphemous books and more Skeletons climbing up bone scaffolding to empty funeral urns on huge ash mountain Ancient armies of skeletal hoplites batting over worm eaten female corpse in coffin Human mercenaries digging trenches, planting sharpened stakes and tending wounded Village of skeletons living as normal humans but humans used as farm animals A tattered windmill with skeletons jumping in to make bone meal for ogre miller Skeletal fishermen with rods and nets dredging rancid lake of corpses Temple where skeletal bishop revives the dead who then beg for death Skeleton winery where grape press crushes humans and skeletons drink blood wine Huge wall made from rotting human corpses and garbage A great lake of vomit and bile with skeletons forcing humans to eat it Great smog clouds form skeletal or devilish faces Colossus made of hundreds of corpses marches over wastes followed by necromancers A spectacular court of regal skeletons and soldiers listening to humans begging A spectacular fountain of blood with beautiful sculptures of skeletons and nudes Bone ziggurat with skeleton priests who tear out peoples hearts and throw bodies down stairs table: PlagueLandsHazards A sheer cliff difficult to climb Muddy slopes difficult and filthy to climb Hidden pits of quicksand Tar pits[||||||, burning] Burning pits with choking smoke Pits with sharp bone shards in the bottom[||||||, hidden] Pits with vicious snakes in the bottom[||||||, hidden] Pits with writhing maggots[||||||, hidden] Gaping cracks in earth Canyon blocking way Canyon with old rope bridge Canyon with bone bridge Canyon with ricketey wooden bridge Canyon with fortified stone bridge with gatehouse Canyon with burning bridge with houses, damned trapped inside crying for help Line of trenches with sharp steaks, traps and rotting bodies Fortified wall with gatehouse and guards Wooden wall eternally on fire Wall with flailed human skins nailed to them Wall of burning trees Burning houses blocks passage Hill with guard tower and sharp shooters Wall of stacked coffins some with skeletons asleep inside Wall of impaled corpses Wicker fence with angry undead bull inside[||||||, flaming] Table with eating and drinking mercenaries, offended if you don't join them Skeletons serving fat damned gorging themselves on addictive food and drink Skeletal soldiers with leader demanding chess match victory to pass Skeletal executioners demand you decapitate a few dozen damned for them Skeletons having a funeral, if you disrespectfully come near they are enraged Skeletons chopping up victims into cauldrons ask if you are new ingredients Skeletons dancing to band, a skeletal wizard tries to charm you to join in forever Skeletal prostitutes in broken wagon lewdly offer sex, if refused they are enraged Swarms of flies stripping meat from corpses in area Swarm of imps in locusts form eating a village ignoring damned trying to stop them Skeleton herding imp chickens enraged if you dont admire his huge red cock Skeleton herding devil swine to market who will try to charm you to take their place Herd of screaming undead horses block path[||||||, on fire] Skeletal wagon train in path, cry out to defend selves from bandits if you get close Huge flock of undead vultures eating corpses get agitated by living Huge flock of ravens all muttering same word as they pick corpses clean Valley ends in living hellmouth face gatehouse with guards Fortified castle in path Hundreds of robed skeletons in prayer angry if living try to push away Crude fortified wall from wagons, coffins and garbage with crossbow armed skeletons Giant skeleton with scythe reaping humans buried up to neck attacks if sees living Giant skeletons making earthwork and stone walls throw rocks at tiny mortals Skeletal slave auction with naked damned humans, exited if fresh stock get close Trenches with skeletal bowmen wishing target practice would come by Crude stone wall and earthworks difficult to climb Lake or fiver of dirty yellow grey water with floating corpses Feverish swamp full of corpses, leeches, maggots, mosquitoes and flies Treacherous bog with undead hands reaching out for victims Wall of jagged bone steaks woven with sinew Plain of jagged bone steaks among scattered bones Plain with mounds of skulls covering ground, chatter hungrily when mortals near Line of skeletons with crucified humans, threaten to torment them if you come closer Slopes of slippery ruble and ruined building scrap War between factions of skeletons in path War between attacking skeletons vs horrible human mercenaries in trenches Hundreds of stinking bandaged plague victims covered in sores and flies Skeletons on hill with bone catapult hurl exploding rotten plague corpses at you Skeletons on hill with bone trebuchet hurl squads of skeleton troops at you Skeletons with bolt thrower and shield wall troops around them on hill Skeletons of flayed horses with devil dogs hunting human victims keen for new sport Skeleton horses eating a farmer hungry for more Skeleton beast men having orgy get exited by fresh meat Rapid stream of fetid diseased water with slippery rock crossing Lake with huge devil fish chomping on corpses eyes you hungrily Burning river or lake of blood Lake with undead huge fish with skeleton ferryman and raft Putrid lake with dozens of old boats on shore some possibly seaworthy Frozen over lake with undead under ice trying to break to surface Lake with wreckage to make raft, burning hulks and wrecks float in middle Skeletons making humans fight get exited if new victims come near Graves many open and corpses scattered about, dead beneath ground try to grab living Camp of starving people cooking an undead dog, will swarm strangers for food Meeting of desperate humans of all types voting for leader, will elect strangers and follow Flagellant humans whipping each other and moaning will blame outsiders and attack Flagellant skeletons flailing human skins for leather happy to see fresh skins Dozens of humans tied to poles being whipped by skeletons, try and make you join Burning witches on steaks arise as burning undead and attack if you come near Skeletons impaling and spitroasting humans over burning pit need more food Skeletons executing humans then resurrecting them to repeat forever invite you closer Skeletons planting humans neck deep, keen for more humans to plant and harvest A shield wall of skeletons holding top of ridge attack any who get close A dragon on top of hill eating corpses A drunken giant in tattered noble clothes sleeping against ruined wall, wakes up hungry Skeleton troops crucifying victims but have left over crosses, what will they do? Necromancer skeletons in robes forming a huge collosus from corpses Devils hiring demon bounty hunters need a suitable test of their skills Witch skeletons with giant riding cats having a sabath feast and a bit low on meat Ruined cathedral complex haunted by a banshee Two lich wizards playing chess while skeleton armies await outcome or trouble A stone fortified wall with devil gatekeeper demands a soul for passage A grid of 64 000 skeletons raising left or right arms being used as computer by lich Skeletons trying to get treasure inside sleeping snoring giant, if you help you pass Skeletal beauty contest, if approached they offer you be judge, otherwise they attack Skeletons with crying undead babies, you can pass if you feed their babies Skeletons with trebuchet offer to shoot you over burning canyon for free, spattered corpses over area and against canyon cliffs table: RarePlagueLandsEncounters Swarm of [||||||giant] black plague rats attack A black devil cat befriends visitors, might not reveal is sentient, can talk or magical, seeks to corrupt to serve hell in long term Fire breathing hell hounds hunting for intruders Devil dogs in pursuit, howling causes fear, will try to drive into further danger Skinless pack of stray dogs savage with hunger Skeletons with skeletal hunting dogs tracking outsiders Skeletons riding horses with undead hunting dogs looking for sport Flesh eating skinless horses attack intruders A devilish horrific bull that breathes fire A devilish were swine with charm powers, usually pretends to be friendly at first Skeletal executions with 2-handed axes and swords Skeletal flagellants with flails see new souls as wicked in need of punishment Skeletal knights in armour riding skinless devil horses Skeletal templars with chain, helmets, sheilds and maces led by a priest A skeletal wizard with bodyguards and servants demands magic items Skeletal monks and hermits with staffs outraged by mortals being here Skeletal troops with pole arms led by ambitious sergeant Drunken skeleton soldiers looking for victims to torment Winged skeleton devils swoop from sky to grab and drop victims for fun Skeletons warriors with scorpion tales and halberds Giant undead snake grown from spinal nerve tissue with necrotic bite An undead lion ridden by a noble skeleton with jeweled mace and crown Giant undead vulture tries to snatch a victim Swarm of devil locusts hungry enough to strip corpse bare of flesh Swarm of flesh eating flies descends on intruders Swarm of crows chanting a phraze attack A great devil toad jumps from putrid pond or concealed pit Devilish behemoth from a bog (used a sauropod dino, pleistocene mammal or hippo) A young dragon in flight wiling to risk life by attacking strangers Gigantic burrowing insect looking for fresh kills Gremlins attempt to sneak into baggage to sabotage equipment Terrible gang of Imps follow and attack when weak or meet another encounter A horrible giant looking for dinner Scrounging bone eating goblins exited by strangers swarm to attack Hobgoblins in armour with polearms confused about being here attack Nighthag riding a nightmare offers advice to escape hell in return for favour Hags quarreling over idiot human headed worms, welcome to see fresh free souls Gang of minor demon bounty hunters have heard undamned souls loose A terrific hellmouth maw opens in the earth and attacks, luckily not very mobile Burning hell tree man grabs victims to impale in burning branches to eat later Damned wizard or sorcerer with retinue and guards looking to sell undamned souls Damned murder hobo adventurers with sacks of loot, gleefully killing and robbing Damned band of bandits and thieves signal peace to get close to backstab Damned nobleman with mercenaries taking advice from his jester imp Damned village welcome strangers or hunt them if they refuse to enter trap Damned cultist with robes looking for sacrifices to earn favour from hell Damned farmers with horrible hell farm beasts on road to market, need to feed monsters Damned judge and retinue believe they can escape by burning strangers at stake Damned monk wishes to join party but is tempted by either gender and cannibalism Damned gang of murderers and grave robbers pursue any strangers they can kill or rob Frog men looking for victims to abuse, rob and impregnate Goat men on holiday keen to kill and eat and dance at any chance Undead skinless centaurs enraged by non damned attack with lances and bows Pig men soldiers looking for humans to eat and enslave on patrol from their tower Wolf men on the hunt and found trail of tasty strangers Cat folk of both genders invite humans to dine on tainted food and take cursed treasure Horrible owl folk see adventurers from distance and head them off in ambush Snake man wizard and reptile men minions seek metaphysical mystery, up for a snack Degenerate ape men furious about humans, charge on sight[||||||, mounted] Rat man priest and followers spreading plague, desire to infect any victims tey can reach Skeletal funeral carriage pursues intruders and skeletal necromancers desire new meat Skeletal chariot with skeletal wizard who hurls fireballs and his crew and devil horses Skeleton riders with burning skulls and whips in pursuit of trespassers Skeletal plague doctors with foul incense braziers that spread a diseased miasma Skeleton archers carries one special arrow with adventurers name on that always hits them first shot (carry other arrows too) Skeletal robed reapers with angel wings swoop down to decapitate the living while screeching Spectral glowing skeletons harder to harm and reach inside living bodies to torment souls while laughing Skeletal torturers with tools and apparatus in wagon wager mortals cant take torture Skeletons bathing in lake of blood seem peaceful till they point and scram at living Skeletons making a feast, bakers use bone meal and butchers making sausages from the living A hoard of standard skeletons led by skeletal devil officers on patrol A large sprawling gang of zombies commanded by an undead priest Ghouls in robes out gathering corpses, long for fresh flesh of mortals not damned Wight knights on undead horses with zombie levy Shadows rise from the ground or corpses hungry to sap life from mortals A horrifying wraith commanding zombies seeks life to destroy A mummy on a palanquin or a chariot with standard skeletal minions Giant coffin on an ox waggon stops and skeletons march out for war Devil spies sent to resemble old friends or dead kin try to trick adventurers into a hazard Hellmouth opens in cliff and hundreds of skeletons come through Vultures with skeleton riders tilt buckets of fith on ground targets Animated siege juggernaut rolling about looking for victims to kill Animated gallows attacks like a beast but with a strangling riop attack A happy giant impaling humans on sharpened tree trunks but running low on victims Skeleton with magic horn summons diseased clouds to rain filth over area Skeleton priest exhorts his skeleton templars to crusade against the living A devil with living demon bagpipes summons horrors of hell to attack adventurers Skeletal choir who's singing causes terror and herds victims into dangerous hazard Skeleton lord with scythe leading warriors to enslave stray mortals Knight wights riding undead wyverns tookig for mortals to destroy Great serpent writhing across landscape looking for something to swollow Damned lesser angel, charming sadist and tormenter, looking for intresting victims Multi headed demon rat king and rat men plague warriors looking for victims Crowned horned hydra ridden by it's pet sucubi looking for souls to eat Incubus mercenaries looking for loot, murder and non consensual good times Two lich kings with armiesm, set a gladiator teams contest which will kill most adventurers Revolting undead giant eating everone to join the great commonwealth in his belly Ghost demand help that cannot begiven, flies into a rage and attacks Son of orcus demon prince of death, with goatmen, sucubi and necromancers retinue, wants mortal slaves and been banished from world of man for an aeon Fiery arch demon intrudes hell for trouble, strafe mortals with fire. If they react with threat he tries to finish them off FILENAME: EMO_SF_HighTechBugs.ipt Header: High Tech Bugs This is a list of clusterfucks for any tech game -- go ahead and disappoint your players. Could be handy for failed repair rolls, found items, or bargain goods. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/09/d100-high-tech-bugs.html
prompt: Show me: {High Tech Bugs|More about Failures} High Tech Bugs table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [@{choice}] table: MoreAboutFailures [when]{rep}=1[do]& Tech will always fail you. Could roll as flaws in latest products or like an event possibility in any tech game. Friction points are something you accumulate when you consider all the things that go wrong in a mission. Too many points and you call the mission off. New untested tech is a significant risk as is the complexity of operating it and the skill of the operators. & & Flaws can be fixed and overcome. Some items rated by failure per 200 hours use - ideally 0.2% chance for nice items., shitty items much higher. & & In game i would make mishaps more common - especially in tech dystopia. Especially when players hurriedly upgrading with cool stuff in splatbooks. & & This is best for hand held electronics or high tech fire arms. I'm assuming most products have batteries, displays and some kind of computer. & & Also an earlier post & & elfmaidsandoctopi.blogspot.com/2014/07/roadwar2000-gentech-supply-catalogue-pt1.html & & Cheap Stuff - often under half price - double failure odds - check first d20 hours & -From vending machines & -Knock off bootleg copy & -Superstore bargain & -Ikea kit & & Moderate - check every 200 hundred hours for fault & -retailer standard & -rushed custom model & & Expensive - 10-20x cost - one check after 1000 hours & -custom creation & -VIP super delux& [end] table: HighTechBugs Some units burst into flames peak use Overheats and melts Explodes when peak used Part snaps off Breaks in half Jams easily Something rattling stops working Knob or switch or control breaks off Knob or switch or control jams in position Part loose making operation intermittent Under performs claims on box or ad If not maintained frequently critically fails Not waterproof, moisture increases failure odds Parts, accessories or ammo scarce Power supply intermittent Part breaks stops unit working Incompatible part eventually breaks Dust or dirt jams mechanism Device a security risk, enables others to spy on you Rapid temperature change breaks Rapid humidity change breaks Item snaps easily of dropped or struck Batteries, magazines, memory hard to remove, get stuck often Highly flammable if exposed to heat, fire, sparks Easily corrodes increasing failure Hackers seize control of device Hackers can track location Hackers sabotage then contact owner pretending to e company Hackers cause to go haywire Bootleg unit falls apart after d100 hours use System upgrade shuts down at awkward moments Not compatible with non brand accessories Upgrade makes accessories not compatible Upgrade reduces efficiency Virus reduces efficiency Virus causes shutdown Virus causes haywire Virus activates at various times Product recall due to trademark or copyright violation Part loose and drops off due to poor assembly Interface ports loose and get worse Accessory attachments loose Mildly radioactive Causes interference in electronics Activates when other devices turned on Item is toxic to touch Gives off toxic fumes when working Item leaks toxic fluid Item leaks lubricant Parts corrode requiring replacement regularly Parts disintegrate slowly in sunlight Acid from skin eats coating, loses waterproofing Screen scratches or cracks easily When warms up parts expand and seizes up and even shatters Paint falls off and looks like shit Accumulates dirt in ports, gums up works, requires cleaning Requires special cleaning tools and products to continue functioning Scandal with item manufacturer earns user scorn and abuse Item rated uncoolest top ten tech for year, public laugh on sight Item used and made famous by terrorists attracting police Item used and made infamous hated celebrity, people spit on item Part is delicious to animals Bugs like to crawl inside Item seizes up, help note from sweatshop inside Company sells trademark, new one goes bankrupt, no new parts Discharges when puts away Discharges when sit down Discharges when when catches on other piece of equipment Discharges randomly when jostled Jams on cold start works best if warmed up Designed to stop working when warranty ends Requires regular servicing to function Causes occasional repetitive injury or abrasion in use After sales spam and harassment from manufacturer Maintenance complex and difficult requires technician Self service or modification breach of trademark inviting legal action Self service or modification breach of trademark voiding warranty Rival company releases superior copy just after you buy it Part snaps in cold Seizes up intermittently in heat Security feature over zealous Slippery, easy to drop in hurry Attracts dust and effects operation Lag in activating time that gets worse Battery use faster - something stays on all the time Battery use faster - inferior and deteriorates Battery flaw explodes Keeps restarting or setting change Chips burn out if overcharged Chips burn out if get moist or damp Noisy annoying sounds when carried or operating Charger overheats eventually melts Electric shocks from grips after sweat eats away seams Constant static charges eventually bursts into flame Software bug shuts down if confused Software bug makes errors often Software bug asking for confirmation in crisis Electronics spaz out when near other powered devices Hairline crack grows till casing breaks during use Operating device stands out with high em profile FILENAME: EMO_WWI_GreaterHauntings.ipt Header: Greater hauntings for Weird War One Sequel to this post: elfmaidsandoctopi.blogspot.com/2015/09/d100-petty-ghosts-and-hauntings.html These are major manifestations witnessed by troops fighting in no mans land or even during active battles. Some are based on propaganda, myths and hallucinations of exhausted men. The previous table was more subtle and more for tunnel fighters. These are for troops in no mans land or on maneuvers. They are larger scale and more horrific and even dangerous. It is up to GM to decide if these supernatural or propaganda hallucinations are mere phantoms or physical threats. I envision a Robert Holdstock kind of effect that soldiers encounter their dreams about the enemy amplified by death and sacrifice. This includes some examples: wikipedia.org/wiki/Committee_on_Alleged_German_Outrages from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/d100-greater-hauntings-for-weird-war-one.html
table: GreaterHauntingForWeirdWarOne Grim reaper leading off soldiers Cannibal ghost eating corpses and crying Men possessed by ancient long dead soldiers Demons entering hellmouth of medieval underworld Medieval demons laughing and marching or flying Phantom soldiers trapped in a minefield warn you Corpses broken up by shelling trying to move A marching band playing patriotic tunes Recruiting volunteers for Hel Medieval archers and soldiers Roman and Celtic soldiers fighting Medieval plague era skeletons dancing Angel with sword killing enemies Angel helping the wounded Witches on brooms with familiars flying over battlefield throwing bombs Soldiers running through minefield explode raining phantom gore and body parts Rains blood from the sky Severe shelling explodes graves, chunks of long dead soldiers cry and moan Apparent reinforcements marching to viewer, as close see more fatal wound Corpses burst from ground struggling to escape earth Thick storm clouds darken trenches, in brief flashes mauled marching men visible Long missing troops aid viewers avoid a hazard then vanish Lost in fog find a bunker and trench system of allies, dawn comes and evidence gone Skeleton troops marching Phantom soldiers battling Millions of crows and ravens feasting on thousands of corpses While walking step through rotten belly of corpse, corpse jerks to life screaming Millions of flies cover everything like a blanket Rotting corpses writhing under shallow water Ambulance and medics carry dying away then fade into mists Hundreds of hopping and crawling lost limbs Drowned rotting phantoms reach for help from abandoned latrine pit Huge black hell hounds eating corpses Huge grim reaper with muddy faced soldiers cowering under robes Malevolent aurora paralyzes everyone with choking fear and paralysis phantom fog rolls over area with rotting gas mask wearing troops staggering within Witness squad comprised of lost friends who fade after sharing cigarettes Phantom troops marching in formations shaped like skulls Phantom tattered fighter flown by skeleton flies overhead Phantom tattered zeppelin flies overhead raining skulls Great bloody eagle on tree stump eating faces of men climbing from flooded trenches Clouds of gas form phantom faces and choking sounds A great ape beast with enemy helmed dragging dead woman Ground collapses and skeleton sappers burst out to attack Clanking of tanks but find only sunken burned wreck covered in mud Machine gunner post, seems to keep missing, find long dead skeleton crew Dawn rises to see thousands of semi exposed skulls and sprouting poppies Phantom medic treats wounded, those who drink his potion survive gas attack Crusader on white horse with flaming sword exhorts men to attack Fog shrouded castle appears where none seen before Hideous nosferatu gnawing on dead men Horrible giants devouring corpses greedily Phantom lights swarm over area Phantom cavalry seen in distance Werewolves in enemy uniforms gnawing on human skeleton Hulking figure staggering from no mans land falls, sewn together from multiple corpses Enemy undead skull faced soldier, with clock work and metal parts Devils strolling with enemy officer looking at plans Marching troops swallowed by strange cloud leaving no trace Enemy plane struck by strange lights and crashes Strange spectral forest uncovered by mist with cavalry riding into it Intact village spotted not on map, it and citizens fade on closer look Cloaked hooded men seen who sink into ground and vanish Friendly soldiers approach offering ciggies and booze, turn to dust if touched Line of phantom angels blocks advance of enemy troops Biplane dogfight with glowing light, light crashes and explodes Phantom enemy soldiers tormenting and killing peasants fade up close Enemy nurse executed by enemy soldiers, gas cloud passes leaving rotten bodies Enemy troop gorilla troops savagely charge from fog Enemy troops gathering corpses and feeding into horrible machine on traction engine Horrible enemy corpse factory processing corpses into rations, fat, soap and leather Allied soldier crucifies with bayonets on barn doors Phantom drowned genera appears to look over mountains of corpses (Kitchener 1916)l Phantom zeppelin dropping poison ration packs, candy, rum and ciggarettes House size vehicle crewed by scores of men rumbling through the mist Phantom exotic dancer in mist winks and gestures to join her Phantom wild men of multiple sides roaming like wild beasts scavenging corpse flesh Nosferatu in officer uniforms commanding zombies (privates) and ghouls (sergeants) Phantom enemy marching civilians as living shields before them Phantom cottage untouched, when farmer looks back all fade away Phantom civilians mutilating enemy soldier corpses Dozens of bodies hanging in barbed wire jerk and spasm vomiting blood as approach Dead trees with soldiers hanging by barbed wire twitching by marionettes Huge black storm clouds with huge tormented faces seen during flashes Sound of thousands of marching boots like thunder Enemy soldiers abusing nuns and burning a church vanish if approached Officer compiling accounts of enemy atrocities, vanishes into mist after questions Burning building, looks like imps dancing among sparks Rotting phantom soldier with flame thrower, demonic face appears in flames Tormented soldier with entrails caught in wire being tempted by devils with freedom Swarm of drowned souls begging for vengeance against enemy Friendly soldiers approach, visible backs burned and shrapnel ridden, then fade Underage boys in baggy uniforms sitting and crying lost, fade away if aproached Lost boy bugler or trumpeter overjoyed to see you, runs forward and mine goes off Enemy soldiers bayoneting a wounded angel Pigs in enemy uniforms eating corpses Phantom enemy soldiers kidnapping women in waggon bound for military brother Enemy executing captured allied soldiers with firing squad Enemy marching captured allied soldiers into lake of mud to drown Enemies tying priests to bell clappers in ruined church drunkenly singing FILENAME: EMO_OSR_BloodsandBeach.ipt Header: Misery of Blood Sand Beach Bloodsand beach in my game for 5 years has been avoided by players who never got within a hex of it. See the description to find out why. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/11/the-misery-of-blood-sand-beach-pt1.html elfmaidsandoctopi.blogspot.com/2016/11/the-misery-of-blood-sand-beach-pt2.html elfmaidsandoctopi.blogspot.com/2016/11/the-misery-of-blood-sand-beach-pt3.html
prompt: Show me: {Bloodsand Beach Description|Street Encounters|Night Encounters|Bloodsand Businesses} Bloodsand Beach Description table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}& {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: BloodsandBeachDescription [when]{rep}=1[do]& Bloodsand beach in my game of 5 years has been avoided by players who never got within a hex of it. Here are some reasons why:\n& \n& It stinks from 2-4 hexes away worse than a city ten times its size.\n& The population is 99% male. Most women are either short lived prostitutes or very old.\n& Whaling, sealing, bone milling and rending fat are the traditional industries.\n& Most of the population are criminals banished from the notoriously horrid Shadelport.\n& \n& The town sits on a stony bluff on a sandy beach. It is surrounded by a wooden wall mostly made from wrecked ships. The water's edge wall is covered in barnacles. The southern beach is often used to carve up whales of all types and sealions no longer come near this place. The beach stinks and is stained red and black. Druids hate it, even the most bloodthirsty ones. Out at sea friendly killer whales await to help the whalers hunt other whales. Many sea creatures brought here are actually chaos warped or evil hell whales or reptilian sea monsters that swarm about Monster Island. From the sea there are several entries into wharf-filled artificial bays. Several have wooden gates. The largest has a huge chain to block unwelcome entry.\n& \n& Around the mainland side of the city are fields and cattle pens worked by slaves. Cattle are brought from villages and ship yards to be slaughtered then shipped to Shadelport. Under Blood Beach are caves with Ice Toads who keep everything frozen for shipping. In winter the toads are allowed on the streets after curfew to feed on stray kobolds. The fields grow wheat and oats for porridge and beer. Fishy muck and seaweed are processed by short-lived slaves into fertilizer. Sometimes slaves themselves end up used as fertilizer.\n& \n& There is no sewer. The streets reek of feces and rot. Rats, seagulls, crabs, isopods and giant sea lice crawl the streets. Occasionally giant sea scorpions or trilobites crawl out of the water looking for meat. Fishmen heads are hung near gates as a warning to hybrids trying to enter the town. Most buildings are two stories and many are merged into the outer wall. Inner buildings tend to be sweatshops and work houses where workers are prisoners. There is a temple to the sea god in his cruelest aspect who shields the town from magical destruction by druidry or the reptilian magicians of Monster Island. The biggest building is the lord mayor's four-story stone lighthouse, the oldest building, dating from the prehuman monster empire. A dungeon is burrowed into the rock under the tower which is also where the Ice toads keep stored meat frozen. The lord mayor is an ogre, appointed by the Barron. Orc militias keep the peace and plenty of the Barron's secret police help keep order. Kobolds are common workers and help pick clean the rancid oysters and critters crawling the wharfs. Some lizardmen and frogmen are prisoners here from Monster Island. The frogmen tend to die of salt exposure but the lizard men survive better than most. \n& \n& Nine tenths of the humans are prisoners, exiled from Shadelport. Being exiles from the fabled pirate city, the worst city in the world by many accounts, means these people are pretty awful. Most are manacled, but some are trusted to duties where they get to walk within the town freely. Some humans are administrators employed by the Barony. They tend to be the most vile and corrupt, sent here as punishment. At most the city has 5000. A fifth are orcs, a third kobolds, one in twenty are froglings and lizard folk. Halflings are often visiting but mostly the evil ones with monobrows and pointy teeth. The rest are humans. As with Exile Island, Bloodsand Beach has humans from across the world, especially pirates and people from the great Empire on the south continent. Recently, as Blood Beach is used as a base to raid the prehistoric Monster Island, many natives from that cursed place have been brought in as slaves but most die of plague before they learn to speak common.\n& \n& Most humans are male. Women don't live long here. Some elderly ones are healers or managers of sweatshops. Most women under 50 are turned away. Some women have entered in disguise. Some slave women from Monster Island are mistreated and die before they can be shipped out. This is contrary to the Baron's Edicts; he prefers they be sent to Shadelport as exotic slaves. There is a rumour that the local brothels uses girdles and potions of femininity when they run out of real women. Some say they polymorph kobolds. The brothels are kept quiet and are not approved as they waste the lives of the victims. They are profitable mostly for the foreign sea crews with lots of cash. The Barron's code insists women under fifty be held in protective custody then shipped out, but corrupt officials pay good money to make a few disappear.\n& \n& Fighting pits are the most common entertainment but drugs, beer and other vices are common too.\n& \n& In recent years the economy has diversified. Raiders to Monster Island come here and bring slaves captured there, increasingly including lizard and frog men. Also workers process remains from dungeons stripped by murder hobos, cleaning up old bricks, furniture, wooden fittings like doors and then freighting them to Shadelport. Rubble is dumped along the sea wall and in mounds past the fields in hopes of making a hill for a fort or larger wall.\n& \n& Old Industries\n& Whale, beef and sea monster meat\n& Whale oil for street lamps of the rich parts of Shadelport\n& Leather goods, blubber and tallow\n& Bones and seaweed are ground in mills into fertilizer\n& Purple dye\n& Ambergris\n& \n& New Industries\n& Recycling dungeon wood fittings\n& Recycling dungeon bricks\n& Ballast for ships and landfill from dungeon rubble\n& Creature teeth for jewelry and art\n& Human teeth for dentures\n& Monster body parts for wizards and alchemists\n& Exotic monster meat\n& Gold and loot from Monster Island\n& Baby monsters for gladiator pits around the world\n& Books, tablets, magic and artworks from Monster Island and Dungeons\n& Slavery\n& \n& Population\n& 20% Orc\n& 33% Kobold\n& 5% Halfling\n& 5% Lizard and Frog Men\n& 37% Human\n& \n& Laws of Blood Sand Beach on the Front Gate\n& No women under fifty\n& No youths less than thirteen years\n& No druids or elves\n& No mutants or chaos tainted\n& No fishmen scum or their bastard spawn\n& No walking the streets after curfew bell toll\n& Aiding an escape is death\n& Only the Barron's men may wear metal armour or pole arms, bows, or guns\n& \n& So why the hell would anyone come to Bloodsand Beach? Even visiting demons think it is a dangerous shit hole. Well, the list of businesses on the streets might make it worth putting on a fake beard and visiting. There are many strange things for sale here from around the world. Many vices common here are forbidden in the empire.\n& \n& You might notice in Night Enounters that many monsters on the streets by night are female and vindictive like seahags, sirens and kelpies. Desperate men make easy prey. Many of these monsters were created by past suffering of womankind here. Desperate male energies atract these entities also. Probably this town deserves to be haunted by these monsters. Some women do visit, especially murder hobo women curious and defiant of the laws. Not many stay and the Orc guards are terrible at telling male and female humans apart anyway.\n& \n& I will map all this out some time.\n& [end] table: StreetEncounters Hopping sea fleas jump on everyone Rats scuttle over feet, might turn hostile Isopods scuttle over ground picking on scraps Trilobites crawling about Huge crab tries to grab someone from under some rocks Tentacles from huge squid from open water tries to nab somebody Seagulls try to knock food from hands to steal Seagulls annoyingly begging for food Stray cats looking fighting over scraps Aggressive sea scorpion tries a snatch and grab from open water Chain gang being whipped on way to a sweatshop Coffle of labourers being herded to work in fields Cruel overseer beating slave in the street Escape by slaves turns into a riot, orc guards attack Masters making slaves fight for money Legless slaves in wagon chained by necks off to slave market Slaves being beheaded by orcs in street Slaves being hung in gibbets for punishment Slaves being flogged on a-frame Slave owner trying to sell youth for quick sale Drug dealer on street selling goods from 1sp Kobold transvestites offering trips to heaven 1gp Old woman with orc guards selling cups of rum 1sp Drunks in the street laying about Man selling angry wild kobolds for strangling 1gp Goblin trader selling assorted mushrooms from 1gp Kobold renting out goat by the hour 1sp Drunks vomiting in the street Berserk hallucinating barbarian imagines enemies everywhere Kobold robbing sleeping drunk Drug addicts begging for change Man with no arms or legs begging for work Kobolds begging for food scraps Escaped slave begs for help Beggar following party, beggar guild spy for hire Elderly woman collecting money for old seamen home Down on luck stranded sailor begs for work Old necromancer with only one zombie begging for change Waggon collecting dead from off the street Beggar being attacked by rats Orc hoodlums demanding money Kobold selling his family at low low prices Lizard man being whipped by orcs cursing this damned town Frogman wizened and dying from salt overdose in gutter Gang of of halflings beating a old man with clubs for a sandwich Halflings cook selling buttered clams 1cp a serve Orc gang sling insults at puny adventurers Orc militia check your papers Orc militia demand confirmation visitors really are males Orc militia looking for druid terrorists or fish man saboteurs Filthy drunk sailors drunkenly dancing in streets Sailors having a fight in the street Sailors asking where they can find prostitutes Sailors being beaten by orc militia Sailor selling maps of strange islands Sailor selling monkeys, parrots, snakes and other pets Sailor selling tattoos Sailor selling scrimshawed whale teeth Sailor busking with accordion for beer money Sailor sacrificing to a sea god in one of many alley way shrines Drunken murder hobos staggering between pubs Drunken murder hobo stabbing or strangling a kobold in alley Drunk murder hobo being beaten by orc militia Murder hobo skinning, butchering and removing teeth from a lizard man Retired murder hobo with one arm selling treasure maps Murder hobo drunkenly talking to invisible friends about treasure Murder hobo drunkenly being escorted by three kobolds in a human woman's dress Murder hobo laying on ground begging for money, points out his stab wound Hungry murder hobos eating a kobold on a spit Lady murder hobo band with fake beards looking about town curiously Muggers threaten visitors with shanks Con man selling treasure maps Cup and ball con man with small folding table Card shark or coin toss con man in alley way running games Muggers beating up old murder hobo beggar Pimp slyly offers to show location of real brothel with real women for 5gp Pimp offers to take to secret brothel, all girls are polymorphed kobolds Man threatens to accuse visitors of being fish men if not paid 5gp Con man has deed to a ship in harbour at low low prices Con man asking for charity for crippled sailors home Kobold selling hot buttered turnips 1cp Orc selling hot chestnuts and acorns (orcs can eat them) 1cp a serve Shifty push cart selling daggers, hooks, marlinespikes and teeth Kobolds selling old clothes and strange bones from trolley Old woman selling eel stew and rat pies 1sp each Old man selling bloodwurst sausage and sauerkraut 1sp serve Kobold selling loaves of black bread 1cp Kobold selling buttered periwinkles and crabs 1cp serve Old toothless man selling mystery boiled meat from large pot 1cp chunk Orc selling boar penis soup, fabled fertility medicine 1gp bowl Fishy man with googly eyes and thick lips in hood staring at visitors Recruiter for mercenaries expedition to Monster Island Press gang from ship needing crew offer to buy you all drinks Failed ship captain telling stories of treasure islands looking for crew Secret policeman looking to recruit murder hobos for dungeon mission Recruiter for pit fighters offers great prizes and benefits Wizard looking for murder hobos to recover lost item Merchant looking for missing family wants to hire discreet murder hobos to rescue Former bandit leader happy to give ex gangs lair location as revenge Drunk crippled explorer happy to tell tales of the gold temples of monster island table: NightEncounters Sea scorpion climbs from water Giant Crabs patrol streets Water weird in a stagnant pool Giant squid tentacles from water Giant Frog in summer or Ice Toad in winter Giant rat pack roaming streets Giant crayfish scuttling about streets Marine stegocentipede roaming for meat Flying manta ray (1in6 vampiric) Land lamprey school flopping about looking for blood Crab men scavenging on streets Eel men looking for food or murder Fish men cultists looking for humans to kidnap Fish men cultists summoning creatures from the depths Marine troll up from the deep very hungry Marine hobgoblins looking for metal goods Lizard Men from Monster Island trying to free captives Serpent man in woman form spying on humans Vodyanoi marine umber hulk hunting Kelpie in form of woman or horse luring men to deaths Marine ghouls hateful of the living Sea Hag hunting for victims Willow the Whisp Marine zombie of long dead sailor covered in barnacles Red Slaad looking for slaves to take to limbo Vampire sea captain looking for victims Penanggalang flying around looking for prey Nereids looking for men to rob Sirene regularly comes to steal especially magic Hydrodaemon come to visit cultists Marine ogres stealing metal goods and food Sea wolves in humanoid wolf form hunting Selkie in woman form looking for stuff to steal with several leopard seals nearby Werewolf looking for food or murder Were rat gang of sailors robbing buildings Werepanther looking for victims by night Tako octopus folk looking interesting human things to steal Land urchins scavenging muck from cobblestones and mud Eye of the deep roaming about for food Algoids who form from slime by night and roam streets Old hobo trying to avoid monsters and militia Escaped criminal slaves from pens trying to escape Limbless slave dumped in street to die Escaped savages from monster Island with no clue what to do Lizard men slaves heading for water Kobolds picking streets for scraps of food or rubbish Begger left out trying to get someone to let inside Old man drunkenly roaming streets Foreign drunk sailors unaware of curfew or night dangers Escaped woman from illegal sex club desperate to escape Gang of thieves breaking into shops by night Gang of criminals dragging kidnap victims Gang of criminals out for a dare Pirates out to steal a ship Pirate gangs fighting Street gangs having turf war Solo thief or assassin climbing building or wall Pimp, thugs and slave women running from the law Serial killer disemboweling a homeless person Gang of were rats fighting gang of sea wolves Orc militia chasing a young theif Orc militia fighting a gang Orc militia chasing escaped slaves Orc militia fighting pirates Orc militia fighting fish men Orc militia fighting giant crabs Orc militia being eaten by were rats Orc militia executing men trying to free slaves Orc militia beating a homeless person Cult of the kraken god sacrificing a victim in a shallow pool Cult of the kraken god throwing wax tablet into water in a ritual Cult of the old man of the sea drowning a victim on a salty pool Cultist of Hell doing the devils work Demon worshipers carving evil runes in escaped slaves Fish men cultists bringing bound woman to fish men Necromancer cult releasing zombies into the sea Cult of murder god throwing severed heads and hearts into the sea Druids calling earthly powers to destroy town but attacked by sea monsters Angelic cult trying to free slaves set upon by sea monsters Sea wolf cultists sacrificing slave to the lord of sea beasts Strange man offers you to follow him to secret drug den Strange man offers you to follow him to secret brothel Shifty man offers guide to secret night market of stolen goods Man in shadow offers free gold but leads to slaver ambush Man in shadow offers free beer but leads to orc militia Man in shadow offers free prostitutes but leads to sucubi Man in shadow offers safe place to hide, actually leads to a press gang Old man claims to be wizard without spell book, begs for help Youth chained under house foundations whispers for help, actually a slaver trap Man hanging in gibbet claims to be from good family begs for rescue Spectral minion rattling chains begs for help to escape the town Severed head drops from the sky and rolls down the streets Eerie light comes from pools of water and a humanoid in hooded cloak runs out Hear distant screams from woman, orc militia swarm the streets A soaked druid staggers down street and falls dead from drowning A grim face of the towns patron sea god appears in sky and grimaces then fades A chilling wind blows down the street and phantoms of the dead arise moaning Glowing eyes float down the street glaring at all then move onward The mayor, his orcs, clerics and wizards on the way somewhere in secret A pirate lich with his skeleton crew walk down street and into the water table: BloodsandBusinesses The Briny Deep A filthy sailors tavern where barnacled sea zombies serve drinks The Were Sharks Bum A gambling den and pub where losers thrown into a shark tank The Mermaids Beard A salty tavern where gay old sea dogs and disguised women drink The Purple Starfish A popular tavern where male prostitutes and sailors frequent Davey Jones Locker A surly tavern of Kraken cultists rumoured to attract fish men The Black Freighter Where melancholic old sailors tell grim tales of savage sea life The Captains Hook Ship officers only are welcome and above average quality drinks The Fisherman's Wife Tako octopus fairy bartender serves amid pornographic art The Bloody Stump Bar favoured by amputee pirates and murder hobos The Tatooed Lady Also a tattoo shop with mostly shirtless tattooed sailor customers The Whales Belly A inn with whale bone decorations favoured by whaling crews The Selkie's Hole Inn serving sealion and walrus steak and stew for seal hunters The Wounded Albatross Cultist run inn used to recruit down on luck sailors The Twisted Tentacle Where tako octopus fairies run inn with sensual massages The Blistering Bunghole A halfling run inn of huge greasy meals served any hour The Keelhauled Cabin Boy A crumbling inn served by clean shaven youths The Barrel 'O Rum Drunken flophouse with vomit stained sheets and occasional corpse The Loose Cannon Inn where musclebound hairy sailors enjoy steam baths The Bloody Stool Inn with whips, chains, a-frames and bondage paraphernalia The Bearded Clam Inn with chaps in frocks serving best seafood in town The Crumbed Cod Diner serving fish and wedges of exotic potatoes of Monster Island The Laughing Squid Diner serving huge buttered tentacles run by halflings The Mermaids Treasure Chest Diner sells fish and has a sad mermaid in display tank The Lost Mariner Diner serving ground meat and cheap beer at low low prices The Squeaky Wheel Diner specializing in cooked rat and famous giant rat milk cheese Captain Fatty's Sausage Fest Retired captain serves sausages from rusty old cauldrons The Bilge Rat's Delight Serving muscles, clams, seaweed, seagull eggs and rat pie The Bloody Hook Diner serving mystery meat chunks of the day with crusty bread The Farmers Rest Diner serving beef, lamb, goat and farm produce served by halflings The Marlin Spike Diner serving huge whole roast sea beasts as a buffet The Shippers Supply Warehouse Selling sails, anchors and ropes The Sea Lords Auction House Where ships and boats are sold by auction The Seaman Suppliers Selling second hand ship fittings, old chests and tools The Lumberjacks Chest Selling wooden beams, masts, barrels and carpentry tools The Copper Spitoon Selling brass and copper pots, tools, urns and sheet metal The Furriers Favorite Selling seal skins, oilsskins, woolen wear, winter clothes The Soggy Biscuit Bakery making long life sea biscuits sold for ship supplies The Rum Rebels Distillery selling rich spiced rum for ships supplies The Powder Monkey's Cabin Selling gunpowder made on site by alchemist The Blubber Hut Selling fresh and dried blubber, whale meat and rendered oil The Rusty Spike Blacksmith and iron goods, with several dwarf slaves run by orcs The Hangman's Noose Rope makers use hemp to make fine rope and drugs The Aroused Armourer Selling guns, armour, melee weapons and more The Snipped Fingers Tinsmith selling tins, boxes and sheet metal The Seaman's Cracker Bakery selling bread, sweet buns and rat pies The Jerked Meat Master Making dried fish and beef jerky for ship stores The Greasy Knob Selling grease, lubricants and oils for fuel and food The Scribal Store Selling vellum, parchment, papyrus, books, prints and pamphlets The Glass Goblin Making bottles, beads and bowls for trade and storage The Potty House Making bowls, jugs, bottles. plates, chamber pots, lamps The Boneyard Selling exotic animal bones, stuffed monster heads and body parts The Waxen Shaft Selling candles and blocks of wax, wicks and candlesticks The Beastly Box Selling parrots, apes, iguanas and other exotic pests The Menagerie Selling captured monsters from around the world The Wizz Fizz Biz Eccentric alchemist selling fireworks and delicious potions The Lizard Wizard Selling dinosaur eggs and live creatures from monster island The Slave Hut Selling exotic slaves from around the world The Frock Shop Selling dresses, make up and boots in men's and kobold sizes The Adventurers Chest Selling second hand adventurers supplies The Old Bottle Shop Sells exotic foreign grog, potions, drugs and poison Old Seamen's Home Where failed sailors receive charity beds and soup Kraken House Where the kraken cult meet to exchange deep sea secret wisdom Temple of the Sea God Most popular church for sailors, the grim lord of the briny deep Mariners Guild Where members ritually explore forbidden ancient lore of the sea The Merry Crab Jig Hall Popular dance hall with 1cp a dance with men in dresses Sea Lords Music Hall Musical theater with bawdy burlesque and amusing performers The Stinking Shank Fighting club where members watch pit fighters and gamble The Golden Fish Posh gambling hall with cards, crab racing and pugilism Reptile Brotherhood New hall where explorers discuss reptilian philosophy secrets Explorers Club Where mercenaries who raid monster island feast and get drunk The Dank Hole Drug den with rooms full of passed out sailors in drug comas The Flesh Pit Sexual favours for sale and some say have secret hidden real women The Slippery Eel Tavern used by thieves, really a secret guild hall, rude to strangers The Slippery Fist Club where oiled men wrestle naked for hours en mass The Crumpled Kobold Tavern where kobold haters strangle kobolds all night for fun The Scarlet Seers A foreign mystical order actually an assassins guild The Troll Hole Where the rich stab and torment chained trolls for fun The Halflings Hole Where pretty boy halflings entertain old rich men for cash The Jade Palace Embassy of the celestial eastern empire and opium house The Galloping Gourmet Club Restaurant but secretly a cannibal club Madam Serena's House of Secrets She is a succubus recruiting for demonic cult LeCor and Sons Legal firm actually devils in disguise buy souls for cash Madame Satana's House of Curiosity Shop of petty magic crap sold by old witch Count Drune's Leech Emporium Therapeutic blood letting honestly not a vampire Master Hellstrom's House of Black Books Seller of arcane books and tomes Dorian's House of Murder Assassin who is hired to murder clients gently Madam Tabitha's Hous of Torture Devil cultist calls erinyes from hell to torment clients House of the Worm Where goblins sell magic fungus and worship the worm god Kobold Emporium Kobold slave specialist dealers with all kinds of specialists for sale Silver Skull House Necromantic school sells zombie and skeleton ship crew Hall of Ocean Mystery Water elementalist school and cult of evil sea elementals School of Esoteric Diabolism School of summoners and cult dedicated to hell Tabernacle of Blood School of blood wizards seeking immortality through ritual murder Palace of Occult Mastery School of sorcery and black lotus cult Balan's Familiar Emporium Sells exotic weird magic pets for spell casters College of Sea Bards Music school exchanging songs from around the world Whalers Guild Cult hunting chaos whales and seeking long lost relics they swallowed The Pleasure Dome Sorcery personality cult school and drug den House of Chastity Sell chastity belts and magic gender changing girdles in secret The Black Chamber Secret policemen station commanded by one of Barron's wizards FILENAME: EMO_OSR_TypesOfFire.ipt Header: New Types of Fire Because your old fire is boring. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/new-types-of-fire.html
table: TypesOfFire Mortal Fire Normal fire as named by otherworld beings, all the propertiesatributed to normal fire, short lived unstable, requites fuel, non magical. Oilfire Typical lamp fuel fire, effective but weak and short lived typically 1d6 and +1 for d4 rounds. Commonly made from vegetable or mineral oil. Not as effective as most people wish and easy to extinguish. Wizardfire Alchemist made fire with fuel typically 2d4 +1 for a d4 rounds with a flask or 2d6 +1 for d6 rounds if fired from a piston like tube, often made in shape of a dragon. Made from exotic rock oil, naptha and bitumen it is harder to put out. A splash of water not very effective but imersion with water, sand or a wet blanket work better. Usually this is a military secret and recipies not commonly for sale. Witchfire Supernatural fire that will keep burning and harms any magical being. Ingrediants include many exotic herbs gathered in a swamp. It is yellow and smells of swamp. Witches make pellets of magical fues for fires or attatch to a stick to make a torch. Such a torch can harm magic creatures or spirits. Fire burns a long time but does not spread or start fires at all without special fuel. Balefire Haunted green flame seen in swamps, warns area haunted or fairies, hurts spirits. Burns naturally in magic swamps. Secrets of gathering fyuel and swamp gas allow a bottle of bale fire to be made portable. Burns for one turn and flares up if spirits or elves or faerifolk and possibly other beings in area. Ghost hunters employ these. Ghostfire Spectral pale fire burns but cant be put out by anything in mortal world. It is remains of a luving fire killed which haunts a location. It might burn in a wizards fireplace or under a witchs cauldron. Produces light but no heat. Sometimes torches can be found and are very useful light sources. Dreamfire Illusionary flame only effects living minds but injures victims who dont make a save roll. Mostly used by illusionists. Some magical gems with a few yours of dream fire for light have been found. Dragonfire Stuff the universe is made of, breathed by draconic beings. Equipment hit must save or be destroyed. Primalfire Living inteligent self fuelling flame. Intelligent and can fight as a monster, bigger size more HD, harms magic things and equiptment. Forgefire Flame of dwarves that can melt any metal including mithril, adamantium or orichalcum, uses secret alchemical fuel and furnacess humans dont understand. Angelfire Flame of heavenly light that burns evil or undead or magic beings. Hidden from mortals and forbidden to them. Some angels might provide an item to mortals for a single use often in form of a gold sphere with a timer. Faeriefire Used by elves, cool to touch but sterilizes water and food, cannot spread fire, makes dim yellow light and uses secret long burning fuel. Demonfire Burn wounds dont heal naturaly but medical skills or spells will heal. Mostly used by demons fire attacks it is fuelled by demon life force. If fire spreads or ignites it produces normal fire only. Demonologists might bind a lesser demon into a lanters for a light source but the deomons hate it. Frostfire Elemental cold made to parody fire by the lords of cold, burns carbon to make cold, burns in ash heaps or dead fire pits. Cold dim light and does not spread without burnt fuel like a house burned by normal fire. Elemental cold and supernatural beings might use it. Darkfire Shadowy negative life draining shadow flame ire that drains attributes, levels or life force, unholy life eating flame. Different samples harm diferent attributes with worst draining levels. It is fuelled by life force and brought into this world by necromancers. Sacrificial victims keep it alive. It does not spread and casts no light burning only where evil symbols engraved. Hellfire Fire that burns body and soul and leaves victim afraid and demoralized. Mostly produced by beings from hell, fuelled by the life force or magic in a relic. Thesre are forests in hell blazing etenally in helfire. This tree resin might hold secrets to utilizing hellfire. Helfire causes morale checks and fear checks in the stronger form. Soulfire Fire that uses souls for fuel, used by arcane beings, only hurts beings with souls. Souls are refined by unknown means and used in lamps, candles and torches. Souls are left ashen and utterly destroyed by being burned. Elderfire Dark purple fire that eats HP permanantly (can be restored by spell) to feed the elder gods. FILENAME: EMO_Psychon_Weather.ipt Header: Planet Psychon: Under Pollen Skies This is a revision of elfmaidsandoctopi.blogspot.com/2013/04/planet-psychons-wierd-wild-weather.html The sky encounter tables in the original are fine, but other stuff needs updating to true d100 and to fit in with terrain types more. This was from a time I hadn't trained myself to do proper d100. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/planet-psychon-under-pollen-skies.html
table: PsychonianWeather Hot - warm and dry Cold - cold and dry Cloudy - clouds in sky Clear - sky is still and empty Windy - blowing constantly Frosty - frost, ice particles and snow Scorching - desert like severe heat Foggy - mist shrouds everything Damp - everything is damp and humidity is high, often light rain Rain - everything soaked [when]{multiweather}[do][!PsychonianWeather][else][|Stormy - strong wind, thunder, lightning|[@MultiWeather with 2]][end] [when]{multiweather}[do][!PsychonianWeather][else][|[@ExoticPsychonianWeather]|[@MultiWeather with {d4+1}]][end] table: BaseColour Red Magenta Cyan Aqua Yellow Tangerine Emerald Light Green Violet Turquoise [when]{multicolor}[do][!BaseColour][else][|Ivory|[@Multicolor with 2]][end] [when]{multicolor}[do][!BaseColour][else][|Jet|[@MultiColor with {1d4+1}]][end] table: MultiColor {multicolor==1}& [!{$1} BaseColour >> implode /] table: MultiWeather {multiweather==1}& [!{$1} PsychonianWeather >> implode later: ] table: ExoticPsychonianWeather [@Storm] [@Ice] [@Fire] [@Quake] [@ChemClouds] [@Biological] [@Pollen] [@Auroras] [@Mutagen] [@NaniteSwarms] [@Psionic] [@Manna] table: Storm Sweet tasting [@BaseColour >> lower >> lower] water rains in thin steady streams, nutrient enriching. Salty bitter rain, unpleasant but drinkable, just reduces your life span slightly. Flavoured [@BaseColour >> lower >> lower] rain possibly effervescent or carbonated. Rad rain is luminous forming glowing pools of sweet radioactive water with short half life. Chem rain is most often poison and comes in a rainbow of colours that mix weirdly. Mud from ground water raising and saturating soil making it muddy. Flood raises water level covering coastlines, flood planes, dams and embankments. Lightning storm with deadly electrical arcs and balls of electrical plasma. Thunderstorm with deafening ground shaking noise that terrifies most animals. Rainstorm with heavy wind causes light damage to everything. Rainbows or halos and [@BaseColour >> lower] rays in the sky. Cyclone or twister or whirl pool or waterspout sucking in everything in path. table: Ice Hail of frozen ice pellets from pea to egg sized inflicts 1 HP per round to unarmored. Light snow of fluffy white [@BaseColour >> lower] crystals forming small amount of slush. Heavy snow dumps d12 inches of snow on the surface of everything. Snowstorm area gets d12 inches of snow, visibility poor, temperature very cold. Frost covers surface of everything in shiny frozen dew, mud becomes slick. Sleet with heavy rain and ice crystals covers ground in slush briefly during rain. Floating ice crystals sparkling in the sky like diamonds. Thick ice is deposited over everything over several hours of blizzard inch/hour. Icicles form on surfaces and overhangs during chilling winds. Ice is actually fire retardant chemical snow from a fire fighting nannite factory. Nitrogen storm showers liquid nitrogen everywhere freezing everything. Icicle storm showers huge spikes of ice from sky seeded by military weather nanobots. table: Fire Smoke plumes in distance, air slightly choking. Smoke clouds fill sky and partially block the sun, eyes water and air choking. Mirage shimmering in distance like water, rippling waves of heat. Sky is filled with fire, every living thing panics. Flaming hailstones of volcanic rock fall from sky igniting some spot fires. Grass spotfires and smoke. Bushfire driving animals into a stampede. Volcanic ash rains like snow. Black rain a mix of volcanic ash and rain. Meteors fall from sky, distant explosions. Fire Whorl is a column of fire created by fire creating a whirlwind, moves and very deadly. Firestorm is a raging incendiary storm that lays waste to everything above ground. table: Quake Dust clouds, vision obscured and sky [@BaseColour >> lower]. Dust storm sky dark and discolored and choking sand covers everything. Dust devils swarming across flats carrying dust and dirt. Ground shaking in short bursts alarms animals. Modest quake causing trees to shake and people to fall over. Severe quake triggers mudslides, avalanches, damages trees and buildings. Cracks open in the ground. Light volcanic rocks rain from the sky. Sinkholes open in the ground. Rain mixed with soil covers everything in mud. Quake collapses massive subworld of the ancients. Ground shakes causing hills and mountains drop in height. table: ChemClouds Teargas like irritant causes crying and burns eyes. Vomit gas causes nausea and violent retching. Iritant gas causes itching and skin sores and blemishes. Corrosive cloud damages leaves and plastics, burns skin. Severe corrosive eats stone, concrete and rusts metal, burns flesh. Dye stains everything [@BaseColour >> lower] for {d4} days. Mood altering cloud of [@BaseColour >> lower] gas. Memory erasing nerve gas, victims awake from comas with memory loss. Blindness inducing nerve gas save or blind 24 hours. Poison gas causes lungs to foam and horrible death if fail save. Hallucinogenic gas cloud with shimmering stars, surreal melting land forms. Psychotropic weaponry gas clouds create a collective halucinations. table: Biological Mild bioplague cloud causes flu, sneezing and nausea. Fungal spore clouds rot cloth, leather and hair. Fungal spores sprout giant fungus everywhere. Clouds deposit floating seed pods with new breed of plant. Skin colour changing bio agent if save lasts a few days if fail is permanent. Clouds drop millions of spiders with tiny web parachutes, harmless but creepy. Plague spores cause severe respiratory illness and death in 3d20 hours. Plague spores liquefies flesh in d6 hours if fail save. Spores turn victim who fails save into ambulatory fungal horror. Zombie plague, any infected and fail save become undead d20 hours after death. Undead plague strain transforms victims who fail save into zombies. Exotic undead plague save or transformed into ghoul or more advanced undead. table: Pollen [@BaseColour] fuzzy fluff blows from sky, edible and nutritious. [@BaseColour] dust clouds cause sneezing and sore eyes. [@BaseColour] dust causes hysterical laughter and increases appetite. [@BaseColour] dust temporarily changes gender if fail save for 2d20 hours. [@BaseColour] pollen causes vegetation growth spurt of several inches per hour. [@BaseColour] pollen causes skin colour to change for d20 hours. [@BaseColour] pollen implants symbiotic vegetation on skin or hair. [@BaseColour] pollen dust covers hair or feathers with lovely flowers. [@BaseColour] pollen dust causes carnivorous plants to sprout over region. [@BaseColour] pollen dust infects system, if fail save turns into a plant. [@BaseColour] pollen dust infects system, save or turn slowly into hostile mobile plant person. [@BaseColour] pollen dust infects system, save or turn turn into free willed mobile plant person. table: Auroras [@BaseColour] glows in distance flickering pleasantly. Sky swirling with [@BaseColour >> lower] auroras across the sky. Glowing fireballs float in sky and flaming auroras flash across. Hypnotic lights observers save or stare into sky hypnotised by beauty. Neural frequency energy fields cause fits and stuttering if fail save. Radiation clouds glowing in sky, rains sweet water and causes burns and hair loss. Auroras and magnetic fields light the sky scrambling radar, radio and navigation. Auroras flickering across skies make electrical technology stutter and malfunction. Auroras pour electromagnetic pulses damaging electronics and shutting down tech. Auroras affect gravity fields, making everything lighter and some objects float. Auroras affect gravity fields, making everything heavier and flight difficult. Auroras affect gravity fields lifting land masses into the sky which float away. table: Mutagen [@BaseColour] dust from sky enters cells and becomes new organelle, various purposes. [@BaseColour] dust from sky lands and grows into short lived tentacle polyps. [@BaseColour] dust alters skin colour possibly in accord with some ancient faction. [@BaseColour] dust from sky inflicts cosmetic minor mutations. [@BaseColour] dust from sky infects plants, become ambulatory, sentient or carnivorous. [@BaseColour] dust from sky infects animal life making amorous and hybridise species. [@BaseColour] dust from sky infects dwarfism on many species. [@BaseColour] dust from sky infects gigantism on many species. [@BaseColour] dust from sky infects animals with bio weaponry and increased aggression. [@BaseColour] dust from sky makes animals swell up into huge imobile sacks of nutrient. [@BaseColour] dust from sky reduces intelligence and make hyper carnivorous and aggressive. [@BaseColour] dust from sky infects animals turns into amorphous tentacled horrors. table: NaniteSwarms Huge liquid crystal cloud displaying images across the sky often from the gods. Fine [@BaseColour] monofilaments rain down from orbit, dissolve in 24 hours. Bubbles rain down from clouds cover everything in bio degradable edible soap. [@BaseColour] slime rains down from heavens, breaks down rapidly and eaten by animals. Nanites construct barriers like walls or bars separating areas. Nanite rain incorporates cybernetics into various living organisms. Grey goo nanites rain from sky dissolving areas into pools of grey nano slime. Nanofactory cloud rains fish, frogs or other small animals. Hammer storm nanofac cloud dumps rain of hammers, rocks or knives. Nanite cloud assembles new major terrain type. Nanite cloud assembles a ancient ruin from nothing. Nanite cloud constructs a village complete with inhabitants and history. table: Psionic Strange aurora makes everyone feel uneasy and nervous. See strange lights, phantoms and hear odd noises. Strange somnambulistic waves over region save or go to sleep. Mood clouds over comes area with strong feelings like lust, hate, hunger, peace, etc. Fields induce flashbacks to previous lives before gods recycled you. Weird mental fog cloud scrambles memories, fail save or obtain strangers memories. Strange field of psychic hostility drives those who fail save berserk and crave flesh. Field over area inflicts unwanted telepathy causing everyone to over hear thoughts. Psionic mind hack weapon gives urge to kill soldiers of long forgotten faction of the past. Collective consciousness floods brains with past history and ancient language. All in area mindhacked by will of a god to destroy a rival god. A collective dream pours over all minds in area, all experience several hours of unreality. table: Manna Satellite falls from orbit, burning fragments of material scatter over wide area. Sky sparkling as magical arrays haywire, spells work strangely over next day. Land bathed in rainbow rays from above, gods are scanning for something. Orbital lasers rain from sky destroying thinks the gods are offended by. Swarms of insects fill sky include flies or locusts, devour everything. Escape pods from orbital colony rain down from above. Sparks rain down from sky igniting dry flammables and starting spot fires. Floating islands drift by, beings from islands possibly drop down for visit. Clouds islands with buildings and vegetation dreamily drift by. Swarms of flying creatures mass migrating, include birds, bats, tiny dragons. Gigantic floating sky jellyfish swarm over sky, some crash or get tangled in trees. Teleporter arrays beam down several fully intact temple arrays. FILENAME: EMO_OSR_WhatsInGiantsSack.ipt Header: Whats in a giant's sack? This is handy for trolls, ogres and giants. Animal and human prisoners are common from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/11/d100-whats-in-giants-sack.html
table: WhatsInAGiantsSack {2d6} throwing rocks Log for a spare club Anchor from a boat or ship Waggon Wheel Small tree Goat Farmers corpse Load of fire wood Dead pony Pile of coal Pile of turnips Pile of stones Live beehive Beef or elk or pig carcass Several sheep bound and gagged Sack of {2d4} giant rats Sacks of {2d4} giant centipedes Sack of {2d4} huge spiders Sack of {2d4} stirges Sack of {d4} kobolds Barrel of stolen cider Barrel of beer Barrel of wine Wheels of cheese {2d4} Pile of cabbages Load of fish Sacks of wool Old lady and spinning wheel Statues head Monster skull Pig skin of water Filthy snot rag Loaf of bread partly from bone meal Collection of bones for cooking Cauldron with lid for cooking Filthy sleeping roll Load of onions Load of beetroots Dissembled wooden shack Load of animal fodder An unhappy black bear or lynx Cave bear skin rug Cave lion skin rug {d4} Mammoth tusks 100 gp each {d10*1000} cp {d4*1000} sp {d4*100} gp Cast iron stove with chimney Huge cleaver Crab spider Carrion Crawler Wolf Giant loaf of bread Huge skin full of goat milk Bundle of 120 feet of rope Mountain lion Goat Carved piece of pretty rock Unconscious goblin Orc in a sack Huge blob of earwax Bag of toenail clippings Pile of acorns Bag of giant caterpillars {d6} Giant maggots in hog leg Huge quartz crystal worth {d6*10}gp Giant woolen hat Dead mermaid Sack of blackbirds or pigeons Sack of {d100} human skulls Huge net Bola Stone axe Throwing club Carved fighting maul Stone hand axe Hunting Spear Bundle of {d6} crude torches Huge flint and tinder bag Bundle of {d6} javelins Huge stone dagger Huge ripe ribcage of some beast Huge lizard bound in string Giant tarantula Gigantic tallow candles {2d6} 5lb each Bottle of paste Barrel of honey Dead giant rats tied together by tails Giant pie {d6} gigantic eggs Sack of foul laundry {d6*100} gp in gold nuggets {d6*60} gp in silver nuggets {d6*10} gp in pounds of copper lumps {d6*10} gp in pounds of iron Huge fish 60lb Hammock Stone hammer Huge toad Giant mushroom FILENAME: EMO_OSR_ShackInhabitants.ipt Header: Inhabitants of Strange Old Wilderness Shacks Strange shacks are a good hex crawl add-on for whenever you need an encounter. Good for any terrain just off the beaten track. Local hobos and children might know some rumours. A shack is mostly one room. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/11/d100-inhabitants-of-strange-old.html
table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Inhabitant[@InhabitantsOfStrangeOldWildernessShacks]& Shack Type[@HutTypes]& {sf==1d3-1}[when]{sf}>0[do]Features[!{sf} SpecialFeatures][end]&
table: HutTypes Woven branches with wattle and daub then camouflage Mud hut dome with mud bricks(or feces or ice) dung made stove that burns dung Lean-to against a dead tree made with branches and a tarpaulin Partly buried into hillside with turf roof Made from scrap wood and wrecked old cart Woven from reeds possibly floats like a raft Old fashioned wooden shack structure solid enough to lock Wooden shack over cave or old mine or cellar Wooden shack with large open veranda or storage or work shack Crude stone shack with crumbing wooden roof with cellar Inside base of a giant tree (or toadstool) with a secure door and windows Shack in a tree or on stilts, well camouflaged with vegetation table: SpecialFeatures Old abandoned garden long gone wild Second smaller shack for storage or outhouse Remains of farm equipment and animal sheds Remains of mining equipment and debris mound Small pond possibly with stuff in bottom Garbage heap, possibly with remains of previous ruined shack mixed in Small enclosed by wooden fence or dry stone wall Several animal pens and shelter for logs Surrounded by traps including, snares, rabbit traps, pits, etc Holes around shack dug by creatures burrow system or lair Mysterious occult carvings and art objects decorate surrounding area Body parts woven among hut structure and surrounding area table: InhabitantsOfStrangeOldWildernessShacks Terrified old widow afraid of lynch mobs in hiding, expert healer Old drunk here with brewing equipment to stay drunk and trade Old wise woman midwife and healer, now banished by new church Old former veteran now drunk who saw something so terrible one night... Old prospector looking for metal veins or dungeon entrances to claim Wife on the run from horrible husband and village idea of justice Old wise man driven away by mob for strange truthful theories Homeless youth avoiding abusive home desperate for new opportunity Old hunter trades furs and does best to avoid people Young woman fled her village to practice martial arts A hunter tainted by lycanthropy dwells here in hiding from the law Former mayor caught being greedy coward and traitor, looking for new opportunity Witch cast out of home and vindictive, always working on curses and Kinslayer having escaped village justice and hiding in wilderness to think Former druid of the old ways in hiding from the modern church Failed witch hunter made enemies everywhere before running here to hide Failed apprentices from magic school expelled for reading evil books Former priest student has learned evil priests ways and camps here to start evil task Ex sheriff lynched elf diplomats and state has declared them traitors and enemies Former knight of old faith escaped persecution and is now a wilderness bandit Local thief has been robbing valuables and mounts (has a d4) Local mounted robber with several pistols, horse and sword, counting his stash Former murderer has lived in hiding in fear of law for decades Soldier from a former war has been hiding here since paranoid about visitors Cultist exposed by adventurers and now in hiding, looking for opportunities Cult here to perform ceremonies cannot allow any witnesses to live Clan of backward cannibal here in hiding from civilized law Bandit gang secret camp here used as storehouse, usually guarded Band of chaotic agents use as secret messenger station for a dark power Traitor who aided orc band wanted criminal, seeks to get into a dungeon to hide Escaped mad surgeon from city offers to treat wounds and feed strangers Necromancer in need of corpses happy to help visitors Drug dealing gang stockpiling and refining narcotics, paranoid killers or layabouts Cannibal clan having a private BBQ cant let outsiders see and live Gang of serial killers taking break from city and chased by the law Wanted gang of highway robbers and killers hated by the law Robber knight an exiled lord and men hide here and murder witnesses Former corrupt toll keeper now wanted criminal hiding here with evil henchmen A witch and her daughters pretend to be innocent refugees from modern dogma Cult killers come hear to make and wear their human skin leather body suits in secret Hunch backed freak lives here and is sick of humans abusing him Old woman and her troll son live here away from public gaze Escaped from mob fish boy hybrid confused about origin and craves murder Colony of amputee war veterans living away from civilization Colony of carnival freaks including fat person, rat person, lizard person, Horned hairy wildman with tail and hooves hated by locals as a demon, Emaciated one eyed plague carrier sent by disease demons Siamese twin behemoth living in shame after escaping family basement Swollen headed boy genius, shunned by normal folk, would make an awesome wizard Hair covered mutant boys driven from home by ignorant Tentacled farmboy warlock hides his mutation and pretends to be orphan Slime blob creature formerly a man, his last days diary in the hut Old mutant man with strange visions will tell you of your destiny for a bottle of brandy Mutated multi horned goat thing with a snake with head for a tail, attacks lawful Tentacled baby faced shoggoth thing lives in the well awaiting beings to eat Several teen girls are spider hybrid, revoltingly shape shift and use spider abilities Three headed boy, each with seperate alignment, argues with self constantly Evil youth has turned into an ogre through selfish thoughts and deeds, still thinks is human Cannibal mutant clan live here and mostly make toxic booze when not killing Formerly attractive woman punished by gods for hubris now a medusa Goat boy cursed by a witch lives here alone desperate for friends Gang of rabbit men warriors keen to cruelly murder any humans Goat men chaos cultists breeding oozes in a pit and let loose in river Boar men eating a peasant on a spit over a fire pit, keen to eat more Big black cock man warlock leading chicken tribe in human sacrifice Lizard men live here protecting their former boss a brain damaged serpent man Badger men use hut as entry for their warren murder complex beneath Raven men training kidnapped youths into theieves or warriors or wizards Minotaur has used vines and old fences to make a crude maze he hunts victims in Chaos squirrel men hiding in trees and keen for human meat, some carry plague Owlbear family nesting in hut, adorable chicks want to eat adventurers Hungry rust monsters digging for old nails Kobold clan with tunnels beneath hut, heavily trapped area, hundreds of babies Orc outpost where orc troops camp while spying on regions trade routes Carrion crawlers living inside with several grimacing human prisoners paralyzed Doppelgangers live hear pretend to be friendly hunters and welcome strangers Giant spiders inside hut full of silk bound bundles of bones Troglodyte hunting party use as camp, area smell of rotten eggs Bugbear clan living here peacefully but they long to scare intruders away Goblin shroom farmers happy to trade with outsiders who are friendly Shades dwell here, numbers have grown as more explorers killed, corpses inside Zombies under surface arise if awoken by intruders Skeletons in shack arise guarding long dead necromancers Wight came here and killed trapper clan here long ago, hut built on grave mound Yellow musk creeper and zombies here preparing to spread new plant colonies Savage cultist with zombie helpers camps here plotting his next move Ghoul clan camp here digging up old graves near house Spectral minion hobo clan talk about miserable lives as vagrants Severed undead hands crawl around shack made by cultists long ago Phantom spirits appears to drive intruders from prospectors treasure in the hut Succubi lives here enthralling hunters and explorers Devil swine and charmed thugs live here planning conquest of region Werewolf clan of evil hunters, keen to have new food and slaves Demon lurks here summoned and abandoned by cult long ago Dryad lives here with animal friends and charmed slaves Leprechauns live here and protect their stash of gold hidden in shack Imp familiar abandoned here, will follow and torment invisibly Local nature spirits live here in human form to meet in private, disappointed by intruders Basement entrance to hell made by cultists, lesser devil commanding orc squad guards Petty god with entourage staying here for a spell FILENAME: EMO_OSR_ReptilianMutations.ipt Header: Reptilian Mutations Reptilians are the older race; they held great power but have lost it. Most lizard men are degenerate mutants and barely sentient, but they are able to build stone tools and even some make underwater crossbows. Ancient ones were different -- there were many breeds and factions and alignments. The greatest master plan of survival was hybridizing with humans in the long run but this might have led to their decline also, as many variant breeds couldn't unite or agree. These could be used for yaun-ti and other variants of reptilian peoples. Even elves and dwarves and other races might have some reptilian taint. Elves once mated with dragons, and some fairy children have reptilian traits but elves usually shun them. Reptilian taint elves live in seclusion but might mate with humans from desperation. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/d100-reptilian-mutation.html
prompt: Show me: {Where taint came from|Minor Mutations|Major Mutations} Where taint came from use: common/nbos/Tools.ipt table: Start [#[{$prompt1} >> left 3] ChooseTable] table: ChooseTable type: Dictionary Whe: [@TaintCameFrom] Min: [@MinorCosmeticReptilianMutations] Maj: [@MajorCosmeticReptilianMutations] table: TaintCameFrom Been in family since slaves in ancient times Family had secret serpent cult but mostly forgotten clues left Reptilian cultists in family till recent times, possibly some families still worship A wanderer settled in town and carried taint into your clan through marraige An exotic bride was claimed by a clan leader and she brought the taint An adopted child possibly a slave married into clan bringing the taint Some ancestor battled creatures and rescued victim from them and married them A family member married into the cult and for several generations intermingled Woman was captured by reptilian degenerates, was freed and married by clan hero Ancestor drank a strange potion given to them by stranger A clan took in a fairy bride and several children had fangs, the bride escaped A strange traveller in area had illicit affairs with many local women spreading the taint table: MinorCosmeticReptilianMutations [when]{rep}=1[do]& Minor Mutations Many attacks are not extra just options for unarmed attacks.
& [end]& [@MinorCosmeticReptilianMutations2] table: MinorCosmeticReptilianMutations2 Snake eyes Thin flat lizard lips Thermal vision 6" range Sealed ears flat ears Eye membrane protects from water or dust Flattened nose, sealable nostrils Hairless Eye ridges Wattles on neck and face Elongated face Skin peels like reptile Fine scaly skin Thick reptile skin +1AC Wattles and ridges all over Skin darkens or lightens depending on light Spiny needle like scales looks shaggy or leather like Diamond pattern skin Stripe patterns skin Piebald skin colour Huge scales all over like shinglesback lizard Floppy spines on back Sail like fin on back like dimetradon Small rigid plates or spikes on back Snake like flexible torso Spikes on sides Spikes on spine Spikes on chest Poisoned spikes on body with painful mild poison -1 all rolls/24 hours Can spit fire oil once a day d6 + burn d4 rounds if a critical hit Can spit venom once per day d3 + on critical blinds for a turn if fail save Small stubby tail Long flexible tail d3 whip Knobby lump on tail d4 club Snake like flexibility Carapace shell Reptilian genitalia, females lay eggs Stomach stretches to over stuff with days worth of food Musk gland for marking territory Low waste, excrete a sloppy pellet infrequently Can evacuate bowels rapidly when running away, +d4" MOV first round fleeing only Clawed fingernails d3 help to cling or fight Suction cup grip fingers for climbing Webbed hands for swimming Extra long fingers Snake like flexible fingers Snake like flexible arms Missing thumb Huge single fingernail claw d4 Ambidextrous Double jointed arms Clawed toenails d3 Suction cup grip fingers for climbing Webbed hands for swimming Backward knees Good Jumping +1" to any jump Snake like flexible legs Prehensile toes can grip things Single huge toe claw d4 Enlarged feet Long toes Forked tongue to smell with Pointed teeth d3 bite Elongating jaw can eat things as big as your head while alive Hideous croaking and hissing sound Lisp when talking Huge fangs with d4 necrotic venom bite Beak d4 bite Elongating sticky tongue Jaw like a trap, once bite can hang on continually damaging victim Expanding jaw can gobble fist size critters in an instant Frilly ridge of armoured bone around head +1AC Lumpy thick skull d3 headbutt and +1AC Small horns on head A horn in the middle of head d4 Two horns in top of head d6 Scaled feather or bone head dress or folding crest and frills Elongated neck a yard long Neck flexible like a snake Can walk on all fours as fast as a lizard 12" Can crawl on belly and swim like a snake without using limbs 6" Resistant to off food and poisoned food stomach Can survive without eating or drinking for a week Can go into torpor in extreme cold hibernates Resistant to disease and infection especially through food Slowly will regrow lost fingers and small body parts Can live off algae, cacti, fruit, leaves Lives off large invertebrates, rodents, eggs, fish, snails and other stuff Expanded lung capacity hold breath 1R/CON point All offspring carry even greater reptile taint, a chosen one Special bloodline, all fanatics of ancient reptile dynasty, inborn characteristic Cold and unexcited Finds all mammals and birds look and taste delicious Urge to restore reptile dynasties over the world Like to lie about on warm rock in the sun for hours in the morning Easily startled and alarmed by noise or movement or sound Territorial over living arrangements Can remain perfectly still and even stop blinking for hours You are convinced of natural superiority of all things reptilian Dreams and visions of the old times when reptiles ruled Reptilian sexual fetishes table: MajorCosmeticReptilianMutations [when]{rep}=1[do]& Major Mutations Major mutations add extra attacks Snake body parts are extra heads they can see and bite Bite can be d3 for hair or fingers, d4 hands or d6 for larger Mostly have mild poison inflicts 2d6 if victim fails save
& [end]& [@MajorCosmeticReptilianMutations2] table: MajorCosmeticReptilianMutations2 Independently moving bulging eyes Track by scent Sense by motion within 3" in darkness Enhanced hearing, locate directions of noises Sense invisible within 6" Thermal vision 9" Low light vision see in dark or minimal light Face covered in snakes like a beard Sick up a small poison snake once a day save or 2d6 poison damage Two snake antenna grow from forehead Chameleon skin improves hiding ability if naked Toxic skin, anyone biting you when stressed save vs poison or go blind for a day Disguise with 24 hours can alter appearance when shed skin, once per week Can shed skin once per week to look more human or reptilian each time Dinosaur hide +2AC Armoured plates in skin +3 Slimy skin +1 AC or difficult to grip or wrestle +4AC Bleeding wounds stop after one round, self stabilize in negative HP All scars heal If inflicted only 1 HP causes no harm, Immune to insect swarm bites Amphibian, can remain underwater for CONx5 rounds Spit Fire 2d6 damage 1+CON bonus times per day critical burns extra d4 rounds Spit acid 2d6 damage 1+CON bonus times per day critical burns extra d4 rounds Spit blinding venom save or blinded 1+CON bonus times per day Carapace shell +4 AC Small wings fly 6" for CON in rounds per day if light encumbered Large wings fly 12" or glide for CON in rounds per day if light encumbered Reinforced Spine +1STR Durability +d6 HP and one more per level Can writhe out of any chains or ropes, can dislocate limbs to fit through small gaps Snake tail venomous bite and has face Snake tail constrictor can make entangling attack Prehensile tail for swinging or holding stuff Spike blade tail d6 extra attack Swimming tail move full speed in water, very wide like oar Able to cross breed with many species Snake mouthed genitals most find threatening Skirt of snakes grow around waist or pubic hair snakes Fatty tail stores a months food Snake heads grows from hip Huge claws d6 not good for tools Glider membrane Arms are snakes Fingers are snakes Snakes grow from shoulders like to eat brains and offer evil advice Extra set of functional arms Additional attack for a claw Arms are blades d8 attack Envenomed tooth concealed in hand Arms can extend three yards Snakes for legs Legs fused into snake body below waist A reptilian quadruped from waist down with 4 legs Can run on water if unencumbered for one round at a time Run faster +6"MOV sprint up to CON in rounds Double normal jump range Extra set of legs +4" Arms can extend 3 yards Two arms grow from elbow Can hold grip for rounds equal to STR if grappling or climbing Prehensile tongue a foot long Snake for a tongue Venom bite Extra attack for any bite attack Can swallow person or animal your own size but usually sleep it off for a week Reptilian charm +1 CHA Speak to all reptiles Teeth constantly fall out and regrow, possibly useful for tool making or trade Big teeth d6 damage extra attack Teeth spread necrotic venom, Save or victim slowed with fevered infection 1/2 MOV Snake hair like medusa Extra head fully functional with diferent personality Extendable neck up to 3 yards long Cobra like hood makes head seem flattened and huge when angry Extra attack for horns or headbutt Horns d6 extra attack Frill neck make head seem huge and face turns red when angry, a bit scary Detachable head if removed can be reattached with first aid Elongated nose or beak for hiding underwater Spiny beard can blow up to seem larger and impress others Venom resistant Extreme long life Improved vigor +1 CON Drug and alcohol resistant Regenerate one HP per round Regenerate any missing limb or organ inside a week Produces repugnant scent that makes taste awful if bitten Enhanced agility +1 DEX with adrenal boost Attract small reptiles, usually a few in your bed in morning Hormones give you a +4 CHA only to reptilian beings Reptilian intellect +1 INT Dreams offer advice from reptilian consciousness from prehistoric times Immune to sleep spells - resist any sleep inducing drugs or powers Immune to charm spells - resistant to basic mind control Minor mental power Command/day (issue a single word instruction) Minor mental power ESP/day (read mind) Minor mental power Charm Person/day (enthrall) Minor mental power Hold Person/day (paralysis) Minor mental power shape change self/day into a single type of reptilian form and back Minor mental power Charm Reptile/day (enthrall) FILENAME: EMO_OSR_NecromancerSchemes.ipt Header: Schemes for Necromantic Masters Plots for undead boss monsters and necromancers. This is for when you need an ambition for a big boss undead or necromancer or death cult. A bit of Halloween fun. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/schemes-for-necromantic-masters.html
table: SchemesOfNecromanticMasters Send out grave robber minions to grow an army of the living dead Send out cultists for sacrifices to appease an evil supernatural being Send out undead to terrorise trade routes Send out undead to wipe out regional and isolated farming communities Send out minions to gather fiends and horrors to raise an army Send out minions to kidnap important skilled trades men to equip masters agents Send out forces to scare locals away from a secret project of the master Send out swarms of tiny horrible creatures to harass locals away Send out phantoms and spectral minions to haunt an area Send out undead to occupy local ruins as future staging posts for invasion Revive stone age necromancer from glacier Revive undead cavemen mummies from a rock sanctuary Revive a lich king from an ancient ruin from age when necromancer kings ruled Revive a death demigod from their resting place Revive a vampire lord killed by rebellious slaves aeons ago Revive pre human catfishman wizard who knows long lost spells of the monster age Revive a mummy who was a great tyrant in ancient times Revive a tyrant killed several hundred years ago who is still feared by everyone Revive an apprentice of a necromancer lord who might have stolen and hidden an artifact Revive a murdered wicked prince and help him seize his rightful throne Call the ghoul king and his court to terrorise the area Call the dead of the land to arise up and eat those who do not obey Call down a death god to earth to ask him to kill all life for miles Call the plague lords to return and ruin the land with horrible diseases Call famine spirits to kill all the crops and start a famine Call the Sons of Kyuss to come from the hidden crypts beneath the city Call the king of a hoard of undead worshipping beast men Call the court of vampire lords to meet in area to discus some terrible scheme Call a council of Necromancers to assemble a new updated common spellbook Call a wandering lich lord and his armies to lay waste to the land Master wants to kill an important ruler and install a puppet Master wants to kill monarch then revive as an undead servant and destroy kingdom Master wants to kill adventurers or descendants who defeated them years ago Master wants to kill all the villagers who destroyed a favorite monster creation Master wants to kill a noble youth who spurned their romantic offers Master wants to kill priests of a religion who have hounded their plans for years Master wants to kill a paladin who has now retired and wants no more conflict Master wants to holy magical beast as an insult to the gods Master wants to kill a monster and turn it into undead horror Master wants to kill all who live forever and rule the undead 41Wants to destroy a wall that holds back undead of the frontier Destroy a holy place and it's relics which could harm future plans Wants to destroy a kingdom to punish its people for not submitting to will Wants to destro a vital bridge or road that is an important supply route Wants to destroy a city or town or village that wronged them once Wants to destroy crops and farmland to starve a region Wants to destroy a castle that has defended a region for centuries Wants to destroy the merchant fleet of regions and cut off trade Wants to destroy an order who defend the weak and innocent Wants to destroy an order of holy healers Looking for an ancient engine of destruction long lost to the aeons Looking for reincarnation of long lost love and will kill anyone to get Looking for a mine of precious metal to bankroll more evil schemes Looking for adventurers who ruined a former scheme but any will do Looking for secret text on how to create a new type of undead horror looking for ingredients to create a mighty evil artifact Looking for an evil relic of the necromancer kings of old Looking for a missing body part hacked off by adventurer years ago Looking for a relic stolen by a theif decades ago now hidden from the master Looking for lost ruins which contain lost spell books of forgotten evil Convert a dungeon into an undead factory and dominate the region Restore a ruined castle of ill repute and return it to past maleficent glory Establish a camp in a cursed forest full of ruins and thorns Take over a smugglers island base and use it to spread evil instead Corrupt the leaders of a town and use it to spread wickedness across the region Grow a giant fungi forest and use as camp for monster minions Take over a cavern complex allowing master to strike across region by surprise Take a ruined temple and use in secret to spread cultists over region Storm a supernatural gate and attack one of the pillars of the universe Plunder another world or exploit it's people and life Perform ritual to let evil god enter the plane Perform ritual to release race of evil beings into the world73 Perform ritual to unmake the universe and return to raw chaos Perform ritual to call a foul cloud from the underworld and sicken a nation Perform a ritual to make dead of land arise Perform ritual to enchant a flesh colossus, a kaiju size flesh golem Perform ritual that makes anyone in kingdom who dies awake as a killer zombie Perform ritual makes monarch slowly turn into a ghoul sending kingdom into chaos Perform ritual to awaken the elder gods Perform ritual to turn back time annd restore the monster empire from the past Seeks to corrupt young apprentices Find a member of another race who knows arcane information about the past Raise an army of bandits and criminals Raise an army of mercenaries Recruit wizards into cult Establish harem Sway guilds and merchants Take over magic school Call a horde or orcs or barbarians or beastmen Seize a library and take forbidden knowledge Seize and seal a palace and hunt the inhabitants to take power Control the catacombs and sewers of a city Take over organised crime and banditry Use espionage agents to manipulate authorities Subvert a secret society or religion to serve a new leader Recruit a cult and be worshiped like a god by idiots Marry a bloodline by force for legal reasons for power Release the armies of the underworld to plunder life from the living Control a bound elder god or demon with an artifact Make a pact with the evil elemental lords and conquer the world FILENAME: EMO_OSR_DiabolicMutations.ipt Header: Diabolic Mutations Devil mutations could be signs of taint, rewards for devilish deeds, signs of damned souls evolving to devilhood, curses or products of being reincarnated or raised while in hell. Devilish features could be dangerous and unpopular. This could be a handy table to make new devils with or for unique devils or for rewards for helping devils from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/d100-diabolic-mutations.html
prompt: Show me: {Where taint came from|Minor Mutations|Major Mutations} Where taint came from use: common/nbos/Tools.ipt table: Start [#[{$prompt1} >> left 3] ChooseTable] table: ChooseTable type: Dictionary Whe: [@TaintCameFrom] Min: [@MinorCosmeticMutations] Maj: [@MajorMutations] table: TaintCameFrom Cursed by evil ancestors deeds Family witch cult mated with devils for aeons Family had witches till only a few generations ago An ancestor served hell and all now bear taint of crime An exotic bride/groom appeared and married clan leader a few generations ago An adopted child or slave brought taint into clan Some ancestor battled creatures and rescued victim from them and married them A family member married into the cult and for several generations intermingled Clanmember read a diabolic tome and gained the taint Clan member gained mysterious wealth and taint at same time A child of clan was saved from illness by mysterious person and then carried the taint A strange traveller in area had illicit affairs with many local women spreading the taint table: MinorCosmeticMutations Ass or goat ears Shell like ears Bat ears Coloured pupils Glowing eyes Long pointy nose Bestial elongated snout Pointy beard Bulbous fat nose[||||||, functional penis] Scaly like a lizard Bristly like a pig Hairy like a beast Slimy like a frog Bright colour change Coloured body parts Devilish tattoos Hard chitinous skin like bug Chunks of rotting flesh dropping off Skeletal or mummified corpse looking skin Resembles ornamental armour Face on chest Tiny wings, flap when exited but not functional Hunchback Spikes down spine or from back Spectacular boobs Saggy flat witch tits Many boobs D4+2 Insects or vermin live in folds of chest flab Leonine mane Eyes on chest Face on stomach Small tail like a goat or pig Forked tail Reptilian tail Enlarged genitalia Face on genitalia Snake like face on genitalia Flabby gut Face on buttocks Enormous buttocks Faces on shoulders Faces on elbows Faces on wrists Claws on fingers d3 Bird fore arms No thumbs Tattered flaps of membrane from arms Spikes on arms Crab claws d4 Hooks for hands d4 Faces where legs meet body Faces on knees Faces on ankles Large claws on feet Hooves for feat Scaly bird feet Webbed frog feet Backward bending knees like goat Bristly hairy legs Spurs on feet or spikes on legs Tusks d3 Pointy teeth d3 Beak d3 Foot long red forked tongue Doglike mouth d3 Cat like mouth d3 Goat like mouth d3 Horse like mouth Sphincter mouth Lamprey tongue Small d4 animal heads like cat, rat, monkey, puppy, lizard, bug Tiny crown Stubby horns on head d3 Curved ram horns d3 Goat horns d4 Long curved ibex horns d4 Single horn d4 Cockerel like wattles Fiery halo Cyclops On death explodes into 3d6 brimstone blast 2" across Organ produces gold, pass out 1gp per day in feces Chronic flatulence at least once a turn Flaming farts at least once a turn Internal body heat can be used as a food warmer Smoke emits from mouth and nose Regenerate finger, limbs or organs over a week On death smoulder away into mess of charcoal On death body breaks into swarm of lizards, toads, bugs, rats Sulfurous egg gas odour reeks from flesh Cry tears of [|blood|mild acid|unholy water|vinegar] Become legal pedant, argue about interpretations of rules Desire slaves and servants Desire conspicuous wealth and money Desire glory and social climbing Detect poison Detect chaos Detect good Detect magic Diabolic alignment shift to lawful evil table: MajorMutations Fly head with compound eyes can eat rotten garbage Sonar vision bat ears can see in absolute darkness Eyes emit light in a 3" cone at will Long thin proboscis nose can suck d4 blood per round once stuck with first head Snake mustache Flaming hair and or beard Frog face hold breath CON in rounds under water Goat face eat anything and a beard Extra face on head, whispers demented lies Glowing eyes provide night vision Leathery hard skin +3 AC Hard metallic scale plates +5 AC Warty leather hide Immune to natural fire -1/dice other types Blubbery skin Immune to natural cold -1/dice other types Rubbery skin Immune to natural electricity -1/dice other types Immune to energy level draining Slimy rubbery skin cannot be grappled or constricted If skin punctured or bleeding stops after one round of bleeding Only harmed by silver or magic weapons Skin reduces melee damage by 1 point per attack Tiny bat wings, can hop 3" once per Lv/day Buffeting wings +3" speed with a straight charge or can make 2x d3 hits Gliding membranes can glide across as far a height off ground at 12" speed, silent Functional wings can fly at 12" speed noisily Face on chest can talk and huge mouth can bite for d6 Plastron turtle like shell +4 AC Diabolic skeleton +d3 STR Barrel chest +d3 CON Huge +d8 HP and 1 foot height Spitting chest face fires fist size darts d3 twice a round Face on belly can talk and huge mouth can bite for d6 Revives as undead being d20 hours after death Urinates acid that can poison plants (they save or die) Acidic urine 2d6 roll to hit save halves extra d6 5th Lv/HD and every 5 Lv Immune to poison Immune to disease Vomit up nauseating bilious spew, victim saves vs CON or nauseated like stinking cloud Shits flaming hot coals that can be thrown like a rock for a d4 and might ignite flamables Shits bitumen which can be used as seals, fuel, building and all kinds of uses 1gp a day Prehensile forked tail 2-3 yards long, can hold things or swing from Huge slashing or crab like claws d6 extra unarmed attack Detachable hands can be sent on missions and reattach, share HP with both Cast a Burning Hand spell once a day + INT Bonus Cast Protection from Good spell once a day + INT Bonus Cast Protection from Chaos spell once a day + INT Bonus Cast Detect Alignment spell once a day + INT Bonus Cast fireball spell once a week + INT Bonus (some cold devils cast ice storm instead) Cast wall of fire spell once a week + INT Bonus (cold devils cast wall of ice instead) Have a a magical rod (part of souls) can cast Monster Summoning equal to HD or Lv once a week + INT Bonus. Rod appears and disappears at will and makes a d6 club Pitchfork can be summoned and be made to appear and disappear 2d4 magic spear Huge toenails or spurs +1 d6 kick attack Skate with toenails moving on ice with ease Firewalk can climb and walk up any fire like stairs or a ladder, immune to normal flame Wallwalking with knife like toenails that stick into walls or ceiling Can leap +3" inches like a locust or flee Waterwalk can walk over water Levitate can walk on air at a leisurely pace 1/2 speed max Featherfall feet can fall ant distance unharmed Diabolic Speed can run 50% faster Charge +d6 damage +1 to hit if charge at least 1" in a line and make single attack Forked tongue immune to detect lies Track by tasting with long red tongue Dog snout extra attack d6 Pig snout d6 tusk extra attack Cat face extra bite attack d6 Snake tongue immune to detect alignment Cast Command spell once a day + INT Bonus Cast Charm spell once a day + INT Bonus Cast Sleep spell once a day + INT Bonus Immune to charm spells Extra horn attack d6 Huge horns or single horn d8 damage Magnificent gold crown grows from skull Flaming halo aurora at will d4 damage to any in melee range Extra head, can talk, help cast spells, each can take turns to sleep Skull glows at will or if angry, 6" radius light Armoured face plate +1AC Cyclops ray eye 2d4 heat damage 3" range one beam per round Fold out crest or frill +1 AC Extra thick skull +1 AC Regenerate 1hp per round unless silver or holy water used to cause wound Rancid stench when angry produces a troglodyte like stinking cloud to all within same 1" Flesh is poison to any who bites Grow gems inside organs or on skin 100gp per HD or Lv When killed body burns leaving mas of charred ash and gold 100gp per HD or Lv When killed d4 lesser devils or imps crawl out of body when killed When killed insect or vermin swarm attacks all in 3" 2 dam/round a round/HD or Lv When killed a non corporeal evil spirit is released When killed a similar rank devil is summoned to investigate death First bottle of blood drained from corpse is a magic potion Superior internal balance +d3 DEX Diabolic intellect +d3 INT Diabolic charm +d3 CHA Diabolic strategist +d3 WIS Cast Planeshift spell once a week + INT Bonus Cast teleport spell once a week + INT Bonus Hellfire, any hit by a flame attack make fear check also Terror cloak, any under 4 HD creatures make morale check within 3" or flee Cast unseen servant at will and uses like simple telikinesis Cast contact other plane spell once a week + INT Bonus FILENAME: EMO_OSR_VillageCarousing.ipt Header: Village Carousing This one of the safest of the carousing tables. Meant to fit in with other village things from recent work. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/d100-village-carousing.html
table: VillageCarousing Wedding gets the village singing, dancing and gorging. A seasonal harvest dance leads to drunken revelry. Old way festival with fertility rites, nudity and burning a wicker man. Dressed up characters in local revelry pick you to be king of parade. Villagers get carried away and perform bloody sacrifices and make a mess. Violent drunken fight breaks out over sports event. Local competitions for petty prizes, you win ugliest face trophy. Beaten with sticks by villagers in costume for festival. Late after festival you saw a spirit haunting the village green. Masked villagers you danced with turned out to be spirits who disappeared. Spend time drinking, telling stories, feasting and vomiting. Poisoned spent time ill and feeling vile. Had a huge tavern fight and not welcome there again. Got a horrible disease like groin rot, parasitic crabs or worms. Got into a fight or duel with a local spent rest of time drunk. Played various games and contests with locals. Got drunk and went hunting, got gored by deer or pig. Woke up in another village naked covered in tar. Woke up married with local in family home. Hear stories of local possible dungeon or lair. Sitting by river or pond fishing, found long lost silver item worth d100 gp. Tranquil watching sunsets and nature, feeling at peace. Helping farmers with their chores learning about common life. Relaxing in cottage, put on a few pounds eating constantly. Saw a mysterious creature on nature ramble. Found top of stone gatehouse buried on a hike. Saw sylvan beings dancing lewdly in woods. Befriended a small hairy barn troll (or stove troll or bush troll). Met some elves in the woods. Met a dwarf tinkerer offered a bargain. Parents upset you have corrupted their child demand compensation or a marriage. Spent days in sheriffs cell for drunken disorderly. Man claims you scared his horse in accident takes case to magistrate. Spent days in stocks villagers pelting you with rotten food, rocks and shit. Old man leaves you his treasure map. Chased by a bull and had to appear in court. Called on to decide on matter between two farmers, one now hates you. Witness for a street cart accident and had to testify in court. You caught a thief and the law beat them and drove them out of village. A angry mob chased you out of village. A village drunk talks about strange caves full of treasure in hills. A old wise woman gives you a d6 healing potion. Hunters offer to initiate you in their secret lodge dedicated to the wood god. Someone shows you where wild magic mushrooms grow in a field. Offered a patch of good land and a shack. Offered a old house cheap possibly haunted. Sheriff thinks you are a hoot and lets you do all kinds of rotten stuff. Hear about old man with several dungeon maps from his youth. Help a messenger and kings men send you 30gp reward. Meet travelling scholar or poet who has information on a dungeon. Made friends with a gang of bandits who all think fondly of you. Met hiking nobility and joined them for tea, later learn how rich they are. Made good new friend with same class and aspirations. Meet a witch hunter and narrowly escape being burned alive as a test. Village head mans family take you in and treats you like kin. You meet a local spell caster who offers to cast a spell for you in the future. A noble passing through needs your help then invites you to their city house. A village idiot decides will follow you everywhere. A secret policeman makes friends with you to assess your loyalty. A bard befriends you and wants to follow you a while. Wasted money on a cheap prostitutes. A dryad or nymph or elfmaid kidnapped you and luckily you were boring and set free. You had a romance but it turned sour at the end. You had a romance and they are waiting for you to return and marry them. You had a romance and got engaged. You had a romance with someone outside your station and it must remain a secret. You had a romance and your lover has followed you. Your lovers had a public fight, now whole village hates you. All the village thinks you a sleazy and loose, possibly a prostitute. Someone publicly declares they have your baby you paid them to look after. Ate at a amazing feast with awesome bards, flirting, dancing and heavy drinking. A riddling bard at a feast told you in front of all to beware the weird apon ye. A witch came demanding hospitality, she gave you a potion for your respect. A stranger came to feast challenging all to wrestle, turns out was a faerie folk. Famous bards had a battle at feast and the story of this spread across land. A bard lampooned the local leader, since then secret police came around. At the feast some one proposed a marraige to you (probably a parent). Village idiot saved you from poisoning by drinking your beer. See an important local leader humiliate self shamefully while drunk. A grumpy visiting officer of the court threatens whole village for mocking them. Fire starts and village blame you for destruction. Sheep got out and a few didn't come home and they blame you. Villagers accuse you of bringing bad luck and making milk go sour. You get into drunken fight with tax collectors men, now they have eye on you. Huge wolf attacks you in bed but escapes (you think it was just a wolf). Attacked by a dog which you killed but villager mad at you. A horse fell over and died and farmer wants compensation. Sexually harassed by villagers at every turn. Villagers tie you in sack and throw in river but you survived. Some masked villagers drugged you and tried to sacrifice you. Heard weird creature howling on the moors at night. Met a shady friar who escaped after ritually murdering someone you knew. Haunted by a thing scared you by night like a undead severed hand or ghost rat. Chased by a phantom while on way to inn from lovers house. Groped and whispered to by a lecherous phantom spirit. Spent night with friendly local, find out later they died years ago. Saw faerie lights dancing in the woods but you resisted temptation to join them. Attractive stranger flirted with you, later saw them fly away in their faerie form. A Imp or witch familiar threatened you demanding you leave area for good. A friendly child who ran errands for you turns out to have been a faerie. FILENAME: EMO_OSR_DungeonBossLove.ipt Header: Dungeon Boss True Love It's a lonely life being a dungeon boss, but it doesn't have to be. Your dungeon boss or faction chief has plenty of things to worry about. When the most basic needs of life forfilled looking for mating opportunities becomes important. But the boss getting a lover can seriously change his priorities and the goals of a faction. Monsters might complain the boss is overly satisfied and not fighting for territory since they built the new master bedroom. Concubines and abused prisoners aren't the problem, but when a specific lover influences the boss over a period of time old priorities can fall by the wayside. If the party is captured and imprisoned they might be able to use the boss's lover to escape. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/11/d100-dungeon-boss-true-love.html
table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& About the Lover[@DungeonBossTrueLove]& Special Abilitiy[@SpecialAbilities]& How They Met[@HowMet]& How Serious is it?[@HowSerious]& How Infulential?[@HowInfluential]&
table: HowMet Lover was taken from local rival faction Lover was taken from distant raid Lover was introduced by clan for complex deal Lover was formerly from adventuring party Lover was met from dealing with a cult Lover was a wanted criminal Lover found with memory loss in dungeon (the dungeon born) Lover is agent of a sinister force from far away Lover rescued from enemy factions or a agent of another faction Lover fled to dungeon from enemies in civilization Lover was snatched from a trade route Lover was bought as a slave from slavers or trading humanoids table: HowSerious Started recently {d4} weeks Going Steady {d4} months Lovers {d12} months Favorite slave of boss {d12} months Concubine {2d12} months Consort {4d12} Months Engaged {d12} months Married {d12} Months Parents with new child or pregnant Parents with {d4+1} children Parents with {3d4} children Long Term Married, no legitimate surviving children table: HowInfluential Partner influences lover subtly Partner is bit of a nag and desires more status Partner a terrible gossip Partner has lover wrapped around finger Partner has control of concubines Partner has control of house hold Partner acts as leader while boss away Partner [|has an important religious role|leads a sect] Partner has noble blood and kin of own Partner has secret supporters and agents Partner has everyone afraid Partner uses charisma and is popular with the clan table: SpecialAbilities [|Wizardry|Sorcery] [|Cleric|Druid] [|Bard|Assassin] Professional competent warrior Espionage Connections Criminal Connections - underworld and guild links Cultist Connections - knows many sects and cult agents Able manager - runs household and defences well Shape Shifter - actually a spirit, undead or were beast Healer - expert with herbalism and medicine Knows Magicians Knows Monsters table: DungeonBossTrueLove Unwholesome relation to sibling which is ok in monster or elf culture Grumpy elderly parent who interferes in everything and love life Arranged strategic marriage from a lesser but well off bloodline Arranged strategic marriage with equal clan for strategic reasons Arranged strategic marriage with more powerful clan to gain status and allies Child bride from arranged marriage, several years away from adulthood Hideously ill and elderly partner kept around for political reasons Partner is dangerously insane and needs supervision or runs away on murder spree Partner is feeble and ill under treatment from a d3 expensive but fraudulent healers Partner is older and belonged to previous boss and is vary wise in boss methodology Partner constantly hunting and desires exploration of territory Craves feasts, parties and celebrations beyond means Desires fancy jewelry and not too fussy where it comes from Enjoys torture and executions and pushes for harsher punishment Enjoys rolling in treasure and loot Enjoys killing and mistreating slaves, prisoners and servants Enjoys training slaves and trading them like tokens Insists is the most attractive of gender and has rivals tortured So boastful invites disaster from the gods for hubris, claims to be god like Is amorous and enjoys sex as often as possible with as many partners Jealous of imagined rivals and torments any who might steal attention Likes to spy on people through servants around the court and informs partner Likes to mix it up with commoners and very popular with peons, maybe too popular Has been bringing in new foreign cult and conflicting with the old holy teachers Has a disgusting familiar everybody hates Runs a breeding program of a dungeon monster type and lets loose rejects Interested in divination attracts soothsayers and wise ones to court Interested in magic and attracts visiting spell casters to demonstrate craft29 Keen to expand territory through digging and construction of grandiose plans Enjoys fancy candy and bon bons and cries when supplies low Collects terrible art works but likes to show them to interested prisoners Collects exotic incense and scents, makes minions bathe and practice hygiene Enjoys lavish baths like the ancients with servants, heating and steam Enjoys killing small animals or humanoids for fun Enjoys rambles through nature with servants and guards Likes underland fungus gardens with dramatic decor and slave gardeners Likes to brew potions and fine grog, likes to keep herbalist or alchemist on staff Hypochondriac always feeling ill keeps a healer at hand always Secretly practicing infanticide and kills children around court Likes fancy clothes and fur, demands best tailors and furriers help Invites witches or warlocks into community which upsets older gang cults Terrible drunk and encourages servants and courtiers to join in, demands more booze Terrible drug addict wants everything especially lotus resin and tea Enjoys watching animal fights and gambling over outcome Enjoys gladiator battles as a spectator sport Enjoys cross dressing and fancy theatrical costumes, puts on parties or dramas Enjoys latest poems and tries to have best kidnapped as slaves Wants to renovate and redecorate dungeon and improve sewerage Enjoys music and has musician or band on hand constantly Interested in crack pot inventions and charletan therapies, wants dwarf or gnome slave Enjoys bathing in local mud pool or body of water naked Spends time grooming with servants and wants latest hair and make up Spends time on toilet with privy keeper with large tool kit Likes riding and uses slaves or monster or goat if they cant find better Thinks adventurers should marry their servants and join the faction Likes exiting tales and easily distracted by new stories Likes to read and collects whatever possible in dungeon Interested in new weapons and will deal with skilled tradesmen to get latest (guns?) Fascinated by supernatural stories, demonstrations and the dark arts superficially Obsessed by secrets of alchemy and collects occult and lab paraphernalia Likes to poison and drug others for fun and power Enjoys fires and watching victims be burned for fun Likes watching others fall to death Likes to bathe in in youth blood, a old family recipe, but tricky to get Still has not consummated relationship with sex and torments frustrated partner Loves elderly relatives visiting constantly Collects teeth and interested in amateur dentistry Likes tatoos and tries to keep a artist on hand, craze spreading around dungeon Interested in Astrology keeps scrolls and always consulting crack pots Enjoys fabric craft including weaving, clothes making, tapestries and knitting Keeps small fluffy pets and treats them like little royals at expense of people Is unable to breed with partner and trying to find any experts for treatment Partner is infertile and blames previous lovers, so looking for eligible surrogates Likes to play cruel games with slaves like kobold crochet, dwarf throwing, etc Likes to explore and make maps of territory and beyond Enjoys trading and a cunning business person Enjoys keeping a jester slave and always looking for a new one to torment Incredibly lazy, carried everywhere and goes to toilet with at least 2 servants Keeps a sex golem in a trunk Actually always wears a gender changing magic girdle Enjoys fine crafted furniture and keeps several carpenters busy Keeps a menagerie of dungeon creatures as pets Enjoys disease and wallowing in filth of dungeon Necro fetishist keeps a priest or necromancer on payroll and zombie sex slaves Collects magic items and has several cantrip wands and domestic magic items Desperately wants to visit big city and longs to live these as a somebody Wants a more competent partner so has eyes out Caries a virulent disease sterilizing the whole tribe Desperately wants a pet halfling or gnome or elf Likes playing pinata with hung corpses and a rod, laughs when they burst Is actually a doppelganger Is actually a lycanthrope of some kind Is actually polymorphed from true form by a wizard Is actually a succubi Is related to a hag or witch Has several magic scrolls for summoning Is favored by a malignant deity Spent several years in a dragon or other monsters lair as hostage Receives messages from a dark power by magical meals like a dream or bird Comes from a lucky divine bloodline who the gods love FILENAME: EMO_OSR_DungeonMachineRooms.ipt Header: Ancient Dungeon Machine Rooms The ancients leaving tech is pretty common in the OSR and I wish MM2 included robots and androids in it because DnD would be very different without it. Basic D&D modules featured tech, the DMG mentioned Gamma World - even Blackmoor and Greyhawk mention tech occasionally. It fits in with other weird and fantasy fiction quite well. I remember reading about a kabbalist idea of a lost age with golems everywhere providing mechanical energy. Doors, water wheels, mills, gates, torture machines, lifting bridges, boats, pumps, gates, spit roasts, potters wheel, wagon, seige engine, etc. A golem crossbow that selfs cocks might be nice. I like the idea that some ancient artifact might just be a nice oven or steam bath machine or a theatrical prop for a king. Lots of the new takes on old school DnD books have dungeons with mighty machinesm, even whole dungeons of them. Here is a collection of machine rooms with the remains of elder tech. Many might be semi-functional or sealed for aeons. Or they might require some fuel source. These could be used by various races also with they own custom tech. See my past blog on magic murder machines which I often stick in a dungeon: elfmaidsandoctopi.blogspot.com.au/2014/09/1d100-magic-monster-machines-for-your.html Operating a working machine usually is more difficult the stranger the function and more primitive the meddlers. Divination, researching elder tomes and time consuming manuals might help. Some might require some fuel or power source. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/11/ancient-dungeon-machine-rooms-ancients.html
table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Function[@AncientDungeonMachineRooms]& Condition[@Condition]& Operation[@MachineOperation]&
table: MachineOperation Crystal Grid of stone depressions which crystals are inserted and concentrated on to operate Mechanical with cogs and levers and pulleys in secret combinations Alchemical apparatus with glass tubes and vials of fluid with a furnace and pressurized liquids Pneumatic brass tubes with vacuum cylinder transport system for small packages Crystal Panels which if waved over light up in colours and links system to users mind Living fleshy biological systems with tentacles, suckers, fleshy curtains manipulated by hand Necrotic highly complex biological structures of bone covered in chitin, skin contact panels Focal object like pool of liquid or mirror or crystal orb if concentrated on controls machine Clay tablets in ancient text are inserted into slots in complex magical formulas Steam Boiler powers mechanisms by elaborate gauges, pipes and furnace Golem like beings incorporated into machines operated with magic signs Bound entities like elementals or demons power the machinery and obey commands table: Condition Rotting heaps of scrap barley disconcernable to experts Shattered mess or rubble and broken equitment Broken machine with essential and valuable parts missing Badly burned and melted Shattered from explosion Smashed by vandalism spree from some past upheaval Flooded and coroded with mounds of silt and slime Shambling heap with missing parts but possibly repairable Broken but repairable Battered but functional Good condition some wear Shining new table: AncientDungeonMachineRooms Automated toilet Water pump control room Bakery with oven and huge mixer Washing machines Water heater and pump Steam room boiler Brewing or wine vat Blacksmith forge and machine hammer Weaving machine easily fouled Lighting control room Alarm control room Servant bell control hub Electrical generator Message cylinder pressure plant Message cylinder mail room Telegraph room Automated bell machine Steam engine Metal press for cutting patterns in sheet metal Furnace for heating or burning Kitchen with ovens Steam press Refrigerator Smoke house Spinning machine Mulching machine for organic waste Slaughter room with hooks and guilliotine Butchers room with saws and fridge Steam bath and massage machine Torture chamber Rending plant for extracting fat and oil from organic matter Music machine like a steam calliope or organ Automated prison cells with possibly functional food and water and toilet Ice machine makes foot cubes of ice Milling machine for grains to make flour Dying vat for making batches of coloured cloth, uses lots of water Hair cutting machine Dentistry machine Portrait painting machine Printing press Saw mill and machine to mix glue and sawdust into particle board Kinetiscope or crude recreational image making machine Music machine plays from collection of discs like huge jukebox Canning or food preservation machine Smelting furnace Huge clock Manufacturing assembly line with convener belt Spray booth Water filtration plant Glass furnace Huge alchemical apparatus for growing monsters Dream recording chamber Machine to turn corpses into zombies Machine turns corpses into iron rations Huge electronic drum kit Security monitoring room Automed med bay surgery machine Beautification spa machine Plastic surgerey machine Face transplant machine Brain transplant machine Polymorphing machine Controls for dungeon burrowing machine Controls of subtereanean hydro dam (stops flood) Machine that pumps blood from deep underground sleeping kaiju Machine that controls undead sleeping army Machine that pacifies or enrages orcs Orc making machine converts corpses to monsters Machine drains life force to generate power Orgone energy acumulator drains sexual energyfor miles around Soul storage device Dimensional prison containing evil wizards of yore Growth Accelerator turns children into ogres Blood draining machines with storage vats Long range comunicator Time machine sends subjects to when monsters ruled one way Machine fuses humans and animals to create beast men Machine regulates dungeon lighting Machine regulates dungeon temperature Machine contains trapped tortured elementals Gremlin containment machine Machine allows operator to comunicate with other planes Control room for one shot weapon to harm a god Control room for slumbering cyborg kaiju Time scoop can summon prehistoric monsters Weather machine Microscopic and bacterial lab Reactor controls Video confrence room Holographic film library Long range god or artifact scanner Image data library screen Potion lab aparatus or distilery Golem animation aparatus Suspended animation pods Cloning vats Clairvoyant aparatus or scrying device Astronomical observation device Teleporter pad and array Machine that opens dimensional gate FILENAME: EMO_Xor_Creatures.ipt Header: Children of Xor When I used standard DnD monsters In Xor some people were a bit miffy. Rust monsters especially. Now I'm thinking rust monsters are part of Xor's immune system response to metal-equipped invaders. They grow where needed and are born fully formed from tumors hungry and pregnant. They starve to death and are reabsorbed when no longer needed. Here are some Xorian critters for every day life. You can improve them with these tables here: elfmaidsandoctopi.blogspot.com.au/2016/07/xor-mutations.html Notes on the Ecology of Xorian Life Many creatures on Xor eat meat or dried skin or hair instead of normal diets Many hairless animals rely on the body of Xor to keep warm or eat 10% more Many creatures born spontaneously from the flesh of Xor as needed Many eat meat but will eat strangers from boredom or curiosity from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/11/children-of-xor.html
prompt: Show me: {Random Animals|Tiny and Swarm Animals|Small Animals|Medium Animals|Huge Animals|Humanoids|Marine Creatures} Random Animals table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: RandomAnimals {ra=='[|Tiny and Swarm Animals|Small Animals|Medium Animals|Huge Animals|Humanoids|Marine Creatures]'}& {tbl=='[{$ra} >> replace / /\/]'}& ({ra})\n[@{tbl}] table: TinyAndSwarmAnimals Xor Locusts - six inch red meat eating locusts, some get dog size in swarms Scab rats - scab covered rats, often tails are fused into a ball, often diseased Muscle Snake - red or tan or black venomous sake, equally at home in liquid Bone Spiders - palm size bone eating spiders with acid venom bites Vampire Finches - horrid little birds that pick at scabs and wounds Blood Gulls - squawking birds love to steal food, like wetlands and shore lines Fang Fairies - tiny bug wing faerie folk with set of fangs, drink blood of sleeping Gore Flea - fist size fleas often swarm and sneak up trouser legs Clot Frogs - shiny dark inedible red frogs lurk around water and croak all night Scarlet Scorpion - red scorpions some swarm and eat bigger animals Crimson Crabs - cover landscape in tidal areas and occasionally mass migrate in millions Scab Roach - horrible up to hand sized critters eat detritus and feces Pigeons - colurful pink birds, eat dried skin and scabs, a popular food item Blood Worms - foot to yard long inch thick edible scarlet worls that burrow into Xor Xor Flies - Huge stinging flies often swarm, maggots also aggressive and both swarm Scarabs - harmless beetles gather dung to feed babies, important cleaners Cavies - hairless guinea pigs that eat hair and skin Flesh Squirrels - hairless climbing gliding rodents that collect things in hollow cavities Quakkas - hairless hopping jolly faced marsupials, love tabbacco and friendly Possums - hairless marsupials come in ring tail, gliding and standard varieties table: SmallAnimals Meat Rats - giant hairless mole rats that burrow into flesh and live in colonies Armadillos - adorable armoured and can move by rolling, carry leprosy Flamingoes - pink tall birds that dwell in wetlands, pelican and spoonbills possible too Blood Weasel - brilliant red furred weasels that tear flesh and drink blood Capybara - huge hairless guinea pigs live in flesh tunnels eat mucous and hair Hell Possum - dog size often rapid possums hurl children that grow from tails at enemies Scarlet Turkey - brilliant coloured large turkeys, a blue variety also Bone Snake - ten-thirty foot constrictor snake, colourful pink and purple or chocolate Sphynx Cat - hairless cats that eat vermin on Xor, sacred to many peoples Goanna - 2-3 yard large lizard, if startled climb person, bite carries disease Protojelly - foot wide fleshy blob feeds off dead skin and hair and finger nails Bloodbat - hairless flesh toned huge vampire bats Wombat - large hairless burrowing marsupials live in burrows, eat giant hair roots Gore Devil - naked Tasmanian devils, horrible aggressive little brutes Frill Neck Lizard - camouflaged large lizard, turn red and open frill if startled Scarlet Ibis - long beaked birds, like wetlands, a blue and a vampire variety also Crimson Toad - huge poison toad, often blend into environment, grab feet Stirge Owls - a featherless bat winged variety of owl that sucks blood through it's beak Violet Geese - live in xor wetlands, graze on hair and bugs, aggressive in groups Xor Hound - packs of hairless dingo like dogs, quite aggressive in large packs table: MediumAnimals Xor Goat - adorable goats graze on hair, make good pack animals or pull waggons Giant Leech - horrible blood sucking giant worms Baboons - similar to huge baboons but hairless and more highly sexualized Terror Bird - man sized carnivorous flightless birds Blood Wolf - hairless wolves that cry tears of blood when howling Flesh Bear - hairless black bears can be territorial but mostly harmless Rust Monster - anti intruder creatures to drive off metal using outsiders Gore Boar - huge skinless pigs that scavenge and eat anything, very adaptable Giant Weasels - huge evil blood sucking mammals that latch onto prey and drain dry Kangaroos - large hopping marsupials, some breed aggressive to humans an deadly Giant Tarantula - huge spider bite causes magical dancing sickness Flesh Horse - hairless pink ponies roam in packs and graze on hair Ochre Jellies - red gelatinous masses that attack foreign bodies Carrion Crawler - parasitic giant worms that paralyses prey to lay eggs in Gelatinous cube - glistening paralyzing cubes that cleans up mess on Xor Hellhounds - roam freely seeking victims to drag to hell Blood Apes - hairless gorillas, very aggressive flesh eating variety Emus - huge flightless birds travel in large flocks and panic if threatened Blood Eagles - huge eagles snatch prey and dismember them in high places Giant Ants - mostly busy but can be agressive defending their bone covered mounds table: HugeAnimals Turtle Bear - huge cave bear with turtle plastron and bony plate hide Pteradactyl - flying leathery winged flesh toned reptiles Pink Dragon - blows a cloud of charm gas that turns victims to enthralled slaves Red Rhino - saggy skinned huge horned aggressive herd animal Hairless Mammoth - saggy baggy flesh toned pachyderm Sabretooth Sphynx Cat - huge hairless fanged cats, a dangerous predator Shoggoth - amorphous fleshy tentacled eyeball horror bio machines of ancient aliens Griffon - half lion and half eagle, dangerous flying predators, some intelligent hydra - multi headed giant snake monsters, some breathe fire and/or regenerate Dinosaur - many varieties, mostly flesh hue colour schemes Giant Crabs - mostly near wetlands, may explore inland for food or migration Giant cave lobsters and occasional cave fishers dwell on underground and wetlands Giant Snapping Turtle - wagon size horror often in wetlands or caves Giant Slug - eat all kinds of scraps and materials on Xor Giant Vulture - travel in flocks, often follow beings they hope are soon to die Diprotodon - giant hairless wombats some have a elongated trunk like snouts Giant Sloth - huge very difficult to hurt sloths, slowly amble about peacefully Giant Snail - used as very slow transport and possible to live inside shells Glyptadon - huge armoured animal with spiked mace tail mostly harmless Giant Ape - these huge hairless apes are mostly harmless but battle other creatures table: Humanoids Kobold - savage small goblinoids famouf for traps and ambushing, many sub breeds2 Hemogoblin - scarlet blood drinking goblins who live in flesh tunnels beneath Xor Hobgoblin - larger more brutal surface dwelling goblinoids Bugbear - as typical ones but hairless with huge human like ears and noses Orcs - former humans or elves transformed into savage humanoids by mutation Ogre - huge bloated bitter humanoids who graze on flesh feilds but crave novelty food Troll - magenta blubbery cancerous insane trolls Flesh Giants - huge primative humanoids similar to hill hill giants Beastmen - many varieties with local variations in types Ghouls - Xorian ghouls are skinless, some wear skin as capes other eat it off Zombies - animated human corpses reanimated by Xorian bioplasm Cavy Folk - Guinea pig humanoids actually hybrin halflings Halflings - hairless halflings live as common homely humans, mostly naked Redcaps - evil blood thirsty gnomes that can change to ogre size at will Adhearer - mummy like humanoid covered in sticky resin that traps weapons Doppelganger - hideous shape shifting psionic humanoids that impersonate humans Feral Baby - savage babies use cuteness to lure victims actually mutant kobolds Dark Dwarves - come to Xor seeking to mine exotic nuerochemicals and materials Bone Elves - silent white skinned elves who live off mone meal and use bone tools Blood Elves - savage cruel blood crazed elves table: MarineCreatures Dolphin - small pink saliva river ones to larger ones that swim in seas of tears Squid - from tiny cuttleshish to huge specimen that snatch men off ships with long arms Octopus - from very tiny to ship sized horrors, some species like tako are intelligent Giant Sea Urchin - many coloured varieties, walk on land to hunt with poisonous spines Jellyfish - many varieties some huge, harmless or stinging varieties, edible Dinosaurs - including Megaladon or Plesiosaur or various other marine breeds Marine Turtles - from dog to elephant size turtles eat mostly jellyfish Narwhal - the unicorn of the sea, use horns to stab prey, very wise creatures Killer Whale - carnivorous whales live in packs hunting smaller life forms Sealion - many breeds of these blubbery mammals from dog to elephant sized Walrus - a huge blubbery fanged sea beast who love to wallow in shallows Mermaid - half human half fish race who dwell in coral castle kingdoms Sea Scorpion - agressive underwater giant scorpions some crawl on shore for prey Giant Trilobite - many breeds of these ancient arthrapods, many crawl on beach to breed Sea Serpant - huge serpents adapted to the syliva seas of Xor Giant Hermit Crab - breed of giant crab that live in shells discarded by shellfish Marine Crocodile - huge pink reptiles some breeds have flippers instead of legs Giant Otter - delight in swimming on their backs and cracking open skulls on their bellies Giant Clams - huge clams grab limbs of any who step on them and chomp off Sharks - live in tear seas range from small to gigantic, also include manta rays FILENAME: EMO_Xor_BiologicalTraps.ipt Header: Annoying Xor (biological traps) Managing to annoy Xor is a pretty impressive feat really, but as a collective organism Xor has many antonymous responses and organisms that act as Xor's antibodies. Some things are attracted to wounds on Xor, hoping to feed or infect it. If you start a fire, torment a gland for exotic secretions, start a meat mine, or tear out a ivory tusk you might annoy Xor. If you smash in a tooth gate or hack your way through a sphincter portal with axes you might annoy Xor. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/12/annoying-xor-biological-traps.html
table: WaysXorReactsToBeingAnnoyed Salty secretions flood area like tears Blood leaks out then congeals into scab Blood leaks out and forms defensive Ochre Jellies Yellow serum leaks out and forms a hard crystal glaze Amber like fluid traps irritants and solidifies Bubbling mass forms monsters (rust monsters vs metal users common) Irritating vapours pour from wounded point Nauseating vapours pour from wounded point Toxic vapours pour from wounded point Diseased miasmas pour from wounded point Digestive avid floods area around irritant Sylvia froths over area with huge bubbles, corrosive and confusing Pus bursts from disease causing nausea and plague A sphincter appears and erupts feces everywhere A orifice opens and vomit is sprayed everywhere A cloaca starts laying eggs which rapidly hatch into huge bugs Eggs in a pod from a cloaca hatches a hostile swarm of small critters Large monster bursts from a amniotic sack that lies under the skin Trumpet like structures make alarm calling wandering monsters Spinneret structure shoots web lines that entangle Blister of webbing bursts open acting like a web spell Blister of rot grubs bursts open Blister of Kyuss grubs burst open Blister of oil bursts like a grease spell Blister of napalm explodes like fireball Blister of hallucinogenic venom (highly desirably to some) Blister of digestive enzymes dissolve only flesh like acid Blister of mutagen which also makes you a being of Xor Blister of blinding fluid that can permanently remove sight Blister of green slime that Xor is immune to Giant maggots erupt from flesh A horrible semi humanoid flesh golem erupts from flesh A group of adherers burst from ground A mimic drops off a organic structure Floor morphs into a trapper A lurker above lives on ceiling or overhang Gelatinous cubes grow from ground forming from liquid jelly Flying manowar type jellyfish with gas bag Flumph grows from ground keen to save Xor Grey ooze pours from a huge pore Naked fleshy stirges pour from pod which keeps generating one per round Mucous floods area and rapidly sets into green and white and yellow snot Shootable porcupine like quills a of modified hair can shoot a d6 arrow like quills a round A huge set of jaws clamp over area blocking it with portcullis like teeth A huge sack of skin folds over area pinning everything, asphyxiate then absorb Trumpeting sound makes listeners save or deficate explosive diarrhea Structure shoots toot like darts rapidly like a sub machine gun d10/round Structure shoots a poison tooth dart every round Structure shoots a tranquilizing or paralyzing tooth dart every round Structure shoots a liquid onto faces which shrinks solid blinding and asphyxiating Bio electric auras affect nervous system causing paralysis Bio electric arcs of electricity shoot from area Bio electric arcs cause confusion Fleshy tentacles try to enfold enemies d6 Barbed and toothed tentacles try to rend enemies d6 Barbed tentacles try to poison enemies d6 Ovipositor, or egg-laying tube tentacles try to inject d6 rot grub eggs in victim Stench orb shoots gelatinous bursting nauseating slime stinks for months Sprays flammable gas then ignites as a fire ball Jets of flaming gas form a fireall Armadillo like plates fold out from under skin and lock down area with bony plates Spiked horns sprout from ground impaling intruders Caltrop like spikes grow from ground Porcupine like quills sprout from ground Rapid growing hair covers everything 10 foot thick Rapidly growing hard skin covers and envelops targets Stinging spines erupt from ground causing pain Eye sprouts from surface and telepathically calls wandering monsters Eye sprouts from surface and telekinetic hurls intruders one by one away Eye sprouts from surface and telepathically calls wandering monsters Mouth sprouts from surface and summons a demon to fix problem Shoggoth sprouts from surface screaming "Xor Xor Xor XorXorXor Xor!" Orc squads burst from fleshscape with bone weapons and angry Ogres form from the flesh of Xor with bone clubs Hairless ape erupts from ground Featherless terrorbird erupts from ground Giant lizard (any type) crawls from huge egg under skin Giant snake forms in marrow of giant bone beneath ground and bursts to surface Purple worm bursts up from surface covered in blood and gore Horrible screaming hungry giant baby is born from ground (hill giant or ogres) Ground shakes and quakes in spasms Ground drops away into huge deep oily pore pit A flesh mouth opens from underneath to eat problem A fleshy hive grows from ground and releases a swarm Giant hairless rats burst through ground and attack anything in area Tribe of hairless guineapig men (re skin halflings) with bone tools are borm Bone golem with red sinew binding body together steps from wall, four bone swords Dozens of gory skeletons erupt from ground with bone weapons A giant walking squid slides from the skin surface of Xor or just snatches with tentacles A wet tooth lined pit swallows any in area and sucks them into the depths of Xor's belly A flesh tower erupts from ground and pink lizard men plus serpant man wizard step out Pheranome cloud released make victims part of Xor and unwilling to cause it harm Sprays every one with with fluids from flacid tubes, save or turn into a ochre jelly A fleshy roper buds from Xor's Flesh but it might be willing to talk telipathicly Doppelgangers bud from flesh of Xor and separate a short distance away Clones equal enemy opposite made by Xor with biological equipment is born Clones equal enemy opposite made by Xor but with multiple major mutations is born Desirable partner made by Xor to tempt enemies away is born Deep sub vocal sound causes those in area to save or die of ruptured cells Xor manifests as a fleshy drooling idiot titan who snatches and swallows victims FILENAME: EMO_OSR_DungeonBooks.ipt Header: Books Found In A Dungeon This is a quickie inspired by Tower of The Archmage post featuring a minature dungeon library that I could only dream of. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/12/d100-books-found-in-dungeon.html
table: BooksFoundInADungeon How to Recharge a Wizards Wand Secrets of stamina for the lonely enchanter Experiments With Troll Flesh Hundreds of gross things to do with a troll corpses Why I Hate Bards A collection of rants collected from hundreds of adventurers How I Ate My Mother Confessions of a lycanthrope Management Secrets of The Orcs Dungeon boss guide to managing minions Dungeon Design of the 38th Kobold Empire With blueprints and trap designs Carnivorous Plant Arranging Guide to decorating your tower with monster plants Raising Baby Owlbears A complete guide to feeding and fattening owlbears To Serve Man A cookbook for monsters with 363 recipes to cook humans Vampire In My Catacomb Guide to hunting vampires in your family mausoleum Goblin Mating Habits a Illustrated Guide Exotica porn for strange wizards Guide to toad and Newt Licking for Beginners Documents 450 species What Is Inside A Elf Vivisectionist manual for elven studies Bugbear Head Pickling and Shrinking Methodology vol 12 Mutant Venereal Diseases In Slum Populations With over 300 detailed illustrations Diary of a Rot Grub Experimental literature from a hundred and fifty years ago Ecology of the Flumph Detailed but mostly copied from previous essays Devil Swine Spawn of Hell Possibly paranoid delusions of wizard sure he was spied on Erotic Spectres of Exile Island vol4 Sexy supernatural manifestations Dwarvern Secret Glory Holes Description of abandoned mines Delightful Hobbit Holes Decor and design of over 40 hobbit houses Flesh pits of Xor, A complete guide Hopeless flawed book based on hearsay A Treasury of barbarian Catch Phrases Collected from taverns and bars across the world Pleasure Palaces of The East Written by ex concubine Orc Humour of the Eastern Hills Dungeon Complex Level Three Not very funny at all Sex Secrets of a Doppelganger Fictional account based on lurid fantasies of author Dungeon Invertebrates and their Lives F-J Detailed boring book on dungeon bugs Seedy Pamphlets of Shadelport Compilation of forbidden street publications Pixie Lexicon G-H Dictionary of pixie language, mostly beyond human audio wavelength Reptile Men Temples of the Upper River District vol 4 Descriptions of long lost buildings Tumors and Growths a complete Guide Medical manual and surgical guide My Life With A Nymph Unintentional sexy treatise by famous scholar Brick Laying Techniques of the Kobolds Vol 9 Guide to brick styles and laying patterns Halfling Pipes and Curing Methods Complete guide to halfling drug abuse Intermediate Torture Manual From the secret police training fortress library, long overdue Alchemical Supply Catalogue From Shadelport glassworks and alchemical supply co Witch Burning Made Simple By famous witch hunter who was burned at the stake My Life As A Newt Autobiography from wizard cursed bard Paladins, Saintly Slaughterers or Crackpot Cult Critique of famous paladin's flaws Prison Log Detailing prisoners and sentences and incidents of over a hundred years Invisible Horrors of the Microscopic World Descriptions of microscope observations Goats Plot Among Us Wizard theorises that goats are up to something and are intelligent Dungeon Security and Design By royal dungeon engineer of the old empire Realms of the Underworld Explorers journal of the underlands connecting hundreds of dungeons Sex Secrets of the Troglodytes A touching intimate portrait of sub human romance Beatinetics a Guide to Educating Children Explains how beating improves learning Ogre Economics Theories as to how ogres make their money in compilation of essays Goblin Morphology Theories explaining goblinoid races relations Mineralogy of Electrum Theories about electrum being natural or divine or ancient Hobgoblin Aphorisms A dictionary of hobgoblin phrazes and real meanings Goblin Poetry Mostly ancestral lineages and terrible heroic purple prose Constellations and You A once popular astrology text but skies have changes since then Phrenology of the Humanoids Scholar treatise on humanoid skull measurements and personality Chaos Goat Secrets Tales of goat battling and magical properties reputed to come from milk Kobold Pottery Drawings of kobold pots and ornaments and stratiographic diagrams Beast Men Mating Secrets Lurid love rites of monster men as observed by priest Monasteries of the Mad Monks Stories of depraved monks based on gossip and rumour Lost Relics of the Monster Gods Describes terrible artifacts of destruction but often flawed Folk Tales of the Farming Folk Gruesome tales for educating children Hairdressing For the Emperors Court Hair styles long forgotten with diagrams Blood Rites of Forbidden Cults Lurid possibly untrue tales of human sacrifice Lubrication of Dungeon Fittings Guide to making mechanisms work quietly Seed Catalogue List and description of farm seed from Shadelport seed bank Conduct in the Hells Manners explained to help souls migrate through the nine hells Great Court Feats of the Empire Vol 57 Highly prized by cooks for decadent food porn Pickle Merchants of the Lowlands Definitive work on pickle types village by village Ruins of the Bone Forest Discussion on the the long lost kingdom smothered by the woods Brutal Torments of the Black Dungeon Details of torture of famous victims Fleshcaft Magic and artistic uses of flesh and flayed skin bound in human leather Tattoos of Criminal Gangs of Shadelport Document hundreds of tattoos of mostly defunct gangs Halfling Handycrafts Documents knitting, weaving, pottery and other domestic arts Halfling Recopies Actually a book on eating and butchering halflings by evil elves Metalwork Ornaments of the North Drawings of metal designs of decorated functional items Hoards of the Deep Lists of found and lost treasure describing most valuable and magical Filthy Limericks Potty humour with detailed footnotes for the witless Harlots of the Redlight District Actually a non erotic book of medical examinations and welfare Of Bondage and Beatings Guide to beating and knot tying for sadists and slaves Light Operettas of the Masters Guide to stage craft, costume and music of popular entertainment Corset Making Elaborate guide to making corsets and selecting bones and animal parts Whimsy of the Dancing Owlbears Describing the cruel spectacles of the empires court The Art of Shanking How to make shanks, slit throats and stab people by master thief Hating Orcs Guide to hating orcs and why orcs are all bastards, includes how to torture them Goats I Have Known A nobleman's ode to goats he loved in beautiful verse Racing Flail Snails Disastrous accounts of this empire court folly in fashion 300 years ago Erotic Lycanthropy Curious wizards love making with various monster shape shifters Rat Populations of the City Sewers Documents many rodent types and detailed population studies A History of Artificial Limbs With useful diagrams for surgeons Underland Fishing Stories Fish catching in underground wells and lakes and dangers Eunuch Making for Pleasure and Prophet Guide written in the western desert kingdoms Succubi and other Attractive Denizens of the Deep Erotic misadventures with monsters Harlot's Tales Stories collected from elderly prostitutes and mistresses of the the rich Dungeon Engravings & Writings Thousands of graffiti texts from dungeons Goat Herder Songs of the Southern Hill Country Exactly what the title says Witches I Have Burned Collections of legal documents and case files of a witch hunter Misanthropy and Nihlism for Beginners Written as revenge on world by prison inmate Endurance for Lovemaking Folk remedies to improve sex life and cure male impotency Dog Breeds of the Humanoids Detailed lore on breeds, training and recipes of dungeon dogs Folk Instruments of the Goblins Detailed drawings and descriptions Demons I have Summoned Descriptions and summoning tips of dozens of demons Secrets of the Black Barron A forbidden book of mostly lies by a bard of the empire Beautiful Boys of the Docklands Guide to pederasty for city noblemen Married Woman's Almanac Medical advice, child keeping tips and recipes Codpiece Collecting Descriptions of the codpieces of all the major races and regions FILENAME: EMO_OSR_DungeonDetritus.ipt Header: Dungeon Detritus Dungeon detritus is crap you find in empty rooms and boring corridors. Common stuff is mostly not valuable but beginner murder hobos might find a few scraps. This could also be things you find in a fishing hole, trench or garbage heap. Exotic detritus is weirder and maybe dangerous. The exotic list also serves as red herrings. Players will try to rationalise them and think must be logical explanation. Poor poor players. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/12/common-dungeon-detritus.html
prompt: Show me: {Common Dungeon Detritus|Exotic Dungeon Detritus} Common Dungeon Detritus table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: CommonDungeonDetritus Missing limb Pool of blood Broken bones Dead dried rat Severed head Dried old ear Pool of slimy algae Maggot ridden dead rat Broken pieces of wood {d4} caltrops Dried old scalp Squashed and soiled hat Glistening turd Mouldy hunk of bread Tangled fishing line with bone hooks {d4} iron spikes Chalk pieces Old boot Harmless patch of mould Half chewed dried ration buscuit Mostly used wooden torch Greasy old tallow candle stubs Bloody earing with torn flesh chunk Finger Hunk of rotten cheese Pool of urine Slippery diarrhea patch Dented pewter tankard Broken wooden bowl Cod piece Fancy curly toed shoe with bell Smashed lute Dented helmet Broken wooden shield Broken weapon Mostly burned map Burned wizard hat Wooden spoon Broken clay pipe Tobacco pouch Empty grog bottle Broken arrows Empty wineskin with hole Length of 10 foot smelly chewed rope Smashed trap Broken chain links and manacle clasp Filthy shirt Soiled trousers Old glove Axe handle Broken pick Broken drum Lost baby giant rat Largish funny coloured egg Huge mushroom Crumpled stained erotic print Goat horn Large beetle Greasy stinking animal collar Feathers Spilled handfuls of grain Crushed wicker basket Old rags Scrawled note complain about dungeon boss Adventurers letter to loved ones Creepy fetish doll Broken terracotta miniture figure Monster tooth Huge scales Snake skin Shed [|bug|spider] skin[||, looks alive] Skull Rotten apple Chewed deer head {d10} corroded copper coins Pile of ash, possibly a book Handful of acorns Battered pie tin Old tiny leather jerkin Pile of broken bricks and crumbly mortar Pile of hair Dried monster placenta Blunt saw Toasting fork Pile of firewood kindling Old sack Old straw stuff pillow Moth eaten blanket Broken [|glass|ceramic] Filthy wig Jar of "miracle virility" pills Bundle of improvised bandages Jar of grease Scattered incomplete thieves tools Scattered fingernails Broken hammer Tin plate Old belt Pile of sling stones Basket of soiled laundry table: ExoticDungeonDetritus Hunk of troll flesh Small shrine of evil cult Jar of virgin tears Magic mouth spell Kyuss grub Corpse actually a zombie Cursed weapon Quiver of arrows Rott grub Pile of bones actually a skeleton {2d4} scattered darts Corpse with carrion crawler grubs Poisoned caltrops Finger with magic ring Patch of yellow mould Stone with permanent light spell Iron hand grenade with flawed fuse Bottle of holy water Patch of green slime Huge dung ball with giant scarab beetle Unicorn dung heals d4 damage if smeared on wound Scroll has been used as toilet paper Magical runes (probably explosive) Cursed runes Lost adventurers dog Lost linkboy whose party vanished Magical dungeon pie Pool of strange magical liquid Teleporter pad Potion bottle Crawling undead hand Glaring undead eyeball Huge spider pinned down with a dagger Lost goat with pack Sack of copper and brass plates, vases and candlesticks Sack of torches Wooden crate of candles Small keg of beer Pot of warm soup Huge steaming pile of fresh dung Strange disorientating mist Permanent darkness spell Giant rat burrow Pyramid stack of skulls Large monster egg in nest Sack of cultist robes Bag of {d6} live hens Stray young pig Scattered deck of hand painted cards Shrieking fungus patch Mass of giant spider web with mumified goblin husks suspended Spade, pick and pile of rubble by a hole Lit storm lantern and oil vial Pocket of flammable gas Pocket of poison gas Pocket of stinking gas from dead troglodyte Kobold lost slave in expensive jester outfit Musical instrument Ivory chess piece Manuscript wrapped in string of adventurers Large pot of fermented cabbage Mimic in chest form taking a nap Spool of wire Pack of thieves tools Box of pots, pans and field stove Silver dagger Polished metal mirror Hourglass Wolves bane bunch Nice knife with ivory handle Sack of kittens Stone idol of elder god Large stoneware jar of lamp oil Starved unconscious abandoned slave Barrel of pickled heads Donkey ladened with adventurer supplies Hanging smoked hog jowls Gold coin with contact poison Human baby Stone statue head Sheet ghoul hanging from wooden peg Crystal with spirit inside will try to posses holder Cat actually a polymorphed adventurer [|Imp|Gremlin] in a bottle Adorable baby hook horror Goblin children playing ball Crystal ring used as scrying device by evil wizard Box of black lotus resin and ornamental iron pipe Smugglers book with codes, dates and list of contraband Box of fake beards Torturers trunk of whips, thumbscrews and blades Halfling chef in a sack Headless corpse with magic boots Stuffed mermaid in display case Monkey with fez, bongo drums and begging cup Invitation to vampires ball in a distant castle Brain in a jar Keg of honey (save or causes hallucinations) Mindflayer head (looks like octopus first) Dragon claw FILENAME: EMO_Roadwar_DeathCults.ipt Header: Wasteland Death Cults Wasteland death cults are a common feature of outback life. Most cults don't waste time fighting gangs or the law. They are secretive, mostly involved in ritual and power plays. The cults mentioned in Wasteland Gangs act more like gangs and have petty concerns of gangs. My earlier gangs for city sprawls is here too reminding me all these factions fine for a superhero game. Real cults are weirder. When they arise from hiding with pointy hoods, torches and bloody daggers they are seriously pissed and intent on killing. Mostly they use the law or pawns or use plainclothes to get normal folk to help them. Hooded robes worn by cults tend to be of a colour with a cult symbol on the chest and others on hoods indicating rank. Some of these cults were harmless twenty years ago, now they have gone over the edge. More things from beyond are leaking through the veil again. Inhuman intelligence recognize cults value. Some cults have similar names and identifying them and exact differences can be hard. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/12/d100-wasteland-death-cults.html
prompt: Show me: {Pregenerated Cults|Create a Cult|Secret Cult HQ|Cult specialties|Cult Resources|Public Relations|Cult Leader Features|Evil cult scheme|Cult Leader Twists|Intercult Relations|Favorite Cult Weapons} Pregenerated Cults table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}& {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: CreateACult
& Secret Cult HQ[@SecretCultHQ]& [when]{1d2}>1[do]Cult specialties[@CultSpecialties][end]& Cult Resources[@CultResources]& [when]{1d2}>1[do]Public Relations[@PublicRelations][end]& [when]{1d2}>1[do]Cult Leader Feature[@CultLeaderFeatures][end]& [when]{1d2}>1[do]Cult Leader Twist[@CultLeaderTwists][end]& [when]{1d2}>1[do]Evil Scheme[@EvilCultScheme][end]& [when]{1d2}>1[do]Intercult Relations[@IntercultRelations][end]& Favorite Ritual Weapon[@FavoriteCultWeapons]&
table: SecretCultHQ Abandoned mine Burnt out mental hospital Abandoned prison complex In a cave complex Abandoned high school Old haunted house Mausoleum under a graveyard Old warehouse in ruined industrial area Ghost town Concealed under prehistoric barrowmound or rock monolih Abandoned base d41=mining company 2=military 3=corp black lab 4=bunker Abandoned factory d4 1=abattoir 2=sawmill 3=frozen food 4=cannery table: CultSpecialties Abduction and brainwashing for new members Murder and suicidal assassins Cannibalism and Black ops training from war vets Human sacrifice Martial art school specialization Honey pot seducers and flirty recruitment Mad terrorist attacks nobody understands Drugs and poison Black lab mad science and Implant technology Exposing selves to mutagens or hybridizing with non humans Aiding the undead and working with them table: CultResources Fleet of transport vehicles, armoured limousines and pursuit cars Armoury of militia weapons and facilities to manufacture ammo Access to high tech corporate technology, cash and security forces Access to massive funds from cultists ready for lawyers and security Gang of cheap stupid underling thugs in lower cult ranks Criminal connections to help getting vice and dumping bodies Political connections with many local office bearers with cult ranks Sweatshop where cultists produce d4 1=food 2=drugs 3=necklaces 4=ammo Secret tunnels connecting homes, worship and public locations Many cult members have unusual abilities d4 1=magic 2=psionic 3=mutation 4=cyborg Cult have access to a powerful magical relic or esoteric tech item Cult have a monstrous thing in a pit or elite exotic champion table: PublicRelations Locals hate them and have murdered a few and tried poisoning them Locals weary but apreciate the business Local Law and government have been secretly tainted by cult Locals are mostly afraid and avoid crossing the cult Locals love the cult and thing ousiders are persecuting them Media have outed cult as dangerous and fearful State or federal law investigating them possibly undercover Private hired infiltrators working on cult to get members out Federal espionage agencies investigating and infiltrating Corporate sponsors use the cult for some sinister reason A famous celebrity in cult has boosted public interest Locals on verge of lynching cult and burning headquaters table: CultLeaderFeatures Cult leader hedonist drug abusing sex maniac Cult leader is serial killer Cult leader has magnetic personality Cult user has huge sex appeal and appetite Cult leader independently rich and powerful Cut leader sells bathwater for $1000 a shot Part of a bigger super cult or an agent of some group Several surprising secret identities Leader hears voices from overspace Cult leader has supernatural psionic or magical powers Has a companion d4 1=pet 2=concubine 3=bodyguard 4=scientist or wizard Leader serves inhuman alien space gods table: EvilCultScheme Control local politics Murder attractive young people Rise up and murder locals Destroy rival cults Built a weapon of mass destruction Harvest money from saps Mind control a community Murder famous people or celebrities Terrorist attack (and some bankjobs for practice) Preparing a bunker or militia fortress or secret temple Increase exposure to mutagens Deal with a faction of undead table: CultLeaderTwists Leader is really an alien hybrid Leader is really an espionage agent Leader is unbeliever and con man Leader has multiple personalities Leader is mutant or psionic Leader is possessed by entity from overspace Leader is a time traveller Leader is remotely controlled by technology or magic Leader is a wizard or witch Leader is a prehuman monsters Leader possessed by spirit Leader is really dead (possibly undead) table: IntercultRelations Recruit from many gangs and cults Use several cults as stooges to blame for everything Use a similar cult as a smokescreen Create fake cults to confound enemies Have a war with a rival cult Actually split from another cult and are now rivals Infiltrate other cults for secrets Allied with other cult against mutual enemy Create sleeper agents within other cult Control leader of another cult Freely share members with other cults Cult is a stooge of a greater cult table: FavoriteCultWeapons Dagger Sword Strangulation by hand or weapon Sickle or other archaic tool or rod Rod or truncheon Staff Martial arts Fire Poison Acid Drugs Exotic martial art weapon table: PregeneratedCults Freemasons Occult symbol aprons over suit or uniform, the original club for protestant businessmen out for power, corruption and influence, most members are grey haired old men now but they have money for mercs and skilled vetran officers among them. They have many sects and rival national traditions Comasons A sect of masons where women are admitted equally. Not as rich or powerful as the original but tries to remain a competitive threat and has women in it. Much rarer and secretive still are all Women Masons. As sects with less resources are personnel they are less violent. They may also hijack apparatus of other sects or use third party cults Egyptian Freemasons Include many non anglo proponents of African or Middle eastern decent. Their uniforms are sometimes inspired by ancient costumes from egyptian art. They have been known to assist alien gods or have factions that do The Argonauts Blue greek letters on white, a greek business mans fraternal order in competition to anglo cults and biological and android tech creations of mythical monsters Independent Order of Oddfellows Chain links and hand symbols on white. A popular fraternal charity org for business men realy in contact with beings from overspace Sheild Brotherhood Wear colorful tribal cutural costumes and body paint and tatoos. Publicly tribal heritage and welfare group but also act as conduit of magicians and initiated warriors. Actually many have special forces training and are competitive athletes The Order of Druids White robes with prehistoric symbols. Publicly perform rituals and build monoliths, mostly country minded gentlemen and women in business. They also control sport time tables and gambling rackets. They do perform blood rites and sacrifice and burning in secret, especialy in public and government buildings Theosophy White robed order of occult scholars with most members in it for the new age courses and buffet and singing. A minority are wizards outright trying to flex their occult muscles and sell books. This minority are unpredictable and occasionally rise up in a violent murder spree. They also kidnap gifted children in search of a chosen one to start new age Golden Dawn Black robes with white striped Egyptian head dress. A long lasting society of scholar magicians and once dominant for a hundred years the UK scene. Many wizards are willing to push extremes in search of magic. Illuminati Gold robes but many sects and factions. A divergent sect from Freemasons interested in financial and political power through manipulation. The oldest sects are still following ideologies of the 17th century with ritual orgies and use murder to silence and achieve ends. Modern sects all have different beliefs and incongruous histories. They are created by agents to act as distractions and many continue living a lie after the agent moves on. The strangest kind are agents who claim to hunt conspiracies but actually clean up messes from rogue cells. Some agents might not know they are agents and will do anything to fight the beast they fear. Over centuries hundreds of confused false sects have been created Thule Brotherhood Seek to raise their lost continent of aryan supermen. This robed occult brotherhood aid Nazi and racist groups and possibly have been influence by beings from overspace attempting to restore their prehuman land mass and conquer the world when the stars ar right. They also seek artifacts they claim prove their cause. Their robe wearing order frequently has schisms and forms new factions. They are also fascinated in creating super soldiers Satanists Red and black robes and masks, older generation ruled by 70s swingers mostly into vice and orgies. Otherwise respectable local businessmen. Some dedicated wizards will gamble with high stakes occult forces or a demon like entity. Occasional they practice human sacrifice. The punk and heavy metal loving members infiltrate or imitate biker gangs who raid satanist territory and perform brutal missions Cromwellians Christian puritan sect who preach law and order and humility. They patrol areas with their new model armies - disciplined and well armed goons. they also assassinate celebrities, dandies and style icons but nowadays broadcast beheadings as a warning. The New Puritans hunt witches, mutants, homeless, psionics and other undesirables for cleansing. Puritan Youth turn in their parents and spy on people. They have a growing membership and are establishing fortified towns. Anticult Wear normal local clothes. They don't think they are a cult but they act in secret, kidnap people, reprogram captives and infiltrate other cults. Many are fanatic and dangerous. Blame everything on cult corruption to explain why they just killed someone who crossed them Scientology White robes or silver waistcoats, once an international major religion now a smaller more fanatic cult that spends it's time trying to expose aliens so it will prove all their other theories. Still interested in preying on the troubled and needy and sucking up money and psudotherapies. If their ideas are scruitinised, members threatened or or their programming centres are exposed they mark foe as an enemy for death The Templars Wear knight chainmail and tabbards, a former Christian sect of warrior monks. Since being outlawed centuries ago they are secretive hoarding treasure and knowledge. The cult is so old and fragmented one sect might worship devils, another hunts immortals while another hunts wizards or keeps the holy grail or collects relics. They are dangerous with corporate funding and equipment Mithrites Wear ancient robe and Phryigian bonnet. Originally an ancient Persian-Indian religion once common in Roman Empire. Now hidden behind scenes of power and influence. A male sect encouraging gay rites of initiation between members of various ranks. Quite happy to be warlike and kill outsiders who reveal secrets or are in the way. Members very attractive and suave. Important ranks grow up with a personal protector and companion. Cult members lives are planned for them to benefit the cult goals having been controlled since birth. Inner cabal belong to certain bloodlines in Canberra. Possibly connected to alien entity Children of God A christian sex cult that uses flirty fishing to recruit. As the cult came under threat they have taken up arms and established communities in the wasteland. Rampant sexually transmitted plague necrovirus and the state seizing their children slowed them down in 80s. Apparently smiling singing protestants, they are heavily armed sexual predators. Some clans are incestuous or all related to a single leader Universal Church Mostly white and some black uniforms. Many are cyborgs with cult brainware. Believes all religion is one but kinda look and act christian by default. They have taken over towns with personality cult preachers moving in first. Now they want independent territory and are stockpiling guns Aum Supreme Truth White robes with electronic box on head. Promise to teach psionics and superhero powers, this scifi buddhist cult with too much money tries to hasten the apocalypse with nerve gas and lasers and biological warfare. Their black lab science, hopeless incompetence and fanaticism make them do some outstanding feats of terrorism and accidents with strange forces. They like automated weapon factories and bunkers to survive the apocalypse. They really liked Isaac Asimov's Foundation books. The leader is a partially blind maniac convinced he is a new Buddah. They are the kind of cult that might fight James Bond Aetherius Society Blue and yellow monk robes. A UFO religion in contact with beings from overspace who have trouble manifesting on this plane. Cultists are mostly moderates but if directed to a task by alien masters they will do anything. Alien powers might enhance their leaders and the beings beyond can desiccate a cultist or enemy into dust by possessing them Raeleans Silver jump suits. Believe in communion with aliens, cloning and sexual freedom especially with aliens. Once harmless now build secretive black labs and creating artificial aliens to prove theories. Will kill any who get in way of their alien love schemes or cloning their dead founder a french motorsports celebrity Nephalim Wear white robes, claim their leaders are reincarnated giant supermen from ancient times. They are always trying to find proof of advanced ancients, reincarnation, magic and more. Some reincarnated beings reject their advances and must be killed to awaken their next life or in some cases they use saturnium metal which kills their spirits forever. They have many old journals of the ever living ones from different times and spell books. They often try to forcibly kidnap people as reborn ones or servants. They claim warlike souls enjoy being deathracers Knights of Klingsor Wear gold and green robes and weird gold torcs and crowns.Claim to follow an immortal sorcerer who is said to have influenced history and dealt with the dark gods of overspace. There have been several leaders who have claimed to have been ocupied by the spirit of Klingsor over hundreds of years Charlie's Legion Wear army surplus long hair, beads anf headbands. A paramilitary hippie sex drug murder cult serving life sentence inmate Charlie Turner. Yearly his suicide cultists attack celebrities and media outlets, many followers identify him with Christ Count Orlac's Children Claim to be a vampire cult following an immortal. They tend to wear business or formal or retro suits. This was mostly treated skeptically by law but since the zombie plagues people are more willing to believe. The cult has surged in recent years, fanatics will do anything to become imortal uundead. They trade in illegal blood supplies Wastelords Wear feral scavanged wastelanf gang costumes. They follow the mask wearing Wastemaster who teaches only violent death in his service matters. Increasingly large hordes gather for huge wasteland festivals and parties. Their isolation so far has kept them from large clashes with authority. Many theories about the Wastemaster circulate often Kelly's Heroes Are a huge biker gang who started as a small gang led by Kelly who now is in hiding as the cult has grown. They went from a gang to a large popular anti undead and mutant christian vigilante group. Now include criminals, drug addicts, homeless and anyone they find morally flawed they crucify and torture in the lords name. Kelly is a wanted fugitive and hides but some say he has a sinister reason for never showing his face Tsarinas Founded by Anastasia Goldenrod a popular sanctioned op but after near death she claimed to be a reincarnated Russian princess and now leads a horde of women in white jumpsuits, gold jewelry and sunglasses. They have been establishing drug labs and fight cults and gangs to carve out territory. The Princess is well funded and well equipped and many theories about their funding abound Emperor Aulus Claims to be a reincarnated ancient Roman who plans to restore Rome over generations if need be. Many live a second life online as Roman citizens with friends and families. The richest go to a Roman resort club and some whole towns have sprung up. The have gladiators gangs, roman infantry and car using "cavalry" and the Emperors Personal Guard loyal to Aulus. Many dress in roman like but modern clothes and armour Accept The Beast A cult who embrace the undead and mutants attempting to become both. The wear hooded robes and like glow in the dark mak up so they seem radioactive. They capture monsters and drink their blood in ritual orgies. Each such ritual they eat a failed initiate. To join you must kill and eat someone unknown to you dictated by the Initiation Committee Bloody Jacks Started as a harmless steam punk hipsters who increasingly made their costumed equipment functional. The Bloody Jacks emulate Jack the Ripper in secret often framing other cults or gangs with inept graffiti Freddy' Nightmares Grisly ghoulish serial killers mostly hunting teenagers for sport. The enjoy psychological torture. Other sects include the Jasons who get sub-dermal armour plating use machetes and wear wearing hockey masks and slovenly overalls. Another are the Pinheads. Any terrible 80s horror film could spawn a sect The Ding-a-lings Seem to be a hillbilly clan of road nomads, homeless and camping in their gang of vehichles. They are jolly, generous, gullible and a mix of attractive and hideous. Some has loos morals and others aint. Actually they are cannibals dining on loners and runaways they sucker in the name of their demon lord Kraal. Granny is a witch with weird psychic powers Turkey Shooters Racist classiest rich and rich wanabees who hunt poor, worthless and prisoners they buy from prisons. They stage various contests where highest bidding members get to hunt a victim. Some use cars, some on foot. Their videos leak online all the time and hunters have increased using gimmicks and getting on TV Save Australia A failed political party and social movement that now on hard times live increasingly in the rural areas and the wasteland. They establish racially segregated tribes and then operate as ethic cleansers and bandits to strangers and rival cults or gangs. They like to lynch people that don't fit in their conservative towns. They ritually sacrifice a victim at weekly initiations The Dacey Clan A large redneck rural family all corpulent obese who recruit newcomers into the loving arms and jowls of Mama Gordon. They also kidnap and brainwash new members and share them around the community. They preach death to funny city folk and lead mobs to lynch and kill the intruders. Some of them are starting to eat their victims. Slashers Wear hooded red robes, sect of copy cat killers emulating the original 80s sect killed by police in 1979. The cult claimed to be inspired by space gods Kalima Sect Wear masks and turbans and use exotic Indian weapons like flexible swords. chakra, katar and wavy blades. They murder kidnapped victims and refine their deadly martial arts. They also have adopted modern automatic weapons and computers which they use to stalk victims and delete their existance Order of Transcendental Aquarian Knights Dress like hippies and take lots of drugs. Several cells have gone insane with supernatural beliefs and armed violence. Some had to fight to survive and now they pre emptive strike first and armed strangers Sons of Sweet Lady Luck Are suit wearing scoundrels, often mobster clans join entirely and worship dice, games of chance and risking their loves often betting on each other and escalating each game. Some gangs fight each other and use other petty crime and vice to fund gambling. They kill quite a few people as a matter of course The Key Club Began as a neighborhood swingers club and have over run suberbia across the country with a mix of sex, corruption, vice, blackmail and murder. They now worship Dionusys and Venus. they wear purple and green robes Sisters of Bast Worship an egyptian cat god and they act like a social club or sex club to outsiders to hide their rituals. They dress up for every occasion often with cat or Egyptian themed art. In rituals they wear ancient dresses and cat or lioness masks. The Lion Maids are deadly in combat and act as assasins The Order of the Brazen Noon Created by Therodan Marks to be his sex and drug secret society has lived on without him. Many members gather for drug abuse and occasionally they see who can perform the most heinous act. Preferably something you would get lynched by mob for. The Celestial Court Gather to take drugs and perform sex rites. Wear turquize robes and preach new age healing and philosophy. They take drugs that plunges their minds into the early days of the Earth when inhuman things crawled. More and more drugs forgotten for aeons have come into their possession, used by ancient wizards to contact inhuman gods The Knights of Midas Live lives of pleasure like ancient kings in secret club houses. They brainwash an army of goons and harem slaves and put them to work in hidden utopian bunkers. Occasionaly they perform a heist to fund them The Platinum Cats Believe in stealing, hiding and hoarding pretty things and luxuries. Have elite modified agents each in command of a base and a squad of fanatic clone goons. They only steal money to pay for operations and only care about aesthetics and blocking the common heard from great treasures and beauty Plutonian Brotherhood Consume alien drugs from strange pushers in the hills. They have time travel visions and are convinced they can change history and see the future. These purple robed drug addicts claim they can kill enemies as they are being bored. Many superstitious wastelanders don't believe in. Some plutonians claim to see primordial horrors then disapear to who knows where Leng Brotherhood Spread the occult narcotic Leng dust and serve many elder gods. The wear turbans and have dark hairy faces and a funny walk. Besides smuggling drugs many seem to have inhuman hybrid features. Nobody knows how they cross the world with impunity and without air or sea travel Brotherhood of the Many Who Are One (or 'Clone Pimps') Started as a criminal drug cartel but used money to enter cloning and brain scanning industries and got weird. Rapper MC Xero has cloned himself and oversees every branch and initiates new members street gang style. The sell clones of celebrities and rent out their clones for parties for rich. This is a serious breach of studio trademarks and law take them seriously. Increasingly Xero calls himself a god Dagon's Mariners An order of retired sailors who still have many connections from lifetimes at sea. Some seem to be mutants with fishy taints. Most wear sea uniforms, have weird tattoos and handshakes. In secret they wear ritual fish head robes of the seven fishy sages. In these ritual chambers they call things from beyond. They also have collections of strange islander sea god statues. They also operate maritime piracy, wrecking ships and smuggling (drugs, slaves, fugitives) Yellow Scourge Serves Hastur and the king in yellow. They work in secret to influence and corrupt officials seeking world domination. They wear yellow hooded robes and serve hidden lahmas with strange powers and guardians. They also taint the arts with sinister works that change the audience for worse. Strange creatures have served them including mutants and undead. Crime involvement has increased cult and helps it spread further corruption and find goons for public actions Si Fan The criminal cult controlled by notorious Devil Doctor FuManchu, a reputed immortal serving a secret empire. Having spent decades in Europe and America and the Middle east, now he resides in Australia and uses any technology or other cult to spread his schemes for world domination through crime. Sect has many orders with different missions including martial artists, weird assassins and more. Black Demon Tong A tong brotherhood involved in crime for centuries in china. They also notoriously interested in the occult and claim to worship a demon sword and follow whomever wields it. Smart dressed magic tatooed gangsters who use guns and kung fu weapons The Children of Xenu Pretend to serve the much maligned former cosmic emperor Xenu who was turned into a being of pure spirit when he assended to overspace. Just by giving them all your money and autonomy they provide a home, purpose, job and training with the prophets of Xenu on their luxury yachts. They also sell the children of members to organleggers Big Sid's Brotherhood Big Sid was a crimelord who founded his cult in 80s after a near death experience. After he left prison he began dressing oddly and established his first cult labour farm. his gang were a bit surprised but have continued operations but keep it away from sid and out of sight from lucrative cult saps. Farms are terrible sweatshops and members are fleeced dry. Families and lawyers who cause the brotherhoodproblems wind up in barrels of acid. Sid seems a marlyn brando like peaceful huge bald man who stares into space for hours. His goons can flip flop from kindly cult orderlies to killers in an instant Freedom Resistance League Operate chains of survivalist bunkers and militia groups across the nation led by General Musgrove, appointed by god to rule after the apocalypse. The end of the world has been a bit slow so they also deal in arms and renting militia men to other orgs, especially crooked politicians, racist groups and corporations. Many are ex military from international backgrounds The Golden Trapezoid Superficially a financial training organization but in fact are a money grubby cult who's training includes numbers rackets, gambling, rituals and drug abuse. They regularly fleece peoples life savings and use the cultic community aspects to silence complaints. Homeless members can live in their centres and can earn a living as recruiters. Have managed to engulf whole town fire and police departments and some government departments Children of Light A healing sex cult using faux medicine and flirty fishing to entrap members. They also drug ritual attendees to facilitate members divine experiences (LSD). They have become increasingly paranoid after government shut down some centres and took many of the cults children into state care. Now they are sounding increasingly violent and hostile, teaching outsiders are enemies The Chrysanthemum Club White suit wearing cheerful people with floral garlands and free hugs for all. They prey on immigrants and actually are sex traffickers and slavers. Rich members are provided slaves who will do anything even die on command. The cult use deep programming, starvation, sex, drugs, torture and experimental mind control. The founder was rumoured to be formerly in government Psi-ops and propaganda Bloody Hand Ninja Followed corporate masters from Japan to Australia and serve as industrial spies and assassins. They in fact serve a demon and their masters seem to be able to resurrect members who exhibit true fanaticism. They recruit from locals and have created satellite cults including a demonic rock sect (Blood Sons), martial art gang the Red Fist and an occult business mans fraternal order the sarlet hand. They have been using these to spread. influence and pave the way for the apocalypse The Purge A mutant cult who began as a pro mutant anti human sect but increasingly just use that as rhetoric and recruitment for real purpose assasination for hire. They still murder anti mutant figures but prefer to blame others than take credit. Many don't believe they are real because of their cell structure and misinformation campagns. Mutants generally think well of them Crimson Cobras A sect of Thugee who fled India in the 1800s and now operate from the west. Murder is a sacred responsibility and they only perform some jobs for hire. Mostly they randomly kill anyone in their bizarre initiation rituals. Secret shrines have a kali statue often with articulated limbs allowing the statues to decapitate or dismember sacrifices. Many use exotic ancient hindu weapons and live cobras for kills. Some shrines have giant mutant cobras and they perform exra ordinary feats of athletics and yoga The Skull Men A society that admits only rich and beautiful and athletic. Member hunt victims for sport and occasionally make contests from contracts rather than money. Their decadent parties make most people think they are just a sex cult for the rich Fire of the Atom Devoted to escalating WW3 by assassinating officials, attacking the military, hijacking weapons and creating fake news. Members operate wasteland strongholds and include mutants and plague victims who believe they will thrive in a post war world. Despite feral gang appearance they rob to gain funds to expand their bunkers and kill important officials leaving fake evidence of foriegn powers Celebrity Head Hunters A cult dedicated to decapitating celebrities, the more heads of fame the more status members gain. They come from privileged homes in the policed zones of the inner city. Murder race track stars have become the hot new celebs to behead so they increasingly leave the cities. Many are rich, attractive and have subdermal weapons systems like mono garrotes Nizari Ismailis A medival islamic assasin cult who use drugs for brain washing and hire out services to highest bidder. Each continent has a secret base led by an "old Man Of the Mountain". They have been increasingly used to interfere with with death racing by rival interests. Members are fanatic martial artists Tattooed Dragons A sect derived from Chinese mafia specialising in assassination, esoteric brain washing and martial arts. The cut is well funded even having their own submarine for international missions. Utterly ruthless they often brainwash high profile persons who travel internationally. They sadistically punish any who betray or displease them and claim to be hundreds of years old Black Star Brotherhood Anarchists seeking to bring down those in power by random bombings of important people and to foment war hopefully leaving the world an anarchist village based commune economic paradise that will arise from the ashes. They recruit desperate broken people and indoctrinate them into suicide bombers. they see WW1 as a great victory of theirs which helped wipe out the hereditary aristocracy of europe Red Murder A cult of communists who believe killing politicians, the rich and celebrities will help destroy the capitalist order. They are fanatic and suicidal killers and sometimes they raise war bands of armed vehicles to attack events or cross country races. They also like to booby trap death racers Brotherhood from Beyond Seek to open the veil to ultimate reality of overspaces where alien entities long to devour human kind. Most robed members use rituals but the new ones developing resonators that alter human brains and open the mind to viewing the higher realms. These devices mostly result in strange deaths and possession by such entities results in bodies exploding from high pressure Reptilian Order Believe reptilians from space once ruled the earth and seek proof. They also have influenced many political groups and in the name of self preservation they kill any who speak ill of the reptilian rule. Most recently they have been studying reptile like mutations and genetic hybrids to breed as soldiers The Brotherhood of the Pharaohs Crazy racist sect believers Egyptians built tombs in Australia and government has covered it up. From their secret temples members participate in rituals wearing ancient Egyptian robes and. They increasingly steal egyptian relics and supernatural texts. They dream of restoring Australia to It's Ancient Egyptian glory. Aboriginal peoples are not too impressed by these claims Bunyip Dynasty Was part of a failed movement in 1800s to introduce own royal titles for Australia. Once failed the brotherhood established secret functions and balls where members wear old world clothing and have ordained themselves with titles. Lesser members are given knighthoods for waging war against the poor, communists, egalitarians and anti monarchists. They constantly lobby right wing wealthy politicians and tempt them with financial support Hellfire Club Started as a faction from the notorious English club. They dress in old world clothing and mostly have decadent pleasure parties with rituals and drug fueled orgies. Being from the well to do they murder anyone exposing their secrets Doomsday Riders Started as a motorcycle gang but a veteran held by exotic asian cult returned and took over using what he learned as the Doomlord. Military fatigues and motorbikes are standard kit. The Doomlord is a huge man and a brilliant martial artist and psychically resilient. He preaches the world is doomed, esoteric asian occultism and nihlism. Many members have military and the masters training. To raise money the cult lay waste to ruin small towns for corporations Golden Talon A Taoist alchemy cult steeped in Chinese occultism, with sub sects of tong like criminals, robed assassins and agent infiltrators. The cult claim to be led by a group of supposed immortals in a secret underground kingdom guarded by dragons. They seek power through espionage and occult means Ghost Warriors A coalition of intentional indigenous magicians seeking ancient tribal magic to drive away and punish settlers on their lands. Many use shamanic magic including spells to resist bullets, heal and conjure spirits and elder gods Metron Brotherhood A secret order of rich occultists who seek to become gods through human sacrifice and channeling the dark gods and demons. They generally purchase quiet compounds in wasteland areas where their thugs bring up to hundreds of sacrifices. They have so far have the bad luck of been stopped by police, local gangs and meddling strangers Revicationists Hope to restore long extinct species like dinosaurs and Pleistocene creatures and plants and even improve them to survive. Many were involved in the Pleistocene and Cretaceous Park corporations . When those companies collapses cultists took many animals and tried to relocate them to isolated valleys and locations to breed them. They aggressively fight to kill any who harm their animals and are willing to perform acts of terrorism or drive away townsfolk to create habitats. The still infiltrate corporations and fight corporations who claim to own animals or who in turn try to steal eggs or embryos from the cult. Devout members grow embryos inside themselves Mentat A cult of self proclaimed geniuses who do to their training on filling out IQ tests claim they have moral superiority on every issue. Since they started wearing robes. performing rituals and plotting to kill all people with IQs of under a 130 or replace them with clone morons. They have been working on viral weapons and studying the necrovirus to see if it can be modified to only effect lesser brains. Some of their experiments have gone wrong. Their superiority has alienated them from many but has attracted some very rich members Servants of the One Follow the preachings of imprisoned former owner of a genius sperm bank who impregnated over 500 clients with his enhanced offspring. The cult who have his DNA seek to propegate him as much as possible through cloning, replacing samples of sperm banks with the master and developing new ways to impregnate women with the masters holy seed. They estimate in four generations they can replace the whole earths population with the masters spawn bringing worls peace and a global hive mind. They happily kill any in their path, infiltrate corporations and operate isolated black labs Mindwipers Work with mind recording and hacking technology and abuse it to create cultists and agents. The founder used the tech to create a first gen of agents who have gone on to replicate their programs on others. They infiltrate corporations and government but operate wasteland black labs. Worst case action of the cult is able to hack insurance clones and overwrite client memories and turn them into devotees of the cult Methuselans Seek immortality but the rank and file of the cult are just being exploited for cash. They operate cryobanks for the rich they claim can one day be resurrected which has made them rich. They fund cloning and stem cell research but also drain blood and organs of youths to keep senior members young and healthy. They operate many enclaves with labs and freezers including one in Antarctica. They have been accused of murdering investigators seeking to expose them. Those they cant silence by murder they bribe with medical treatment Datajackers A hacker cell that exposes secret documents of governments and corporations. In some instances they have been praised by some sectors of public but have also caused problems in legal cases and created mass panics. They are especially after information on UFOs. They are monitored by many local and foreign government agencies. As they gained fame the organisation has increasingly gone insane and murdered infiltrators or suspected traitors. They have also bombed supposed alien hybrids vehichles Lords of Atlantis Claim decent from sunken Atlantis and even have a secret language and alphabet. The have enclaves that have ancient decor and members clothing. They also have underwater bases, habitats and research labs. They have been funded by billionaires and treasure hordes found underwater. Genetic modification is also a possible program. They operate ancient occult and super science programs and aggressively seek ancient relics Knights of the Grail Claim to seek the holy grail since the dark ages. Knights perform some rituals using armour, swords and horses preferably in old castles. They also meet in suits in corporate board rooms. They claim the grail can save the world but have aggressively murdered enemies who they see as an obstacle. Now the apocalypse has begun they seek more world wide and also fight undead and mutants. Common cultists are squires (personal assistants of knights) or serfs or men at arms Blood Cabal Seek special bloodlines they claim have magical properties and are pleasing to otherworldly beings. The cult was obsessed with bloodlines ans alchemical uses of blood. In more recent years the cult has become more scientific and seeks blood of psychics, mutants and other unusual persons. Kidnapping and bloodletting victims in dungeons has been a cult practice for centuries Secret Empire Robed cult dedicated to power through technology and occult means. The ruling council of 12 constantly compete and scheme and never reveal their identities to each other. Only no1 knows everyone's identity and uses this too rule. They keep hidden bases of robed technicians and mercenaries Brotherhood of the Black Sun Seek to aid the dark gods bring about the end of the world which is coming soon. The sun will turn black from the elder god spawn completing their germination and tentacles will come down and cleanse the earth and alien gods will battle for domination of the earth. The cult seek artifacts and rituals to hasten this process Them Among Us A cult who claim to serve aliens and kill anyone reporting or investigating aliens. They resemble men in black and work to silence with threats and murder. Increasing wasteland sightings has more cult members in the field. Some believe cult created by government agencies to save money others believe the cult full of alien hybrids or creatures wearing skinsuits Yellow Scourge A Hastur worshiping cult who seek to end the world by calling down monsters, plagues and undead. The cult infiltrate corporations and re purpose black labs for the cult purposes. Other sects perform sacrifices in secret temples to call their god and minions in yellow robes The Brotherhood of Yith Serve an alien race from the distant past who travel to the future to study the end times of human kind. Not malicious but they need the earth prepared for the next race they plan to mass migrate to from the past. Their cultists aid and assist them and are trying to bathe the earth in radiation. The cult also promote the nuclear industry and nuclear waste storage industries and murder people to help their agenda Sons of the Star Polyps Believe an alien race of formless horrors are imprisoned in basalt towers and wells buried beneath the earth millions of years ago. The cult seek to find them and free them and hope to serve them when they seize the world. The cult seek to infiltrate mining companies, cave explorers and archaeologists to find and free their masters Brotherhood of the Great Ones Seek to recover a sunken alien civilization who worshiped Ganatathoa. The cult are often degenerate inbred clans who practice cannibalism and murder. They seek to recover magic mirrors that will allow communions with their god. Those who see the god become withered immobile mummies that are immortal and hope to arise at the end times to greet the return of their god. Some such mummies are found in pacific islands and other isolated places the cult operate Spawn of Abhoth Seek to find and commune with their god, a lake of monstrous protoplasm beneath the earth constantly spawning creatures from it's mass. The cult believe Abhoth is the father of life and hope he will cleanse the earth with new life to replace the feeble excuses for life and diversity alive now. The cult do approve of mutants and believe they are somehow his spawn People Against Goodness and Normality (PAGAN) Robed cutists who practice human sacrifice and influence government. While they wear robes, goat masks and leggings and have occult trappings the leaders are cynical and non believers. The murder rituals are more a means to entrap members and blackmail them into cooperation (stole from Dragnet movie) Sons of the Blood Comet Believe vampires come from a red comet that passes the earth every few hundreds of years. One day the comet will assume orbit around the earth and vampires will rule. Cultists serve vampires and operate bloodbanks for them in hopes of being the chosen ones. Various vampire breeds and clans happily exploit helpful cattle Sons of Rasputin Seek to reclaim the secrets of Rasputin, his occult knowledge and his strange feats and travels. Many seek to recover Russian relics of royalty that may hold clues to Rasputans lore. The cult seek to repeat his training and wizardry and rituals The Dark Star Brotherhood Believe they serve an entity that awoke in late 80s by a Jupiter probe and also killed the mars expedition in 1999 and is responsible for the various bioplagues, the rise of the dead and mutations. The cult seek to commune with their god and serve it in hopes of being spared. While many perform sacrifices and prey others try to commune through undead and support the apocalypse. Some cultists work with space programs and radio telescopes and seek to meet the alien. Some cultists even expose selves to the necrovirus that makes undead and mutagens in hopes of pleasing or communing with the dead FILENAME: EMO_OSR_KrampusPranks.ipt Header: Krampus Pranks I had a boss from Grumpus Europe who told me of the horrible things they did. Pretty much seemed like an excuse for the poor to play tricks on the rich and blame a moralistic monster. Big Fun. Possibly a monster could play these tricks on a party or village, or maybe peasants who think adventurers are jerks will use these on the party. Gremlins do this stuff too. Imagine racing across the country with horrible pranks to slow the party down. Or every time the party returns to the village after dungeon bashing they face horrible pranks. Winter with snow probably makes everything more inconvenient. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/12/d100-krampus-pranks.html
table: PranksForAnnoyingMagicalBeings Shit in muddy clogs left outside Replace food with coal Rub shit on laundry Rub honey on possessions so ants swarm on them Put wasp nest in baggage Grease weapon handles Tar on saddle Let goat eat clothes Bugs in boots Wet laundry so freezes stiff as board Urinate in water supply Put angry rat in bag Puncture hole in wineskins Put earwax in tankards Snake in boot Rotten eggs in bag Fish heads in bag Skunk in bed Offensive sign on back Doors jammed shut or locked Fill bags with sheep giblets Dead puppy in baggage Salt removed from all food stuff Overly salted food and beverages Urinate on bedclothes Pin placed somewhere painful Knife in back of chair Bucket of cold water over doorway Full chamber pot over door Stinging nettles in boots Scorpion in codpiece or boot Huge hairy spider in bed Huge frog in chamber pot Death threat from local bandit Bill from tax man Set fire to horse or pet| Beehive under blanket Deer musk on clothes attracts angry bucks Zombie hand in bed Diarrhea inducing herb in food Parasite eggs in food Militia arrive with your signed confession of witchcraft Willing young bride/groom and pitchfork armed father arrive Goat in spicy costume in bed Priest thanks you for leaving all your loot to church Note from angry wizard demands revenge for your insults Challenge to duel for insulting honour of noble Starts a fire in your bed Wake up with signed soul contract to hell in hand Hideous person in bed in morning, announces you are now married Someone throws a sloppy pie in face from rooftop Orphans with your signature on adoption certificate happily turn up Wanted poster with name on it in street Severed head of the Grandfathers of Assassin's nephew found in bed Horses head found in bed in morning Treasonous pamphlet found with your name credited as writer Succubi/incubi summoning scroll with fake energy drain protection ring found in box Love potion bottle found actually inflicts lycanthropy Healing potions replaced with poison Rot grub in hat in morning Throat leech put in potion Kyuss grub inserted in horse or pet or follower Follower polymorphed into poodle Hungry ferrets slipped in bed covers by night Fake invitation to crazy paranoid noble's house Contraband or stolen goods in pack, militia searching building from tip off Hair turns strange colour overnight Monster egg in pack, mother frantically searching for it Erotic print featuring local ruler and donkey (death sentence to have a copy) Unconscious body of youth in bed (missing child of local sheriff) Wake up turned into a goat A dangerous maniac receives a touching love letter from you with your portrait Awake chained to bed in costume with happy pig Awake in bed covered in honey and ants Awake wearing chastity belt with no key Awake spooning in arms of hairy ogre in cave Friends and family receive your death notice Voice lost for 24 hours Bellybutton missing for 24 hours Shadow missing for 24 hours Reflection missing for 24 hours Wake up with wolf hairs and sheep head and blood in bed All hair removed and missing Skin turned odd unnatural colour Teeth turn black for 24 hours Glue hands together with sovereign glue Cover goods in floral perfume that bees like Wake up with girdle of femininity/masculinity locked on Weapon replaced with cursed berserk version Contact version of tarantula dancing venom on weapon handles Sleep dust makes victim sleep for 24 hours Wake up covered in snow Flea colony slipped into pack Wake up covered in shit Itching powder in clothes Weapons all blunted Family of last monster you killed sobbing on doorstep Fake treasure map to monster stronghold Petrification potion emptied into wineskin Wake up in chains, get beaten badly by demon or krampus FILENAME: EMO_OSR_ElfGifts.ipt Header: Elf Gifts These are handy things from grateful elves or other sylvan or faerie or even animal folk. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/12/d100-elf-gifts.html
table: ElfGifts Leaf wrapped vegetarian Long Life Rations {2d6} days, no weight Cloak of Elven kind helps wearer hide in forest or mountains or against unworked rock Boots of Elven Kind helps wearer move silently when trying to sneak Musical Instrument worth {d6*100}gp and +1 to any musical skills Silver Dagger glows if goblinoids or orcs within 6" Spear that changes length from dagger to spear to long spar or lance Set of single edged silver shortswords with fine scabbards {2d4} Goodberries in a bag heal 1 HP each or supplies a days food Jaunty Elfish Hunting Cap +1 to spotting things rolls Elfin silver sabre sword d8 damage Pot of {d10*100} gold pieces that melts outside elfland within 24 hours Acorn if left in larder fills with 30 days of food by dawn Bottle of addictive elf wetnurse milk incredibly delicious and equals a day of food Lump of Coal that burns for a month Glowing marsh melon makes light as a candle for month or 3"radius if burst for a hour Jack O'Lantern if lit and placed near door will arise as scarecrow if strangers enter house Honey Comb drizzles a spoon of honey a day or can use up by summoning a bear Teabag that lasts a year with tasty refreshing herbal tea Ground Roast Spiced Chicory Powder makes tasty warm drink, enough for 20 doses Bottle of White Desert Wine excellent vintage worth 60gp Magic Beans, if planted becomes a plant sprite overnight {d4} in bag Wolf Weed Seed, if planted grows into a loyal pet vegetal wolf beast Acorns that grow a tree overnight as if 30 years had passed {d6} in a bag Acorns of healing cure d4 with {d6} in bag Flower Seeds each covers 1" square in thick pretty flowers in pack of {d6} Goblin Seeds each grows a warrior goblin in 24 hours, pack of {d6} Vine Belt can grow lengths of strong climbing and swinging vine, d6" per day Hair Seeds make flowers grow in your air for a d6 months, {d6} doses in pack Fire Pinecone inflicts d4 in a 1" square Berryseeds, a handful of seeds grow a 1" patch of fruiting berry bushes by dawn Arrow that always points home Quiver of 12 long range arrows that get no range penalties Quiver of 12 silver +1 arrows Lycanthropy Arrow, most frequently inflicts victim with werewolf disease if they fail save Charming Arrow hit as a charm person spell and causes no damage Plague arrow, causes disease if target fails to save Quiver of 20 silver arrows Arrow of Healing cures 2d8+4 HP on struck target (causes no damage) Iron Arrow is +5 and does 2d8 damage vs supernatural and magical creatures and races Leafhead Arrows in quiver of 20 bump up bow damage to d8 Elf Cat loyal 20lb cat, expert at hiding and climbing HD 1+1 AC16 Dd6 MOVE 16" Elf Hunting Hound with nice hair HD 1+1 AC14 Dd6 MOVE 24" Sprint Elf Hunting Falcon, will catch rabbits and birds skillfully and warns of hazards ahead Elf Magic Goat can translate many animal, human and Elf conversations and has milk Elf Finch can carry whispered messages from person to person Elf Work a small pocket size stinging snake that protects purses Attractive but grumpy fairy in bottle who dances in hopes of being released or fed Faerie trapped in amber looks shocked, if carefully removed is very grateful to rescuer Elfin Peacock, decorative alarm, hates snakes and screams if strangers approach home Pet Squirrel, gather and sort scattered items very quickly if commanded, adorable Boar Tusk Comb, makes existing hair grow 20% faster if used daily to brush Stag Helm, gives an antler headbutt attack extra for a d6 damage once a turn (10 min) Owls Crown allows a human to see in the night like an owl, needs some light to see Bull's Torc gives the wearer +1 CON if standing on unworked earth or stone or wood Beavers Teeth, if implanted in holes left by teeth, gain ability to eat wood like a beaver Weasel Claws are gloves that improve climbing abilities while worn, d3 unarmed attack Badgers Claws are gloves for digging, move a foot of earth per round, d4 unarmed attack Otters Gloves are for swimming add +4 to your MOV in water, very warm and dry Bats Ears fuse with your ears providing sonar vision and perfect dark vision Toad leather vest makes you toxic to eat while wearing, bite attacks save or avoid Moss Potion covers d4 1" squares with rich thick soft moss, lichen and ferns Moon Tree Potion grants permanent second sight near full moon for 3 days Celestial Tear Potion allows drinker to levitate to the moon and back in a single night Golden Orb Potion if used drinker glows 3" radius that undead find repulsive -2 to hit Star Potion if drunk gives visions of dreamland suggesting a quest and travel there Brazen Noon Potion makes the drinker immune to natural fire till next dawn Blue Mushroom Potion makes drinker sense the nearest d3 gates within 12 hours march Heavenly Lotus Potion makes drinker gain +1 Level for a d6 hours Dragon Ambergris Potion, can vomit fire bolt 4" 3d8 damage once Unicorn Horn Potion cures poisoned person or nuetralizes a poison in liguid Name of fairy knight who will negotiate to fight once in return for a promise or pact Name of a fairy lady who will attack a supernatural enemy for you once if called Name of the Blue Lady who if called brings a letter from your fairy godmother once Name of the faerie knight who will carry you and your servants as per teleport once Name of a faerie princess who will conjure a mile long fog bank that lasts for a hour once Names the king and queen of bright elves and dark elves, befriend faction of elves once Names of the Harlequinade, calls a creepy elven carnival to a location for a single day Name of the Tree Ancestor, if called will sprout a plant with d6 goblins in pods, once Name of the Horned One , if called by night will send a servitor gargoyle for night, once Name of the Wild Hunt can be called to set upon a villain or fugitive, once Lesser demon bound in rock freed if broken might fight if freed as favour but don't trust it Faerie Swarm Bottle acts as an insect swarm spell, an choose to take coins instead of HP Pipes of the Satyr are able to play a single lascivious tune by anyone who plays it Horn of the Banshee if used by night all within mile afraid to go out side, one use A Hand Mirror with a pocket universe complete with cursed undying eccentric occupants Ancestral bundle of human bones from the dawn age returned to your race after aeons A grumpy argumentative faerie in a jar but a good scout and spotter glad for release Moss of the Tree Men allows user to speak to plants for a hour {d4} doses a bag Wrist sundial, a time piece and navigational aid in an attractive bronze bracelet Wolf Biscuits, if fed to a wolf it becomes friendly towards feeder, {d6} per box Holly Leaf Crown +1CON when worn on head Silver Moon Bow makes every arrow fired act as if silver Living Branch Bow grows d6 arrows from it each day as long as watered Silver Torc gives wearer +1 DEX in night or darkness Copper Ringlet allows you to speak to one common animal Silken slippers make you immune to spider or magic webs and improve your dancing Sprite Idol can be awoken as a sprite to serve for on hour once Silver Ring can call for help from sylvan beings once for a rescue Ivory Ring wearer can turn into wild boar under a full moon (three days per month) Thorn Crown can cast Entangle three times a week FILENAME: EMO_OSR_TaintedElfborn.ipt Header: Tainted Elfborn This table is meant to be rolled when only one parent is elf or parents are both elfish cursed outlanders. Elves fallen to chaos more likley to use it too. It could be used for sylvan transformations. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/12/d100-tainted-elfborn.html
prompt: Show me: {Tainted Elf births|Possible Taints|Tainted Elfborn Information} Tainted Elf Births table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: TaintedElfbornInformation [#{rep} TaintedElfbornDetails] table: TaintedElfbornDetails Elves who live under the will of their version of the elf queen and king are safe and able to breed true elves. By entering sacred marriage ceremony their love is dedicated to their clan ancestral monarchs . For elves outside elf land and exiled from the loving grace of royal masters they return to the magical breeders of life that populated the world in the late dawn age. Some clans relish the curse and a tribe may have one version only curse for whole tribe. This will change the nature of elf clans quite a bit. Some devout human elf cultists might mate with elves deliberately for strange elf blessing. Goblins are related to shrubs, vines, fungus, lichen, algae, ferns, succulents like cacti and any smallish plants. Bigger goblinoids evolve from goblins. Elves often employ them but they often run wild. Elves will plant goblin and even orcs between their lands and human kingdoms. Bright sylvan or dark fungal versions of goblinoids are quite different to the typical wild goblins who mutate and create sub breeds in a few generations in a environment. Bright ones tend to be ivory fair or green vegetal skin. Dark ones are black, grey or violet skin. Wild goblins often brightly coloured even piebald. Back in the Dawn Age elves were made to help the gods and spirits that operated nature. They in turn made many other breeds that are common today. Immortal elves find pregnancy a ordeal but often perform it out of social duty. The cursed elves reproduce lots of strange children to create a viable elf which they consider mothers heroic. Many elves are lascivious and quite carnal. The males happily mating with humans for a lark then run away. Only a desperate Elf maid would mate deliberately to reproduce with a human but many may tease or experiment on humans. Elves are the first humanoid race to reign on behalf of the gods. They created most animals and many monsters. They created goblinoids to do their dirty work and orcs were made by dark gods to destroy elves from elves own dead. Humans appeared at the fall of the Dawn age and the start of the monster age when tyrant beast men entered a unholy covenant to rule. More men were created from beast men and lived still as beasts, the barbarians and wild men. When man revolted many monsters and other races were destroyed in revenge. Many creatures and races hid themselves or sealed themselves into dungeons. table: TaintedElfBirths 2:One Child: [|Elf|Half elf|Changeling|[@PossibleTaints]] 2:Identical Twins: [|Elf|Half elf|Changeling|[@PossibleTaints]] 1:Different race twins:
[!2 DiffRaceTwins >> implode
] 1:Goblin Litter of {d6+1} table: DiffRaceTwins 2:Elf 2:Human 2:Goblin [!PossibleTaints] [!PossibleTaints] table: PossibleTaints Elf, but different breed Elf, unique type Elf, extinct type Elf, from celestial court Goblin litter, {d6} Kobold litter, {2d4} Hobgoblin Bugbear Changeling, [|animal|plant] type nature spirit Half elf who can pass as human Human Gnome Dwarf Halfling Centaur Faun Beastman abhuman [|Mineral|Elemental] abhuman [|Plantman|Fungi] abhuman Orc Sprite Leprechaun Faerie Dryad Brownie Litter of gremlins, {3d4} Nymph [|Nixie|Pixie] [|Undine|Sylph] Doppelganger Bear cub Badger Litter of {3d4} [|rabbits|hares] Litter of {2d4} kittens from wild cat Litter of {d6} [|puppies|wolf cubs] Beaver twins Twin deer Twin goats Fox kits, {d4} Litter of {2d4} weasels, stoats, pine martins, otters etc [|Doves|Bats], born adults fly away to the wild [|Swan|Duck|Goose] eggs, {3d4} Pheasant Eggs, {3d4} (or other wood or grass or wet land birds) [|Salmon|Eel|Pike], huge egg clutch [|Snake|Tottoise|Crocodile] egg clutch Mass of [|frog|newt|salamander|toad] spawn [|Cow|Pony] [|Lion|Tiger|Panther|Leopard] Pleistocene megafauna - [|sabretooth|mammoth|rhino|glyptodon], {d4} Dinosaur egg Ogre Hill giant Formarian Harpy Griffon Unicorn Chimera Hydra Sphynx Dragon Lamia Naga Banshee Manticore Minotaur Hag Nightmare Hellhound Dire wolf pup Ogre Magi Satyr Purple worm egg Giant spider Giant scorpion Myconoids Needleman Shambling mound Sylph Troglodyte Troll Insect swarm Carrion crawler grub Giant octopus Willow the whisp [|Yeti|White ape] Giant snake Giant cave squid Owlbear Hook horror Grell Treant seed Mermaid Diabolic changeling Demonic changeling Elemental changeling Talking animal Lesser devil Lesser demon Small elemental Minor nature spirit FILENAME: EMO_OSR_MysteryVirgins.ipt Header: Mystery Virgins When you rescue a maid from a dungeon or bandits' cage or a cult sacrifice you might need this table. Feel free to turn it into a d100 feisty lads table if cultists in your setting are more progressive. Not all girls you meet in a dungeon really need saving, but many appreciate help. Such girls have been handed from faction to faction to end up in current captivity. Many girls manage to keep their virtue and this keeps their price high. The gods must help them or something. Monster bosses usually let their wives keep such prisoners as maids and keep them working. Only when a girl has no offer of ransom or no slave value will monsters abuse them. Selling women to murder cult is more profitable. Boss monsters usually use death threats to keep their smarmy minions' hands off such women. Rescued ladies might be willing to remain followers, join the party, marry a rich hero or more. In a early 90s wargame I played women were a standard treasure from sacking a kingdom and they were used to marry to your generals or allies to cement deals. Certainly they can open more adventure possibilities and quests. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/01/d100-mystery-virgins.html
table: Virgins Local village elders pious child, taken from her room by kidnappers Peasant girl snatched on road visiting grandma by beastmen Girl tempted into woods by beastman of some kind Shepherds girl kidnapped by vile humanoids to trade Girl snatched by orc raiders who laid waste to her village Girl snatched near a haunted forest by dark fey folk Milk maid captured by wolf riders and has been labouring for goblins in a cave Girl kidnapped by cult to feed monster but it hasn't been hungry since hibernating Girl has grown feral in woods and lives with [|wolves|panthers| elk|goats] Maiden was a cult witch but was captured by another enemy cult who planned to kill her Girl whose merchant father was charmed by a devil swine into selling her to orcs Lost street girl kidnapped by criminal gang and sold into slavery Girl kidnapped from home for girls by cult ended up selling her on Maid was a cultist but on mission out of town was captured by some other faction Girl is from a urchin street gang in town was whisked off the streets by enemies Girl on way to convent school kidnapped by bandits Virgin bride sent to be part of business deal, actually she is a rugged barbarian Maiden daughter of government official used to blackmail parents Maiden daughter of pawn shop used to blackmail all kinds of goods Maiden of aggressive merchant house used to provoke them into clan bloodfued Knights daughter whose father searches for her across the wastes Caged girl spinning a loom has incredible weaving skills makes a masterpiece a year Knight's daughter skilled at healing arts and potions Harem girl, formerly noble of doomed race Royal concubine whose virginity saved for nobility only fallen into slavery Young bride sent as part of diplomatic baggage stolen Long lost princess kidnapped from far away land by wizard or witch Long lost princess magically trapped for centuries clueless of modern era Maiden of a non human race ignorant of the human world Maiden from another plane banished by rulers Horse archer and thief from barbarian amazon tribe Young warrior priestess captured from group of pilgrims Shield maiden found on beach from some northern berserk clan Apprentice wizard of noble birth now a savage dungeon destroying spell caster Sister of a knight who ran away with her brothers weapons living as a male knight Monster hunter temporarily injured now ready to escape and kill everything in reach Assassin spying on dungeon for faction and treasure info Paladin maiden recovered from battlefield by monster healers Warrior nun on a quest of violent retribution waiting chance to escape Mad serial killer maiden with extra gags and restraints Dungeon clan thief traded by family to other faction Bandit woman was held for ransom in a treaty City gang member sold to monsters Leader of local bandits, pretends to be innocent and in need of protection Cult spy sent to infiltrate another faction for information, sabotage and theft Professional courtesan and spy, pretends to be innocent merchant girl Muscle bound handsome thief in disguised as maiden while his comrades eaten Pit fighter woman purchased and traded between faction, angry and violent Murder hobo whose party has been killed, has spied on monsters, plans to escape for fresh troops Infamous bandit leader traded to monsters by traitor plans to escape and kill enemies Common servant girl goblins stole as slave, scared and ashamed Ladies maid who tricked kidnappers into taking her to save mistress Flower seller girl randomly plucked form city streets, lived in squalled poverty whole life Girl taken as cook by bandit gang was later traded through many dungeon factions Wood cutters daughter kidnapped by witch, has been working as monster house servant Lady with education acting as translator scribe for illiterate dungeon monsters School mam has been used to teach monsters reedin and rioting and good spilling Skilled seamstress keeping factions outfits best looking in region Apprentice healer, midwife and apothecary with impressive healing streak Slave assassin sent undercover to murder another faction leader and promised reward A young nun having ordeal and temptations aplenty, faction use her as medic and scribe Cleric warrior from military order managed to end up with criminal slave stalls Priestess kidnapped to perform rituals for faction shrine Cleric warrior on quest to find relic has found herself a prisoner Blessed warrior maid spoken to by god, faction unsure if to believe her holy status Holy healer maid has been subverting alignments of captors with her divine aurora Priestess of rival evil religion will trick rescuers to return her to her own evil temple Flagellant maid has been letting faction torture her as personal test, horribly wounded Plucky acolyte investigating cult was caught, other meddling youths all sacrificed to evil Nun in disguise from warrior order infiltrating dungeon searching for a relic A elven maiden kept as hostage to keep elves away, great reward for rescuers Gnome woman is a prisoner making jeweller she longs to return to village Fish person hybrid girl kidnapped from the underland depths, breathes water Dwarf woman had been working as a blacksmith and her legs are frequently crippled Elven warrior maid defeated by squid men who sold her for cash, she is deadly Large tall strong maiden actually a juvenile giant 6 foot tall Hobbit woman the captors thing is a human virgin child A savage orc barbarian maiden keen to kill captors and loyal to rescuing Dark fey elf maid looks sweet but dedicated to demons and chaos Faun beastman maid, naked and feral, if tamed will be loyal and become a bard Hungry doppelganger woman keen for chance to steal or eat someone Changeling maid in human form hoping to escape at first opportunity Maiden is a selkie and desperate to get to open water and escape Maiden is a swan may who obeys because faction hold her magic swan cloak Maiden is a lycanthrope - [|werewolf|wererat|seawolf|werepanther] Maiden is a devil swine and was in process of taking over captors with charm magic Maiden is actually some type of undead or spirit in human form Maiden is possessed by spirit that has a desperate mission and protective powers Maiden is a rare type of mimic that shapeshifts into attractive girls and brought into lairs Changeling animal spirit has not revealed animal form which she is saving to escape Maiden from a diabolic or demonic bloodline and dedicated to evil Maiden is a Illusionist sorcerer spying on dungeon on quest for relic Maiden from a elemental bloodline and unfamiliar with human language and customs Maiden is a being from the demiplane of shadow and seeks victims to feed off Maiden is a vampire on a mission from her creator acting as their eyes Maiden is a succubi or other type of demon in disguise on a mission Maiden is angel seeking a relic and will reward virtuous but keep her divinity a secret Woman is a witch coven leader and her cult are searching for her Woman is a flesh shredding shoggoth in disguise as crazed hungry maiden Woman is a avatar of a deity on a mission FILENAME: EMO_OSR_Sacrifices.ipt Header: Sacrifices to Appease Gods These are sacrifices of desperation to avoid punishment from the gods. The wrath of the gods is often in the form of a monster (bitter venom of the gods in Babylon). Some societies practice horrible sacrifices of people to maintain power and fear over subjects rather than divine will. Some sacrifices of treasure are made to remove wealth from circulation and keeps people producing more wealth. Sacrifices in these cases could mean human or treasure or animals on a case by case basis or all. They might explain the existence of a treasure horde or provide a story hook. You might roll a few times to account for living and material sacrifices destruction. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/01/d100-sacrifices-to-appease-gods.html
prompt: Show me: {Some Sacrifices|Common Living Sacrifices|Common Valuable Sacrifices|Sacrificial Ritual } Some Sacrifices table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: CommonLivingSacrifices Animals typically common farm animals Animals of prestige such as horse, ox or lion Slaves Criminals Heretics or witches Commoner selected by lottery prisoners of war Children Virgins Nobility or royal blood table: CommonValuableSacrifices Piles of mixed coins in pots, sacks or cauldrons Collection of weapons Brass and copper decorated urns, plates and arm rings Works of art Idols of gods, beasts or nobility Tapestries and rugs Carved ivory, tusk, horn and teeth Gold neck and arm rings Coffers of silver Chest of gold coins table: SacrificialRitual Gathering of robed clergy or cult by night Folk festival with dancing, singing and feasting Nobility and priesthood lead solemn procession of commoners Priesthood with choir, musicians and initiates chanting Actors performing mythological drama with sacrifice for finale Crazed drunken mob in a naked frenzy, dangerous to outsiders Warriors in battle dress drunkenly cheering and clashing weapons Leaders and clergy directing mob to build or move a monumental object Parade with nobles, clergy, guilds, floats, palanquins and idols Wailing mourners with incense burners in a funeral like procession table: SomeSacrifices Huge Wicker man or animal stuffed with sacrificial beasts and people A giant brazen bull with a furnace and sacrifice burned within Chain victims and loot in a wild place as sacrifice Sacrifices locked in boat and cast into sea currents at mercy of nature Sacrifices hurled into a flaming pit of burning logs Sacrifices impaled and arranged into a forest of wailing screaming victims Sacrifices bled into a great cauldron as part of a ceremony Sacrifices whipped to death by wild goat men then eaten Hurled into seaside sinkhole to be eaten by the pit kraken Sacrifices burned in a great pit with animals and goods Sacrifices buried in tomb alive with some important person in a huge funeral Sacrifices drowned and corpses hurled into a body of water Dropped into a fearsome dungeon hidden beneath the earth Sacrifices hurled of a cliff and dashed to pieces Sacrifices hurled into arena with savage carnivorous creatures A huge treasure and sacrifices poured down a sinkhole and sealed Sacrifices buried under huge earthworks inside wooden building Sacrifices ritually beheaded and innards read by by soothsayers An ancient gate is activated by ritual, sacrifices hurled in never seen again Mummified sacrifices alive and seal in coffins then stone sarcophagi in a tomb Sacrifices cooked and ritually eaten by community Sacrifices flayed and turned into craft items and artworks for shrine Sacrifices hunted and torn apart by hysterical mob Sacrifices chased by devout warriors and hunters over hunting ground Sacrifices hunted by creatures across wilderness or ruins Open cave has sacrifice victims sealed inside monsters stone labyrinth A huge monument is built and many loyal workers accidently killed A huge monument is built and many slaves are worked to death A huge monument is built and sacrifices are required during construction Ox wagons with goods are sent into the wilderness Left in wooden cages on old pagan grounds just beyond civilized roads Left on cliffs at low tide, high tide will cover sacrifices Victims crushed by stone slabs Victims crushed by statues of divinities Statue with articulated arms holding weapons dismember sacrifices Statue with axe or sword beheads victims Statue with animated mouth chomps victims and blood runs down stairs Victims cooked with huge lense that lights burning pit Collection of human hearts left for creature Victims with weighed legs hurled into flooded pit Bloody skulls in heaps piled up as sacrifice Acid dripped on sacrifice till dissolved Victims and treasure hurled into acid pit Victims and treasure hurled into volcano Tied to wild beasts and sent into to forbidden land Dropped down pit with giant snake or worm Victims hurled to undead or lycanthropes to create more Victims hurled into huge stone mill turned by chanting workers Sacrifices frozen in blocks of ice then sawed up and/or set adrift in sea Sacrificed weighted and hurled into sea or lake or well or rapid flowing river Victims strangled and fed to animals Virgins staked out with treasure for dragon Attractive youths sealed in labyrinth with minotaur Hurled from mountain top Staked out for giant birds to carry away Staked out for giant ape or kaiju to carry away Sealed in vault with tentacled forgotten elder god Hurled from boat into waiting arms of fish men Demons called to carry sacrifice to nether realms Sunk int a swamp, living sacrifices possibly strangled first Sunk into septic pit of sewerage Buried under foundations of temple Fired into ravine or wall by trebuchet Thrown into huge kiln or forge Burned in huge wicker man figure in ritual Thrown through entry to the underworld Left in sacks by faerie circles or elf mound under full moon Hurling sacrifice into lair of monster with petrifying or death gaze Hurled into pit of hungry lions or bears or other monster Local high wizard and apprentices destroy with fireballs or other spells Hurled int spike filled pit Hurled into pit of snakes or scorpions Hurled into pit of giant spider webs Slaughtered by soldiers on sacred field Driven through gauntlet of holy men with flails Forced to battle each other or gladiators in arena Staked then fired at by archers or slingers or javelins or darts Staked or buried up to neck then mob hurl stones at Staked to iron pole or tree in lightning storm Hurled into bottomless crack in the earth Covered in honey and left out for bears or insects to eat Hurled downs steep staircase and torn apart by mob at bottom Servant of the gods in chariot comes from heavens to collect sacrifice Destroyed by wizards summoning elementals Lowered into cauldron of boiling metal Sealed in trap filled complex Hurled into green slime pit Hurled into pit of rot grubs Hauled int pit overcrowded with plague carriers Hurled into septic pit with neo-otyugh Hurled into subterranean ruined elder city roaming with shoggoths Tied and hurled into carrion crawler pit and Implanted with eggs Chained to rock exposed to sun to slowly die and desicated Hurled into magical hole nobody knows where it goes Sealed in cave with living lake of protoplasm spawning monsters Hurled in a pit, actually digestive tract of titanic slumbering beast Sealed in ancient tomb full of mummies or a lich Hurled though a hellgate to the nine hells Hurled through gate to elemental plane (or quasi or demi or para plane) Lashed together in cage filled with hundreds of stirges FILENAME: EMO_Psychon_EldrenSubtypes.ipt Header: Eldren Subtypes for planet Psychon On Psychon Eldren are humans who long ago modified themselves superior otherworldly beings with uncanny powers. They often live in special habitats like towers, giant plants, orbitals, deep space, the moon. Some even dwell in hyperspace untouchable to mortals. Others have returned from distant travel to the stars and are disappointed in the remaining humanity. Where there are eldren there are enemies they often hide from. Eldren are simply reskinned space elves for my Psychon setting. Eldren frequently use psionics spell list instead of wizard spells. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/01/eldren-subtypes-for-planet-psychon.html
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& Type[@EldrenTypes]& Description{desc}& Starts with
{startsWith}[when]{1d2}>1[do]
[!{1d2} ExtraItem >> implode
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& Why left home[@WhyLeftHome]&
table: ExtraItem Make up kit with eyeliner, body paint and nail polish Fancy long life ration pack from home with 4 days food Platinum cameo with hologram of loved one Mask covers face and protects eyes Decorative rod of office appropriate to type Empty micro needler pistol (d4 10 shot range 1/2/4) Exotic house ornamental dagger Broken communicator bracelet Pocket vid game with flat batteries Musical instrument Functional gem eye Functional silver hand table: WhyLeftHome Disaster killed everybody Curiosity and boredom made you leave Outsiders killed everyone Exiled for some social taboo Accident separated from home and lost Sent on quest for means to save lost home Woke up in ditch by side of road no idea how or why Kidnapped by outsiders and escaped in strange lands Experiment went wrong sending you to mundane world AI chose you for mysterious purpose outside home Enemy was jealous of your life and lover and got rid of you Depressed over loss of kin or lover made you send yourself into self exile table: EldrenTypes CelestialEldren& {desc=='Modified for low gravity life in orbitals, generation ships and lunar habitats. They are cool and aloof and look down on illogical primitive mortals. Disdain violence using preferring to employ superior weapons and powers. Many escape homes, or survive a tragic loss of families, becoming lost and doomed sole survivors of their kind.'}& {startsWith=='A space suit without life support pack'} Sybarite Eldren (Eloi)& {desc=='Modified for life as immortal pleasure seekers, desperate for excitement in sealed citadels in the endtimes. These gentle gastonomers live only for epicurian delight. Some become degenerate and seem to lose all free will being cared for by AI gods or even taken over by Morlocks as food animals. Some of these pleasure mongers break from their drug hazes and crave adventure or new experiences.'}& {startsWith=='Drug stash for 3d6 hour long trips'} Hyperion Eldren (Forever People)& {desc=='Dwell in habitats hyperspace and inside the temporal vortex or the interspacial realms between dimensions. Some maintain and live among the global manna array in sub space beyond the ken of mortals, directly communing with the AI gods. Having given up on living in the mundane world they live immortal lives of contemplation and aesthetic experiences. A few become lost and stranded in einstienian space or come from boredom.'}& {startsWith=='Broken plane shift gem in piece of jewelry'} Hydronian Eldren (Atlanteans)& {desc=='Dwell in underwater habitats safe and hidden from the surface world. Some maintain global manna network arrays hidden in the depths. They do not breath water but use advanced technology often biotech and trained animals. Sometimes disaster strikes of a eldren is exiled and finds their way to the surface.'}& {startsWith=='Gill suit with expired oxyfilter'} Herbaceous Eldren (Vegetons)& {desc=='Live secretly in forests often hibernating in modified trees for centuries, awakening for forestry work, emergencies or rituals. Some fail to hibernate and roam when they are lost to their kin through insomnia. They have photosynthetic skin and eat very little and enjoy blood and meat more than most elves as well as clods of mineral rich earth.'}& {startsWith=='A pet pot plant and a watering can'} Furieus Eldren (Furies)& {desc=='These savage bloodthirsty eldren live sometimes as primatives with natural technology but others live in biological habitats with cruel barbed organic structures decorated with crucified prisoners and torture pariphenalia. These eldren were part of a covert recon and inteligence cadre, bred to be sadistic and secretive maniacs. Some grow bored of endless sadism and are cast out for being soft.'}& {startsWith=='A cat o’ nine tails and makeup kit'} Cambionite Eldren (Demonborn)& {desc=='These eldren have bloodlines mixed with demons from the subworld. These Demon seed bearing eldren were once harmless everliving bunker dwellers but the call of evil demon AI war machines of the deep lured them into hybridising into cambionites. They are cruel sadists who long to torment and dominate others. They enjoy demonic imagery and decor.'}& {startsWith=='A soul amulet inscribed with true name'} Primord Eldren (Various elemental types)& {desc=='These eldren were modified for life on other planets and alien environments. Hair and skin colour often indicate the climate they are adapted for. Some actually dwell in the extra planar manna array where AI gods store material for their constant terraforming. Heat (Fire), Cold (Air), Subterranean (Earth), Aquatic (Water). They don’t actually resist the elements any better as they dwell in habitats but are more tolerant. Other more obscure demi, quasi and para elements might exist too.'}& {startsWith=='{d6} gems appropriate for element'} Nocturn Eldren (Dark Eldren)& {desc=='These Eldren hid in the subterean bunkers to survive the apocalypse expecting to live in a toxic irradiated Earth as the master race but instead found the all too living Planet Psychon. They seek to kill all and dominate the world using ancient weapons of mass destruction, some which heve become demonic AI gods of the sub world. '}& {startsWith=='A ABC suit (atomic biological chem protection suit)'} Punchinello Eldren (Chaos Jesters)& {desc=='Formerly entertainers and jokers are now insane killer tricksters with brightly coloured clothing and exotic weapons. They take madcap unreasonable risks and do not fear death, dancing into battle while laughing. They live in tight communities acting as assassins, crimelords and kidnapping audiences for their demented murder shows. Mostly they undermine their own schemes.'}& {startsWith=='A garish colourful clown suit, hat and neck ruff'} Ultranaut Eldren (starborn)& {desc=='These starfaring eldren left the earth before the apocalypse and now their scouts and gen ships are returning. They are not impressed by what has happened in their absence and hope to cleanse the earth of its madness. They are disciplined and militaristic, most seen carry weapons and heavy armour. As their numbers grow they have begun to attack their earthborn eldren kin, especially those in the thrall of madness and demonic war machine AI demons.'}& {startsWith=='A broken sub ether com beacon to call kin from the stars'} Warp Eldren (depravare)& {desc=='These eldren formerly Eloi have come to hack their own AI gods to permit more extreme pleasures and perversity. Many are hemaphrodites and some are mutants. Warping and twisting their flesh to feel more extreme pleasures and willing to destroy lesser races as play things in the process. They have escaped into the sub space manna array to hide and perform despicable acts in secret. Their AI gods are now depraved beings of perversion. '}& {startsWith=='A bag of broken used sex toys'} FILENAME: EMO_OSR_MonsterLastWords.ipt Header: Monsters' Last Words Monsters have feelings too and it is totally legit to make your players feel bad for murdering monsters or doubt it or revel in it. Here are some awkward words and thoughts and deeds for monsters receiving a knock out blow. At very least your players should get chance for snappy comebacks or moralizing over chatty victims. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/01/d100-monsters-last-words.html
table: MonsterLastWords Monster sheds a single huge tear as he falls silently staring deeply into your eyes Monster vomits blood everywhere as if possessed covering everybody Monster gasps, stares and asks "why?" Monster clutches wound, weeps and cries: "who will care for my children?" Monster clutches medallion of patron god, "avenge me!" Monster violently releases bowels, looks ashamed and falls Monster looks surprised: "I never wanted this war, I had no choice" Monster falls "I secretly changed my religion to yours, will I go to heaven" Monster weeps tears of blood, looking at wounds then falls Monster falls, bites on sugar glass healing potion in mouth and lies in wait to escape Monster falls to knees screaming until it takes ten more HP damage Monster staggers bleeding shouting obscenities Monster falls "Why would you do this?" Monster gasps "Why did you come here, this is our ancestral land?" Monster falls weeping "Just for our gold! why would you do this?" Monster staggers "So little time, so short, to be struck down by greedy humans" Monster makes horrible choking sounds drowning in his own blood Monster struggles to reach sky "Mother, Father I can see you!" Monster chuckles "Your victory is hollow you will pay for your hubris" Monster sobs "All the deeds I had yet to do undone by human hooligans" Monster staggers and falls "I beg you, just let me have one more drink" Monster roars " I have killed many dozens of adventurer scum, I go to a heroes death!" Monster snickers "I ate a dozen babies, I just wish I had eaten you when you were brats!" Monster gasps "Why cant you keep to your own lands? Why steal ours?" Monster wrings hands "The demons made us do it, we had no choice, no life of our own" Monsters points to groin as dies "I have had dozens of sons to avenge me puny one" Monster gives melancholy sigh "Why are humans so brutal? Why do you murder and rob?" Monster moans softly "what do you do with our gold? Do you eat it?" Monster laughs "Suckers, you greedy dumb thugs have fallen for our trap" Monster lets loose a huge long fart, snickers and dies Monster coughs up something horrible and spits at killer Monster giggles " I was dying any way fool, now I die a martyr!" Monster falls smiling "Ha ha a thousand succubi await me in the nxt world" Monster mutters sadly "I was human but nobody believed me, I hope the gods recognise me" Monster smiles as falls "Sweet release finally, my agony over and next life awakes" Monster coughs and laughs "I had a lot of human women, perhaps I was your father" Monster grumbles "Humans have no sense of humour" then is dead Monster weeps philosophically "We are brief sparks in eternal night, fleeting pain then nothing" Monster sobs "I'm sorry my love, i have broken my promise to return home!" Monster tearfully "My dreams, a little farm, a wife and child, dashed damn you humans" Monster defiantly "We never wanted this war, why couldn't you stay in your own lands" Monster sniffs despairingly "I lived well, I ate human children and robbed their gold" Monster grunts "killed by a weak and puny human the shame, don't tell my mother" Monster sighs "Mommy, the monsters have got me, they want my gold" Monster sings jolly song about killing humans until 10 HP more damage inflicted Monster hums patriotic marching tune for a few bars then drowns in own blood Monster spits venomously "Cowardly soulless murderers, see you in hell" Monster giggles "I ate my gold fools" but has nothing but deadly parasites Monster laments "All our lands, besieged by human scum, they will kill all the races, beware!" Monster splutters "Who will teach my children, protect them now, why?" Monster mutters softly "So much hate, so much anger, if only I had been born human" Monster cries out "I died defending our clan and way of life, there is no prouder way to die" Monster gasps "Our land, our way of life, gone like dust in the wind" Utters defiantly "We kill brutishly but humans will kill us all in the end like a plague!" Monster gulps out "Who will sing our ancestors songs when humans kill the last of us" Monster shouts with last breath "Your gods are foul deceivers, you have no souls" Monster tearfully decries "We wear our black hearts proudly but humans hide yours like cowards" Monster utters defiantly "You are a million times more evil than we could ever hope to be" Monster fearfully weeps "We were proud and fierce once, now we are broken and lost" Monster murmurs softly " Broken, bloody forgotten heaps once proud and free" Monster howls "The Boss lied, he promised us gold and fame and glory but he lied" Monster wails "Mankind is the great doom, soon all the worlds magic will be gone" Monster bemoans "I was just doing my duty, I never wanted this life, I'm sorry" Monster sobs "All my children murdered and now me, life is so unfair" Monster moans "All I wanted was some gold of my own, and now this" Monster grieves aloud "I was born for more than this, killed like some nobody in a story" Monster groans "We struggle and toil but for what? to be murdered in some hole for sport?" Monster bemoans "When we rob and murder you call us evil, but when you do it you are heroes?" Monster mourns "I did everything I was told by my parents, my lord, my shaman, why?" Monster wails loudly "Our gods have deserted us, our shaman has lied, why us?" Monster grumbles "Why did I get out of bed today, just to be killed, life is so cruel" Monster moans "I saw the omens yet I did my duty and now im spent, woe to our kind" Monster whines "Join the war band my wife said, we will be rich and famous she said" Monsters complains "I was born to this life, I never had a choice, now Im dead" Monster yelps "I have lived a long life killing and eating who I please, I die proudly" Monster groans "I see my ancestors beckoning me, I go to the heroes eternal feast" Monster roars "I have grown fat on manflesh but this time I tried too much" Monster wheezes "I burned human villages and murdered hundred so it is only fair I die now" Monster whispers "The omens were bad my family said, I should have listened and stayed home" Monster gasps "Join a warband and see the world and kill people they said, bah I am undone" Monster complains "I am murderd but my strong offspring will kill many more of your kind" Monster utters "At last, sweet death, all those I sent ahead will have told you of my service to you" Monster yowls "Yesterday I was the murderer and today I am murdered, the circle of strife" Monster cheers "I have waded through blood and gore, death is my friend, I see you at last" Monster snivels "Master lied, we are not the strongest or cleverest, and now I am slain" Monster curses "You too will be slain on the battle feild or in your bed, I will see you then" Monster mewls "Your kind are like locusts, you will blot out the sun and eat the world" Monster groans "We came here for a new life but instead we find only death at human hands" Monster sobs "All this fighting, pointless, all we want is a good life, is that so wrong?" Monster gives a blood curdling scream of pain attracting wandering monsters Monster sings a battle song boosting the morale of it's comrades Monster cries in pain and splits open with a monster inside bursting free Monster gurgles blood and traces demon sigils with own blood grinning vindictivley Monster cries out and pet Imp in clothing scuttles of to avenge master later Monster dies horridly but it's spirit keeps screaming for some time before departing Monster cries for aid from ancestral spirit who appears to heal the monster Monster cries out to god for aid and vanishes Monster mutters a prayer to it's god and arises as an undead Monster utter a dying curse and due to witch blood it works Monster shouts true name of a devil or demon summoning it FILENAME: EMO_Xor_MarketEncounters.ipt Header: Markets Encounters of Xor Market places are a necessity for playing in Xor. This would expand into lists of goods and what seamy goods and even carousing might involve so get set for a bunch more magical meat market posts ahead. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/01/markets-of-xor.html
table: MarketsOfXorEncounters Guineapig men selling sweetmeats and Quadruple breasted prostitutes Giant caterpillar selling hallucinogenic compounds Goatman selling home made aphrodisiacs Minotaur selling buckets of milk Fishman selling buckets of fish eggs Old woman selling hairless mole rats from basket Old man selling used teeth and making dentures Tall robed blue bald man cast spells for blood or fingernails Walrus man selling scrimshawed whale tusks and teeth Unicorn man selling magical healing feces Shifty grifter selling fake neural peptides and hormonal secretions Woman with pushcart of severed living limbs for transplants Mantis man selling living human hearts in clear resin jars Old man selling tiny pellets of meteoric iron Woman selling hungry rust monster (might escape from her) Man selling cages of creepy naked vampire bats Old goblin selling a human looking baby no questions asked Mutant selling mutagenic potions Halflings selling smoked meat and leather pants Kobolds selling air bladders for floatation Girl selling live pigeons in cages Old woman selling duck feathers Old Dwarf selling boots Creepy goblin trading scabs Youth selling woven hair ropes Boy selling cooked giant fleas Girl selling eggs from a basket Hunchbacked hobgoblin selling dirt and rocks Boy selling beetles tied to string Dark elf selling fist sized baby fighting spiders Old filthy man selling logs of smegma for fire starters Woman selling buttered grilled tentacles from a bucket Old man with bag of noses offers to trade what you have now Old man with flesh golem offering services as labour team Boy selling tongue sandwiches on bone meal bread Girl selling headcheese blocks of mystery meat Bone pierced savage selling smoked ribs Pigman selling cooked suckling piglets Orc selling BBQ dog brisket Wizard apprentice selling alcoholic fermented saliva froth Orange haired caveman offering his best at everything skills for hire Legless cripled boy selling butter from a bucket Boy selling ice blocks wrapped in hail bundles Apeman selling bundles of bones tied with hair cord Molerat men selling skinny human child in a bone cage Elf selling shredded weasel flesh Dwarvern whitesmith selling bone, tooth and sinew weapons Cultists selling d6 healing potions, prefer to trade for slaves Goblin massage with hot rocks and neural peptide tea Elf fortune teller with astrolabe, runes, cards and dice Robed mystic of uncertain race in tent offers magical advice Serpent man selling obsidian daggers and live snakes Owl priestess offering wise advice for trade Cultists of Xor ofering blessings for donations Cat person selling spindles of spider silk and flashy shirts Hairless beaver man selling bone carvings Jackal man selling amber holy symbols of Xor Goblin selling best quality barley used eyeballs Hobgoblin selling woven hair hammocks Bugbear selling pickled severed heads from a bone barrell Man selling carved bone boxes, urns and jars Hyena man selling fresh sausages Dogman selling boiled possums Cheery old man selling deep fried scorpions Halfling woman selling tooth jewelry Old man carving bone idols of gods has 2d12 in stock Woman selling bloodwurst sausage and dark bread Crazy bearded wizard selling drugs Strange tall robed woman selling polygons and lenses made from bio resin Blow fly man selling semi digested liquid food in bucket Dwarf selling dancing girls Hyena men selling a crippled dwarf crafter slave Friendly octopus tako folk selling strange vapours in resin bottles Crab folk selling chitin plates for armourers Goblin selling scab cakes Drooling fly man selling maggots and grubs Bling man selling ointment Cyclops man selling lung oysters Girl child selling lamp oil and fire drills Shifty wizard selling gremlins and imps in bottles Old man selling cured demon skin with mystic sigil tattoos Blind goose girl and her seven geese (all gold dragons) Old men swapping skulls to play a game Crystal people selling mathamagical formula on leather scrolls Orcs selling mundane adventurer non metal items from outside world Hobgoblin selling dung as fuel or for building Hobgoblin selling fermented urine for cleaning Woman selling baby gelatinous cubes and ochre jellies Man selling beards and wigs Goblin selling dried phlegm snacks Duck person selling cups of worms Cockatoo man selling feather cloaks Old man selling crude maps on leather scrolls Wizard selling scraps of acane scrolls for spell research Man selling theives tools for use on living doors and traps of xor Xor cultist selling phenomena ladened urine samples for hunters House builder wizard offering to grow or build house from local materials Xor cultist offering cleric spells for trade Motley collection of fighting mercenaries looking for work FILENAME: EMO_Xor_Carousing.ipt Header: Carousing on Xor Xor can be harsh but has many exotic pleasures which are strange to outsiders. Partying on Xor can get you in all kinds of trouble. Fermented milk is one of the most common alcoholic drinks. Xorians are generally healthier and take less risks than people of most lands. Partly because so many bad things can happen Xorians tend to be guarded with strangers. Larger settlements with markets are more likely to be places for adventurers to celebrate but locals may be quick to turn on strangers. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/01/carousing-on-xor.html
table: CarousingOnXor Awake up in room of stinking drunks covered in vomit Awake up with {1d4} drunks who followed you home and think you are now buddies Stinking old man dead in your bed with bottle in hand Awake with headache and hideous mutant cooking you breakfast Awake in slave pen in the market place with drinking buddies Awake in cell with local sheriff demanding you pay for damaged property Awake in marriage bed with {1d4} new brides of different species Awake in cramped burrow of guineapig folk offering you breakfast Awake with mutants in shack and a {1d3} petty mutations and a single major one Awake with {1d4} signed IOU notes from last nights gambling companions Awake with interesting map tattooed to back Awake with a new pet who follows you about like a sphynx cat or capybara Awake in witch shack with her brewing you a potion in payment for your services Awake with awesome tatooos all over your body detailing your adventures Awake with tatoos dealing with religion (hopefully one you ascribe too) Awake with a girdle of gender change locked and cursed to be unremovable Awake with {2d6} foot long beard and hair from drinking odd potions Awake in room with dance band and a dozen drunken dancers partying Awake with naked halflings in a nest made of hair in their shack Awake with belly button missing Awake lost in fleshy subterranean maze but manage to find way home New growth with a face declares it is your conjoined twin and how great this will be Awake with horrible lice infestation causing itching and sores Invited to secret pleasure cult orgy with drugs, slaves and demons Awake in harem room with exit guarded by unforgiving mutant eunuchs Awake floating in a septic tank with singing rats Awake dizzy with shred of strange map in hand Awake from erotic dream, aroused in barn being licked by goats Tried some strange drug now can detect magic for 24 hours Tried some strange drug now can detect chaos for 24 hours Wake up after partying with wizards now speak {d4} exotic or dead languages Awake naked in bed of local leader You were having great time when Xor sent you visions of demons entering via a gate Skin pigment has been changed from wizard potion sample party Vomiting in morning, spew contains party of tiny drowned adventurers Invited to secret subterranean pleasure garden by nobility Charmed bored nobility at party and invited to be a courtier when visiting settlement Awake with a bandaged wound, later see a wizard selling a clone of you Cooked a delicious meal by gourmet chefs and now everything else seems shitty As you awake sore all over a tentacled thing oozes away into a drain Have become addicted to toad licking visions and always looking for new types Wild rumour about you and octopus folk spread everywhere Awake in formarian feeding pit where they wallow in rancid foodstuff like a hot tub Awake in bedroom of sacred virgins of a dangerous cult Awake in bed of wizard who is obsessed with you, likes stalking and meddling Awake in cult robes in acolyte barracks with your new family Awake in artist studio arranged in scenic orgy tableau Awake in abode of crab folk, they declare you crab friend for what you did last night Awake on surgical table with newly sculptured face "just as you requested" Awake in home of old wizard who declares you his heir for saving his life A kindly priestess has brought you a gift of the gods you cant refuse, a {d6} babies A local leader you met at a orgy is obsessed with you and abuses their power A wealthy lover sends you valuable gifts - [|slave|ivory|healing potion|food] Narrowly escaped being eaten at orgy full of doppelgangers, cannibals or cultists Attended fabulous feast with {5d6} courses of exotic and rare delights Joined a secret society seeking power and fabulous feasts and drug abuse Joined secret cult hoping on finding secret pleasures, instead they have a sealed gate While in a banquet discovered secret door to forgotten subterranean complex Awake in bed with partners corpse chewed up and blood drained Chased by lovers angry partner naked through the streets Awake in sweaty mess in bed, local goblins wink and smile at you all day Drug induced dream of running from strange nightmares in dreamworld Drug induced dream of paradise with wealth, fine food and strange beings serving you Drug induced dream showing lair of a chaos infestation nearby While staggering to your place of rest followed by creepy shadowy occult being Awake with carved ivory armbands with no idea of where they came from After drinking with a stranger discovered they were a shape shifting dragon Lost in a dust storm wandering home found a weathered bone idol of a god Awaken naked in gutter covered in slime Found a mysterious egg in nest on way home Found a wandering idiot who follows you home and serves you faithfully Found a stray hairless dog hungry and friendly Found a broken bone astrolabe to navigate to a mysterious location Found bone tablets in some rubbish indicating a cavern full of drug filled organs While at orgy saw pile of used animal gut condoms crawl away into drain Given a brain in a jar that can talk telepathically by touch by a moleman shaman Awake to find a {d6} kobolds who declare you are their master in your bed Met a human from beyond Xor who gave you a map of their travels Found several burnt shadow like remains of people in a back alley Saw robed cultists sneaking into hidden well with bound sacrifices Witnessed a murder and required as witness before lawmakers Saved a local from death and family grateful, offer to help you any how they can Priest recognizes your being sent by divine ones and declares you a cult saint Witnessed local leaders fuse into a shoggoth during a orgy, now they want you dead Given bottle by hunter of pheromones to attract savage pack of giant mole rats Eat strange fleshy fruit, gain knowledge of hidden garden of unearthly delights Escaped orgy where participants fused into a shoggoth and chased you till dawn Met trader at a party who had old pistol and powder horn and shot to trade Met priest who tells of lost settlement of outsiders in the mountains Find a giant beetle wing casing with strange carvings and maps Develop case of worms that keep away all other parasites and second save vs poison Flesh sculptor improves your CHA by +1 in return for sex Offered "food of the gods" gain 10% height and weight and +d4 HP Found a living spell book made of flesh with {d6} spells and notes on lost treasure Wealthy merchant hears of your adventures and gives you a slave gladiator Gifted a +1 tooth dagger by a kind wizard you told your stories too Captured a evil cult wizard and locals made you sheriff and gave you a +1 bone sword Priest of Xor transplanted some of your organs with better vat grown ones +1 CON Priest removes all scar tissue, wounds and stat below 9 increased to 9 Priests of Xor attach new muscle fibres to your body +1 STR
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largando · 6 years
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FILENAME: EMO_OSR_Sewers.ipt Header: Sewers and Cesspits I've long considered a dungeon zone just of sewers for fantasy and post apocalypse. I used to enjoy exploring drains, until a bunch of people died not following the Cave Clan safety code. Here are lists of things found in drains and basic encounters. See also EMO_Hell_Sewers.ipt. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/08/sewers-and-cesspits-1.html elfmaidsandoctopi.blogspot.com/2017/08/sewers-and-cesspits-2.html elfmaidsandoctopi.blogspot.com/2017/08/sewers-and-cesspits-3.html elfmaidsandoctopi.blogspot.com/2017/08/sewers-and-cesspits-4-mission-to.html
prompt: Show me: {Stuff Found in Sewers|Sewer Encounters|Sewer Secrets And Surprises|Sewer Hazards|Weird Secret Rooms|Sewer Missions|Tunnel Generator|About Sewers in ShadelPort} Stuff Found in Sewers use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& {inits=='TG'}& {inits=='[@GetInitials with {$prompt1}]'}& {note=='[#{inits} GetNote]'}& [when]{rep}=1[do]{$prompt1}{note}
[end]& [@{choice}] table: TunnelGenerator {vertical=='Ladder'}& ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}&; table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Tunnel Length[@SectionLength]& Size[@TunnelSize]& Direction[@Direction]& Water Depth[@HowDeep]& [when not]{dry}[do]Water Quality[@WaterQuality][end]& {spCount==0}Side Passages[@SidePassageCount]&
& [when]{1d6}=1[do] [@MakeJunction][end] table: GetNote type: dictionary default: \z TG: Note: "channels" are carved down the middle of the tunnel, made either deliberately or by erosion. Most are as deep as they are wide. When there's no channel, explorers are walking where liquid waste flows. SM: Many of these missions pay poorly and might seem more like charity. table: MakeJunction [when]{1d20}=1[do]At the end of the passage you find:    [@OtherStructuresToOccasionallyAlternateWithJunctions][else]& [@JunctionType]& The passage ends in \a {shape} junction with {tunnels} tunnels (including the one you just emerged from).& [@GetJunctionFeatures]& [when][{jFeat} >> length]>0[do] Junction features:
{jFeat}
[end]& [end] table: AboutSewersInShadelPort [#{rep} AboutSewersInShadelPort2] table: AboutSewersInShadelPort2 1:This was written to be underneath my campaign city Shadelport. It is a pirate city today but is built on the ruins of the prehuman Monster Empire's maritime capitol. It was where the great revolt broke out and a succession of human barbarians ruled, then a dynasty of necromancer kings. Finally the world was flooded, separating the main continents. So Shadelport still has large sections of ruins and structures built by prehumans and necromancers.\n\n& The upper levels of the sewer systems are the most modern, built from red brick, mostly circular tube tunnels with liquid waste flowing through the middle. Many are just a trickle in the dry season, but others are larger with canals used for waste and goods transportation. \n\n& The older and deeper areas tend to be trapezoidal or hexagonal with their lower halves filled with waste or muck or water, with walk ways on the sides. There are many deep levels unexplored by humans. The bridges also have many hidden internal spaces and levels going under the harbour and river. Some of these areas have higher air pressure, especially areas accessible through water locks. 1:Notes on sewer inhabitants\n\n& Consider the poor faerie folk of a city thousands of years old, filthy kin of the river and sea gods. Don't forget your best friends beyond the S-bend.\n\n& The upper levels would have more humans, then gobinoids and sewer faerie folk and sewer nymphs, then remains of old monster races then connections to the sewers of hell. This kinda suits my setting, as the city is lawful evil and is often compared to hell. Many consider the immortal baron ruler to possibly be a noble of hell. //strange things to find especially on the deeper levels. Also a table of hazards including architectural and environmental risks. table: TunnelSize Cramped yard wide requires crawling on fours most humans - no channel Tight, five feet wide, require most humans to stoop awkwardly[when]{1d6}=1[do], with a 2-foot wide channel[else] - no channel[end] Ten feet wide, with a {2d4}-foot-wide channel for waste water Twenty feet wide with a 12-foot-wide channel{vertical=='Stairs'} table: HowDeep Dry{dry=='yes'} Trickle of liquid an inch deep Foot deep Two foot deep Yard deep or half deep Channel is full or pipe mostly full table: WaterQuality Mostly clean and drinkable water but tastes nasty Contaminated by human waste, garbage, disease and industrial waste Slimy horrible waste dangerous to touch Thick sludgy slow moving tar like waste table: SectionLength {d6*10} yards {2d6*10} yards {3d6*10} yards {d6*100} yards {2d6*100} yards {3d6*100} yards table: Direction 3:Straight 1:A 45 degree bend to the [|left|right] 1:A 90 degree bend to the [|left|right] 1:Winding passage // Each section may have 1in6 chance of side passage keep rolling d6 till roll 2-6 table: SidePassageCount [when]{1d6}=1[do]{spCount==spCount+1}[@SidePassageCount][else]{spCount}[end] // In between each section is 1in6 chance of a junction // Each section or junction may have // 1in6 chance if ladder going up or stairs in wider tunnels // 1in12 chance of ladder going down or stairs in wider tunnels // 1in12 chance of a door // 1in6 chance of a hazard // 1in6 chance of something strange table: GetJunctionFeatures {jFeat==''}& [when]{1d6}=1[do]{jFeat=='{jFeat}
{vertical} leading up'}[end]& [when]{1d12}=1[do]{jFeat=='{jFeat}
{vertical} leading down'}[end]& [when]{1d12}=1[do]{jFeat=='{jFeat}
[@Door]'}[end]& [when]{1d6}=1[do]{jFeat=='{jFeat}
[@SewerHazards]'}[end]& [when]{1d6}=1[do]{jFeat=='{jFeat}
[@JunctionStuff]'}[end]& table: JunctionStuff 3:[@StuffFoundInSewers] 1:[@SewerSecretsAndSurprises] table: JunctionType {shape=='square'}{tunnels==d3+1} {shape=='circlular'}{tunnels==d4+1} {shape=='hexagonal'}{tunnels==d5+1} {shape=='octagonal'}{tunnels==d7+1} table: Door [@DoorTypes][when]{1d4}>1[do]. It's locked.[end] table: DoorTypes // most are locked A door, leading to equipment storage with shovels, barrows, buckets, bricks and ceramic pipes A door, granting access to pipes and air vents A door, leading to worker accomodation with bunks, kitchen and stores A door, leading to a room that's been repurposed by gangs or homeless A door is missing and the room behind the empty frame is now a creature lair A secret door leads to a room with some strange repurposed function (use "Weird Secret Rooms") table: WeirdSecretRooms Lab used for illegal drugs or poison operated by guild. Lab used for alchemy for illegal potions or monster making. Lab for wizard research with books, charts and comfy chair. Sleazy den where sorcery cult lay about enjoying drugs and vice. Cell with torture equipment[|||| and {d4} prisoners]. Cult shrine with idol, manacles, robes, altar[||||||, prisoner]. Crypt with treasure[when]{1d4}>1[do] and angry undead[else] and, surprisingly, no undead[end]. Safehouse for people smugglers often full of undesirables, mutants or escaped slaves. Secret police house where agents rest and hide in between missions and raids. Humanoids or demihumans have made secret home here. Secret stash of treasure[when]{1d4}=1[do], forgotten, no[else] with[end] vindictive owners. Secret bar where sewer dwellers enjoy grog and forbidden cheap nasty vices. Witch hideout with cauldron, herbal supplies, fetishes and familiars. Secret shop where sewer dwellers buy and sell strange goods. Adventurers have set up secret house and cant afford anybody know and live. Secret hideout now occupied by shadows or doppelgangers or poltergeist. Hellmouth gate to hell with guards where agents of hell come and go. Prehuman monster race spies come to observe city and seek lost relics. Hibernating prehuman monster race awaiting time to return in crypt or living pod. Gate chamber of ancient ones but most don't work without secret chant. table: OtherStructuresToOccasionallyAlternateWithJunctions //1in20 A sluice gate where rubbish and solids are filtered by bars or nets that get cleaned every few months. A cistern where water is collected for emergencies, a huge area with hundreds of columns. A water wheel for mechanical motion used in some industry on the level above, behind a locked door. An underground canal boat station where larger water-filled tunnels move goods across the city. A huge chamber choked with garbage, often with an encounter and possibly interesting junk. A large junction chamber with many levels of scaffolding and ramshackle scrap shacks. An underground prison complex, [when]{1d3}>1[do]well-guarded; guests are not welcome[else]abandoned[end]. A complex of underground vaults and storage, sealed behind gates that weigh thousands of pounds. A complex of abandoned mining tunnels with the remains of mining equipment. Catacombs used for burial, with coffins and urns in niches, mostly avoided. The remains of streets built over or buried in some disaster and sealed, lined with empty houses and shops. A plaza remaining from prehuman occupation with strange carvings, idols and decor. table: StuffFoundInSewers Dead animal - [|giant rat|dog|cat|half--eaten small pony] Sack of puppies, [when]{1d6}=1[do]still alive[else]drowned[end] Human corpse - [|peasant|thief|mutant|gongfarmer] Old boot Severed head Dead goblin or kobold Broken bucket Giant pile of feces Congealed lump of fat acumulated over years Broken cart Broken barrel Pile of old beer bottles Pile of fish skeletons Stalactites and stalagmites Sawn through iron bar grill plate Pair of old stockings Fishing rod Half eaten fish with bite marks Package of illegal drugs stuffed in hole Gang graffitti Dead baby or child Dead half eaten crocodile Patch of thriving fungus Chunk of stone in wall with prehistoric carvings Tiny shack built of scrap Sign from a shop or tavern Torn old map Page from spellbook covered in feces Lost hat Fancy shoe Pile of old rags Skeleton Rotten vegetable heap Pile of rotten leaves Pile of corpses with slit throats Glowing mushrooms Huge bones Sheets of shed reptile skin Tree roots Stone statue head Drowned woman clutching suicide note Strange carvings in wall Cult idol set into wall Sack of copper coins stuffed in hole in wall Pile of loose bricks and soil Shovel, buckets and sacks of feces Artificial limb Rusty old broken dagger Sodden pile of posters removed from street walls Childs cloth doll stuffed with straw Broken erotic clay figurine Bundle of torches Rotten goat crawling with maggots Wheel of cheese being eaten by rats Gnawed human limbs Wooden crate with cultist robes Crate with rusted old chains, tools and scrap Gnawed leather pants Walking stick Huge broken teeth Puddle of blood Lost puppy Stray cat Gelatinous harmless blob grazing on filth Dog collar and lead Old blanket Mound of scrap and garbage Dead giant bug Giant maggot crawling about eating scraps Patch of mould Thousands of cocroaches covering walls Thick cobwebs block area Coffins with rotten corpses fallen through collapsed wall Sealed burial niches for burials Cultist graffiti Mound of human hair Mound of dirty bubbling froth Wooden planks Scaffolding supporting sagging ceiling Several boxes arranged as furniture with cups and empty bottles Bedroll and backpack with old clothes and d6 copper coins Purse with d6 copper coins Silver coin Huge toad sitting in a hole Half a broken boat Tree branch tangled with string and hair and mud Sloppy wet mud with footprints Rusty old lantern Candle stubs stuck on walls Campfire Pile of stale rat eaten bread Nest of mice under pile of garbage Eels gnawing on chunk of rotten mystery meat Broken musical instrument - [|bone flute|drum|bagpipes|horn] Chart of local tunnels pasted to wall Someone smashed holes in walls looking for something Collapsed tunnel with several shovels and buckets in rubble Colony of bats easily startled Walls have skulls placed in holes in brick work with mortar Cluster of large eggs table: SewerEncounters Giant ratsout hunting. Swarm of rats guarding nest. A colossal rat size of a black or brown bear. Gang of escaped kobold slaves. Goblin sewer gang. Goblin sewer workers just here to clean up. Thief gang on way somewhere don't want witnesses. Thief gang dont want any trouble will scatter. Sewer gang defending turf. Homeless old people drinking rotgut. Homeless street urchins flee on sight. Homeless youg child crying. Sewer workers with tools and cart full of dung. Fisherman with bucket of sewer fish and eels. Sewer workers with digging tools and cart of bricks. Militia on patrol exterminating unauthorized persons. Militia chasing escaped criminal. Pick pocket on the run from law. Old thief with gang of urchins in training as thieves. Family of mutants looking for food. Dwarf surveyors looking for damage and faults. Halfling family hunting rats. City rat catchers with sacks of rats and noisy terriers. Carrion crawler wid d4 egg filled corpses. Insane gibbering tentacled mutant. Orc sewer gang unemployed and looking for trouble. Secret police moving unseen for a surface mission. Zombies patroling sewers for gangs and monsters but they are not very discriminating. Skeletons collecting bodies for necromancer master. Skeletons with necromancer master on way to secret lair. Gelatinous cube cleaning up filth. Ochre Jelly eating anyone in path. Grey ooze hungrily devouring everything. Shrieking fungus patch. Giant crickets devouring mould. Green slime patch on ceiling. Yellow mould patch. Mushroom men collecting dung to take home. Giant dung beetle rolling huge ball of turd over everything in path. Giant flies laying eggs, caring for maggots and looking for food. Giant maggots hungrily sniffing out food. Cult with sacrifice dont want any witnesses. Cult on way to secret meeting. Cult summoning demon. Sewer wight wanders from crypt to kill occasionally. Sewer mummy wandering about spreading disease. Chaos rat men hunting for victims often with priest or wizard. Lamprey men looking for blood. Giant eels willing to flop about in air for food. Mole men looking for slaves. Evil dwarfs looking for new lair. Dark elves spreading exotic fungi spoor. Goblin children having a turd throwing fight. Giant slug munching on filth. Bloodthirsty weasel men hunting for anyone they can eat or at least some rats. Albino sewer apes crazed with rage carrying bone clubs. Squid men caarying cursed relics to cultists. Fishmen with captive trying to get to sea shore. Sons of kyuss dripping with glowing green maggots looking for victims. Eel men pirates drunkenly looking for victims to serve as slaves or food. Chaos Troll eating feces but prefers fresh meat especially hands. Otyugh or neo otyugh wallowing in pile of filth demands worship. Roper lays in wait in water expects sacrifices. Cave fisher lurking in hole in ceiling awaiting victims. Giant cave lobster lurking in pool hungrilly. Giant crabs come from sea looking for food. Giant cockroaches will try to eat anything. Giant centipede nest or single gigantic specimen hunting. Giant beetles hunting in a pack. Giant toad covered in hilth hidden awaits tast prey. Pack of savage toothed frogs hunting for game. Earth or water elemental formed from sewerage on murder spree. Feces golem furious with being created from shoddy materials on killing rampage. Ghoul pack travelling between graveyards. Skelton wizard with skeleton guards seeking long lost relic. Zombies uncontrolled hungry for flesh. Smugglers moving goods under the city. Pirates moving press ganged captives to ship. Witches moving in secret to hidden ritual coven chamber in basement. Gang dumping dead bodies. People smugglers helping customers cross city district walls. Doppelgangers will sense minds of adventurers and adopt a plausible form to close in. Ogre wandering the sewers tired of eating feces and rats. Starvin peasants looking for rats to eat. Giant cod will try to snatch people close to water. Giant snakes hiding in broken pipes nip passers by. Giant gecko lives on ceiling camouflaged tries to snatch and run with humanoid. Rust monster flushed as a baby wanders hungrily. Floating eyeball used by wizard to find interesting things follows party. Goblins bathing in sewage and splashing playfully. Drunken goblins singing and eating feces. A gang of orcs skirmishing with a human gang over wide area. Militia mounting large area manhunt for an unlicenced assassin on the run. Adventurers on some grubby dodgy quest for hidden treasure. Down on luck murder hobos looking for monsters to kill for city bounties. Assassins guild on training mission for initiates sworn to kill witnesses. Cultists on run from a demon or beastmen after deal gone bad. Smugglers boat delivering goods to evade tax. Tako octopus faerie folk exploring human civilization from their sea castle home. Giant sewer octopus living in cesspool. table: SewerSecretsAndSurprises Rats stacking d2000 copper coins into neat piles until they have 2000. Trail of loathsome slime disappears down hole or into water. Disc of carved stone with ancient calendar if rings rotated correctly opens ancient door. Something has opened burial niches scattering ancient prehuman grave items. An ancient long sealed iron bar gate crumbles to the touch. Glistening metallic item just visible in bottom of the water. Tentacle slides back into a pipe in a wall up ahead. Huge graffitti of vampire bat goddess painted in blood. Ancient cut stone lined brick well drops into black salt water depths. Crude relief of tentacle faced god made from river clay covered in dried fish skin. Corpse of rat catcher impaled with harpoon trap and partially eaten. Man sized cocoon like skin, slimy on inside but dry and camouflaged with filth on outside. Zombie nailed to the wall with iron spikes twitches and moans when anyone comes close. Corpses of a mutant family murdered and partialy burnt. Stone archway with serpent man symbols sealed with diferent more recent brickwork. Footprints in mud slowly change from bare human into huge rat feet. Strange coloured liquid pool dripping from alchemists lab on surface. Something large swiming in water by raised dry pathway. Severed hand holding sewer local map with several x marks. Several stitched together mismatched corpses with magical symbols on them. Sea trunk full of shrunken heads with sould trapped in them. Area frozen and what looks like normal muck is incredibly slippery. An ogre body floating in water with eels swimming into its gaping wounds to feast. A black billy goat steps from shadows twitching its tail an staring at you. Hear distant chanting then screams then silence. A crude basalt altar wet with blood and worn from millennia of use. Glowing naked corpse floating down stream. Remains of a crude shack with chest of rations, rat jerky and bottle of rum. Crazed old naked man muttering about the city of monsters down here. Mummified remains of witch and her cat with bag of fetishes and knitting supplies. Giant empty nest made of bones and cobwebs. Mummified giant bat wrapped with own wing membranes covered in arcane tattoos. Vampire hunters bag with steaks, garlic, holy water and holy symbols. Strange mist and noises like a busy marketplace chattering in non human voices. Remains of student necromancer with beginners book of d4 evil spells. Crumbling cult robes with beast mask and key on a chain. Bronze lion head with keyhole in mouth unlocks long sealed secret door. Chained skeletons half submerged in dank water. Hole dug through wall leads to ancient carved inscription in fishman script. Rows of slavers manacles on an iron bar bolted to walls. Relief statue set in wall of vulture headed robed man standing on piles of human skulls. Tunnel filled with shacks of former gang home everything built from scrap and garbage. Collapsed ceiling with remains of long forgotten sealed basement storage. Trail of gore leads to pile of headless and limbless corpses arranges in circle. Strange golden fishman statuette arranged on an altar with human hearts. Flaming pit possibly of burning gas or magical connection to elemental fire. Huge mound of human teeth or fingernails. Ancient stone block used in wall shows pre flood world map with cities of monster kings. Pushcart loaded withs rags, bones, paper, scrap and several old maps. Fishman with missing legs crawling across the ground trying to get to open water. Squat toad idol with pile of d100 silver coin offerings before it. Remains of a black market with rotting stalls, skeletons and some unlooted goods. Stacks of coffins, some spilled open with half eaten bodies. Painting of underworld gods and devils tormenting sinners. Graffitti from persecuted healer cult who once hid here from the law. Large scorched area with charred bodies scattered about. Shadows cast by explorers seem sinister at a glance making everyone uneasy. Moaning phantasm tries to communicate something then gives up in dispair. A scrying pool detects as magic and offers visions of the past when monsters ruled. Idol with incense burner, the incense causes nightmare visions of despicable cult rites. Bronze idol of a fly demon vomiting maggots into its cupped hands. Cascading waterfall of filth mostly covering chained human skeletons. Drain pipe in wall with blood from the surface pouring into waters. Fountain with gargoyle statues spitting filthy water into basin. Enormous serpentine mineralized skeleton decorating tunnel walls. Trilobite, sea scorpion and ammonite fossils in walls some huge. Ancient wall with relief carvings of newt men with chained human slaves. Huge matted lumps of hair blocking drain pipes and clogged with filth. Sacks of sand some burst semi blocking ancient passage to cult sanctuary. Gallery of ancient humanoid statues with features and writing mostly worn away. Piles of broken statues seemingly of skeletal wizard kings. Stone plaque with names of forgotten kings and dynasties in ancient toungue. Piles of old boots with mummified feet still in them. A dozen rotting corpses hanging from ceiling by meat hooks on chains. Water is bubbling and producing strange mist that makes travellers feel woozy. Huge whale like bones and an enormous bronze oil rending cauldron. Piles of wrecked and worn out dungeon torture equiptment in broken heaps. Iron bar grill choked with rotten human and animal corpses causing a water level rise. Poetry written on walls with chalk either blasphemy or treasonous. Gigantic moulted exoskeleton of arachnid, bug or crustacean covered in years of grot. Headless statue in serene meditative pose, stone head fallen behind is a rat man. Tattered remains of book pages detailing leach points and lamprey therapy. Hundreds of broken clay figurines of a squid headed demon god. Fake sewer monster head costume and tail used by smugglers to scare away meddlers. A magic mouth appears on the wall muttering abuse in long dead language. Carved symbols on stone wall actually a puzzle allowing a secret door to open. Riddle carved in wall if answered opens a magic doorway to lost relic. Demon fire altar with burned bones and ashes scattered around it and inside. Carved reliefs of non human races who ruled in prehistoric times before man. Huge sticky webs left by a giant spider with mumified remains of human thieves. Broken remains of awful tentacled petrified thing in stone wall. Piles of shed skins and clothing recognisable as belonging to popular missing bards. Box of scrimshawed sea monster teeth depicting awful scenes of depricity and cruelty. Crude shack built into hole in wall with elaborate conspiracy theory notes on walls. Hole in wall home of long dead serial killer with weapons, torture pit and victims faces. Corpse of mask wearing hunchback wanted by secret police for inspiring peasants. Glowing lights hovering ahead or behind casting eerie lights. Spirits from ancients swarm everywhere ignoring the living as if they still lived. Ancient crumbling fresco has spirit inside desperatly seeks help in a long lost cause. Lost citizen in night shirt wandered here in sleep dreaming of past life. table: SewerHazards Flammable oil on ground and surface of water with rainbow hued swirling patters. Pocket of flammable gas easily ignited will explode. Pocket of bad air may asphyxiate all air breathers in area. Plague ridden piles of filth highly contaminated. Dozens of gremlins having a horrible party with a tied up terrified human. Ancient runes if browsed makes looker save vs a curse. Witch child will pretend to be lost abused orphan will try to charm and abuse rescuers. Roof cave in if any loud noises or walls struck. Flash flood of sewerage from burst blockage. Huge rat swarm floods area in panic. Walkway collapses dumping people into filthy river of liquid turds. Slippery walkway dumps the clumsy into water. Swarm of flies chokes and blinds travellers briefly. A strange occult symbol that seems to move if viewed causes otherworldly nightmares. Area of magical darkness. Area filled with coloured mist obscures vision and light. Water levels slowly rising from showers on surface. Water levels rapidly rise from rain on surface. Wind blows out candles, torches or uncovered lamps. Huge swarm of bats flies through area panicking and confusing everyone. Swarm of slippery crawling worms or maggots or leeches covers floor. Loose bricks fall from ceiling. Sewerage pours through drain pipe above explorers. Bridge over flowing excrement collapses. Cave in blocks behind or ahead. Cave in blocks behind then in front. Cave in opens passage sealed for aeons. Confined passage very craped. Steps worn smooth by flowing water and covered in slime. Path passes through flowing sewerage. Diseased leeches crawling everywhere. Mouldy surfaces produced chocking spores if disturbed. Dusty surfaces cause choking if disturbed. Poisonous gas slowly causes damage. Corrosive fluids or vapours. Slimy pipes from walls force you to climb over them. Rickety rotten wooden bridges over fluids. Stooping for long periods of time painful, crippling over years. Irritating mineral oils and tar cause rashes and burning skin. Toxic gas causes tearing and might harm eyes. Slimy pipe is used as a bridge over flows of fluids. Floor collapses into lower level. Tangled mats of roots block passage or cramp space. Forced to climb up or down to continue. Passage submerged for a section. Passage submerged and has a middle section with bad air. Water is thick with eels that will tear holes in anyone, swim inside and start eating. Water and air are chilling and there is a risk of hypothermia with long exposure. Junction or chamber has been taken over as a monster lair. Junction or chamber has been taken over as a gang lair. Junction or chamber has been taken over as a cultist lair. Large pipes have broken blocking walkways. Cascading water blocks walkway making crossing dificult. Flow of water is fast and can sweep away people with current easily. Flow has become so slow sludged up with sticky tar like mass that can swollow you up. Flow is rapid and filled with dangerous debris that can injure anyone in water. A whirlpool in water can suck swimmer down to hidden depths. Pressure in depths causes illness particularly deep below waterline. Polluted with toxic but colourful chemicals from surface. Hot fluids poured down drain from surface. Sewerage rains from drains above backflowed from somewhere else. Damaged rotting wooden scaffolding walkway ready to collapse shortly. Walkway bricks collapsed forcing explorers to climb over loose rubble. Gigantic mass of froth from water covers walkways possibly hiding hazard. Traps left to catch giant rats. Walkway bricks collapsed and flimsy scaffolding made from scrap crosses hazard. Crude tripline setting of noisy alarm using old pots or breaking glass or a bell. Bricks of walkway have been crumbling inside and ready to collapse. Water flow has eroded brick walkway through leaving a jumpable gap. Deadfall trap drops pile of rubble left by gang. Trap drops iron portcullis blocking passage. Spawning grounds of giant frogs who remain to protect eggs and tadpoles. Thousands of cockroaches covering every surface, start moving if exposed to light. Hundreds of plague black plague rats crawling about will bite if stepped on. Colony of giant spiders possibly of aquatic variety with underwater nest. Roof of tunnel has colony of cave fishers delighted by large prey in area. Piercer colony on ceiling among natural calcium formations on tunnel ceiling. Stalactites of ceiling fragile and sensitive to sound, prone to fall of noisy travellers. Sewernami flash flood of excrement usualy preceded by swarm of rats running away. Wererats shanty town built of scrap crawling in common rats, will hide in human form. Monster grown to big to escape trapped in section and very hungry. Area where monsters are dumped from surface menageries, circuses and dungeons. Area has many phantom spirits wandering around ethereally unaware of mortals. Operating black market run by several gangs who don't want witnesses. Stone crypt sealed with magic holds an ancient undead necromancer or monster. A stone vault with arcane puzzle lock contains an enraged shoggoth trapped for aeons. Area covered in corpses crawling with dangerous grubs like rot grubs or kyuss grubs. Area infested by major gremlin colony who may attack, prank or stowaway in packs. Area contested by gangs and regular fights break out and strangers are attacked. Area connected to dungeon complex of secret police who use it to move about unseen. Magic wild zone makes spells and items behave chaotically. Magic null zone ruins active spells and prevents spellcasting or magic effects. Elder prehuman gods were once worshipped here and the place reeks of their taint. A cultist demon worshiping site here and evil essence attracts chaos horrors. A tainted burial area here attracts undead and necromancers. A water elemental node attracts planar beings who delight in playing in liquid. An earth elemental node attracts planar beings who delight in playing in sludge. An air elemental node attracts planar beings who delight in playing in open space. A fire elemental node attracts planar beings who delight in playing in burning gas. A gate to hell is sealed but can be accidentally opened or have guards. table: SewerMissions Rat catchers guild say something bigger than normal is eating members and need it killed. Merchant has giant rats getting in his cellar and normal ratcatcher disapeared. Someones favorite ratting dog has gone missing and they are ever so worried. Sewer workers guild need guards as section they are working too dangerous. Gongfarmers finding certain area infested with criminals and need them driven out. Gang trying to charge gongfarmers tithe to work the best drains in city. Gang has had lots of losses and need someone to scout out a new safe sewer base. Gang ever so grateful if you could find out who has been murdering members in drains. Someones child joined a sewer gang and they want you to find them and bring them back. A wizard wants ten giant rats, preferably black not grey or brown for experiments. A were rat murdered the thieves guild chief's son and he wants the buggers dead. Someone swallowed their gold tooth and need someone to get it back. A tavern keeper says customers keep disappearing in lavatory could you please take a look. An atractive gongfarmers daughter says she will marry whoever returns her father from the sewers. A man came back from prison and has heard his family have been living in the drains, he needs help. A wizard has heard of strange carvings in the deepest levels of the sewers and would like an escort. Some rich dandies would ever so like to see wonders below and will pay handsomely, especially if they don't have to get messy. A circus man wants someone to catch a sewer troll he has heard of for his show. A rich wizards pet monster escaped from his menagerie and got into the drains. A man has heard you can catch magic fish in the sewer and needs an escort. A chef has heard there are giant sewer lobsters and he thinks they will make a dish to bring in his gourmet customers. A wizard found his son using a book of arcane lore as toilet paper and needs the pages recovered. Some well off lads want to hold a sewer boat race and need adventurers to clear out a fun route. A kobold dealer had a shipment of prescious skilled slve kobolds escape into a drain and needs them back. Someone stole a clay golem manual from a temple and priests want it back, the theif broke in through the cistern. Secret police lost a tax inspector in drain looking for illegal traders and offer a reward to recover him. Rat beast men cultists have been spreading disease in sewers and city wants them dead. A crazed old hobo claims to have found a magic fountain that will make rich who can recover it, possibly it is under a sorcerers or alchemists bathroom. Soldiers keep breaking into wine cellars through sewers and merchants want this to stop. Something from sewer stole a child from a merchant through the toilet pit. A wealthy young fop tried to comit suicide by jumping into sewer and his father wants him back. A fluffy pet of a spoiled rich girl was flushed down the drain and family want the pet back. A priest is worried by the sewers as secret highway for demon cults and would like some adventurers to assess the risk. A local street has been terrorised by a witch and she lives in the sewer with her goat and cat. A prize piglet was stolen by a giant frog that escaped into the sewer and the farmer wants it dead. City offering bounty on fish men or fish cultists up to no good in the sewer. A merchant wants to set up a sweatshop in the drains and needs a location and someone to deal with the gangs. A man has fallen in love with a sewer nymph he met when he drunkenly fell down a drain and wants help to finding her. A wizard needs someone to catch gremlins, lots of them. A sewer gang has been getting licked by a gang of orcs and need help. A kelpie faerie has been luring drunks to their deaths in sewers and barkeepers want it dead. A savage sewer nixie tribe have been drowning homeless who live in rivers edge drains and they have scraped together some possibly valuable weird trash for who ever stops them. A filthy clan of sewer halflings have been dricven from their lair by giant spiders. Sewer goblins stole a dozen beer barrels and brewer needs them back or will go broke and it's the best beer youve ever tasted. A sewer bugbear has been scaring local children and stealing pets and parents want the bugger stopped because children wont sleep or use bathrooms. A homeless man found some carvings a scholar paid lots for and he hopes to find more but the area crawling with monsters. A cult has taken a merchants child as a sacrifice because he couldn't pay ransom, he needs adventurers to get her back. A cobbler says magic wee folk came out of drain and helped make shoes in his workshop and he wants you to catch some in a cage because they did such a good job. A barge load of goods in a below street canal boat was robbed and merchant wants goods back. A slaver had his whole stock escape into a drain and he needs them back for a VIP client. Some rich kids were graffiting a drain and several were washed away when a sudden downpour surprised them, their families want them back. A drunk old man says he has seen a secret sewer witch covens and knows where you can spy on their lewd and depraved rituals for a small fee. Gang members all paying top coin for new type of sewer fungus. A rich lady lost a necklace in the sewers and will reward finders handsomly. A devil in disguise offers a treasure map actually an enterance to hell. A cow fell down a well and is running around damaging the drain and sewer workers guild will reward you for getting it out, maybe it was actually a bull, you'll be fine. A murder hobo prospector wants help examining abandoned mine connected to sewers. A scholar has heard there is a tribe of sewer elves and would like you to catch one. A gang has stolen a nobles valuables and he wants them hunted and killed in their sewer hideout. A wizard is sure giant invisible telepathic spiders cortol the city from the sewers in secret and needs someone to find him evidence to present to the wizard council. A sewer worker found an illuminated book page in the depths and a temple wants explorers to see if rumours of a secret sewer monastery is real. A cult of demon sewer snake worshipers have been infesting city toilets with snakes and the sewer workers guild need someone to locate their temple. A wizard wants guards to take his apprentices on a sewer field trip looking for ancient carvings. Some dandies want pet giant snails for jousting but need someone to fetch eggs from the sewers. A necromancer has been teaching evil spells to the unworthy in a secret sewer school and the university want him captured for trial. A homeless man has found a section of long forgotten crypts in drain catacombs and will show greedy adventurers for a cut. Black lotus smugglers are using city drains and the secret police offer a reward to stop these unsanctioned drug dealers. The Barons dungeon games require fresh monsters and the sewers have plenty also conveniently close by. A cultist giving out sewer treasure maps where cult await to trap victims for sacrifice. A cult converted a nobles son and he wants all but his son killed. A witch hunter requires mercenaries to enter the drains with him on a hunt for demon worshippers. A potion dealer has directions to find several types of magic frogs he requires but he cant go himself into the drains because they are too horrible for him. An enormous bear size rat snatched a baby from it's crib and outraged peasants want it back. A tavern keeper thought he was helping a press gang turns out they were a demon cult with a temple in the drains, he wants someone to kill them all. A dandy has heard there are secret races in the drains where goblins ride frogs, he wants an escort so he can plce bets. Cultists from the sewer stole a precious star stone from a collectors house and he wants it back. Brain eating squid men in the sewers have been increasingly braving the streets and the militia want them taught a lesson about where they should dwell. A dandy has heard about a spot where magic fish can be caught in drain needs an escort. A drunk saw moon men come from the sky on moonbeams and enter the sewer, a wizard wants this investigated. A drunk saw giant talking bats cast a spell and the wizards guild want this investigated. A giant sewer centipede stole a mans favorite duck and he will pay you in eggs for a year to get her back or kill centipede. A sewer barge of goods was sunk and guild needs an enterprising group of adventurers to recover the goods. A youth with a waterbreathing potion discovered a lost fishman complex under sewers and tells all about the trreasures and terrors he saw. A group of adventurers in the deep drains were drowned during heave rain, only 3 of 6 bodies recovered, reward offered to who finds any others by kin. A sewerage golem has been killing sewer workers and gongfarmers and both guilds will pay handsomely to who can stop the horror. A priest has heard of an awful thief raising urchins to be criminals and abusing them, wants someone to kill thief and bring kids to church orphanage. Taxman has reports of a hidden sewer tax haven and will give anyone who destroys it a year of tax relief. A man claiming to be a concerned parent wants a hidden sewer drug lab destroyed really it is his gangs rival operation. Nightwatch and the dockyard guards guilds have offered a bounty on ratmen heads this week. A bridge warden has offered a reward for clearing out the sewers that connect to the deeper tunnels under the bridge as monsters and gangs disturbing sweat shop slaves in underground work houses. A factory owner has had a disturbing number of urchins escape his sweatshop and believes they have formed a gang in the sewers that he wants stopped or returned. A new breed of giant kangaroo rats has been reported in sewers and the menageriest guild would like a breeding pair. Frogmen have been kidnapping local halflings and taking them to a newly built sewer temple for some reason. A section of the sewers is eternally frozen and sewer guild has sponsered a wizard study group to investigate and they need guards, posibly ice toads to blame. Giant dung beetles have been released into sewers to damage the gongfarmers guild, sewer workers keep getting rolled over in giant balls of dung - both guilds want beetles under control and find who released the pests. A cult of the old one Abhoth released his spores somewhere in sewer and now all manner of freakish useless things crawling out of sewers, a reward offered to stopping the spawn or sealing them away before problem spreads. A chaos billy goat loose in the sewers is causing all kinds of trouble and keeps on igniting sewer gas with his flaming breath. A lesser devil and his hellhounds have been been hunting sewer workers and the guild will reward any who stop it. A scholar wants rubbings made of certain elder carvings deep under the city for spell research and will pay. A shoggoth has been released by a gang in the deeps and now it wanders the sewers eating everyone and crying gibberish, since it started exploring surface at night city offered a reward to kill it. FILENAME: EMO_OSR_CaveArt.ipt Header: Cave rock art works Mostly these are for decor or curiosity with no game function, but villagers might mention them as a scary place, or adventurers' finding one in a deep cave might serve as a warning. They could describe an historic event, and you might find the remains of a monster that was depicted in art or find a living descendant. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/09/d100-cave-rock-art-works.html
prompt: Show me: {Cave Rock Art Works|Make Some Cave Art|More About Cave Art} Cave Rock Art Works use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeSomeCaveArt ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Type[@Type]& Condition[@Condition]& Art[@Frequency]&
table: MoreAboutCaveArt [when]{rep}=1[do]& You might find these in caves but also on cliff faces or anywhere with great sheets of rock. Some might be flooded over by the sea or visible at low tide or on a mountain top.\n\n& Some are painted so these require better shelter and/or a tradition of repainting them every generation, Carvings last a long time but might be worn smooth in some locations. Relief art is more 3D and statue-like but carved into the rock wall.\n\n& More modern religions might fear them, adding their own on top or destroying them outright. A wizard might be able to research a spell from them but these will be better hidden. People might assume they were pagan- or witch-made; these will be shunned or feared. More recent peoples might open them to tourism and even create fake copies for cheap fame. People might adopt earlier artworks and make up explanations or claim their ancestors made them as part of their land claim.\n\n& Many will feature lost prehistoric life being hunted, ancient disasters, ceremonies, communities, supernatural beings, ancestors and more. It is a great chance to show off your world history. Some might be magic but the secrets are probably lost. Some prehistoric maps seem very strange to us and very abstract with distances in days travel to actual distance making them very distorted. Some possible magical instructions or treaties with supernatural beings.\n\n& Works might be made by a particular gender, specialist artists, shamen or wizards. Purposes include seasonal rites, part of coming of age ritual, just decoration, for magic and possibly by teenagers for totally secular entertainment.& [end] table: Type Painted with ochre, pigment or blood with brush or sprayed from mouth like aerosol Scratched or scraped surface with tool Chiseled and carved linework into rock with tools Relief carvings with 3D shapes Patterns with clay or mud possibly built into 3d shapes Carved and chiseled then painted table: Condition Perfectly preserved since prehistory Well-preserved but repaired over aeons, possibly added to or distorted by later peoples Not as ancient as you might think, possibly fake or copied mish mash A bit battered or worn or covered or faded Vandalized with possibly modern work over the top like names or holy symbols Worn and barley noticeable requiring study and reconstruction to comprehend table: Frequency One-off single artwork alone:\n
[@CaveRockArtWorks]
Several repeated artworks in row:\n
[@CaveRockArtWorks]
Similar artworks repeated over area:\n
[!CaveRockArtWorks]
\n...and one unique artwork:\n
[!CaveRockArtWorks]
{roll==d4+2}{roll} artworks in separate sections:
[!{roll} CaveRockArtWorks >> implode
]
{roll==d4+2}{roll} artworks in an overlapping mess:
[!{roll} CaveRockArtWorks >> implode
]
{roll==20+4d6}[|Long wall|Caves gallerey] with dozens of artworks:
[!{roll} CaveRockArtWorks >> implode
]
table: CaveRockArtWorks Handprints everywhere Large painted areas with pigment Abstract decorative patterns and blocks of colour Tool marks forming pattern like scales Walls plastered with stones or coloured clay cones Patterns made up of dots or simple shapes Bands of colour alternating in simple patterns Stick figures repeated Stick figures and animals Stick figures running from comet Stick figures hunting animals Bizarre elongated stick figures Stick figures with weapons killing other figures Stick figures with extra limbs Stick figures with strange heads or horns or tails Dancing stick figures with instruments Stick figures wailing with many dead Stick figures fleeing monster or spirit Stick figures worshiping monster or spirit Ancestor figures teaching skills to decendants Ancestor figures birthing increasing generations Concentric rings of dots and figures indicating water sources and tribes Men with weapons fighting mammoths and rhinos Men fighting or fleeing giant auroch cattle Frog or snake demon guarding water while people sick Animal ancestors of local tribes Female hag monster squatting over treasure in cave eating children Beautiful depictions of herd animals Face of lion using shape of rock to resemble relief art Horned shaman holding fetishes with familiar Sleeping shaman with fetch leaving body to visit spirit world Strange spirit creatures warning trespassers or taboo area Horned shaman with drum and erection Figures dancing with breasts and erections Animal paintings that have been struck with weapons and painted with blood in ritual Stars in sky, sun and moon with local landmarks Angry dead spirits come from tomb to menace living Village scene of everyday life preparing food with huts Figures dancing around fire Ferocious cave bear chasing hunters Figures around single other coloured strange figure Crude scenes of intrecourse Abstract large women giving birth Pictures of animals with digestive tracts and organs Pictures of animals and people made from repeated dots Moulded clay bison set into wall Relief sculpture of huge earth goddess with many breasts Strange hybrid beast man in frightening detail looks enraged Figures engaged in cannibalism turning into monsters Flying demons chasing people Tentacled horror eating people Relief carving of attractive naked women Wall covered in phallus symbols Worshipers of giant many breasted bat goddess Squid headed bat winged god devouring humans like snacks Horned figure leading people in dance Giant terrorising people and eating whole animals Wolf men eating people Surface covered in clay breasts Painting of men fighting orcs Dwarfs with strange clothes trading weapons and tools with men People worshiping a huge tree Hero fighting a great lizard People trading with shorter people Tribe chasing a male female couple Angry wizard chasing scared women with babies Men riding goats Men fighting a centaur carrying a woman Woman feeding a unicorn Dragon chasing wooly mammoths Wizard raisind undead from pit of corpses Men chasing bison off a cliff People traveling from dark cave past monsters to the surface Men fighting while tribe look on Men fighting a hydra Many headed man being worshipped Wizard sacrificing people to wicked spirit People running from waves to high place Goat men having a ceremony Worshipers dancing around monolith with toad thing sitting on top Men fighting a cyclops and hero shooting it's eye with arrow People with tents trading tusks, fur and stones Fish men stealing women chased by angry tribes men People meeting strange slender people hiding in trees Lizard men and monster destroying huts taking human prisoners Wizard battling ghosts from a pit Tribal ritual burning someone at steak A great flying bird thing snatching a child from angry people Tribe building log wall to keep out angry giant Fish woman luring men into sea Man with axe fighting a lizard man Women with spears chasing a man Tribe of people swapping children with frog folk Many men dragging a great stone Enslaved men dragging rocks to great mound being whipped by bigger men A great horned man with axe leading many slaves tied by neck Strange symbols repeated over again with no visible meaning Walking bird fighting warrior Men shooting arrows at the sun led by horned man Several log forts with huts with monsters roaming in between FILENAME: EMO_OSR_GoblinGifts.ipt Header: Goblin Gifts from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/12/d100-goblin-gifts.html
table: GoblinGifts Dandy lion wine Gourd of honey River stone beads on strings Pointy mushroom like cap Acorn bread loaf wrapped in oakleaves Small pointy toed boots Bushel of field mushrooms Bushel or wild berries Hag Spittle Spiderweb shawl Scream in a bottle Small bottle holds {d6} gallons of fresh rat milk Sick with minor spirit bound inside Gremlin in a bottle Wand with {2d10} charges of a cantrip Fetish idol with green eyes - all chaoic beings save or crave it Turnip with carved face summons a scare crow Purse with {d600} copper coins but weighs as 10cp (holds copper only) Outlandish coloured troll wig +1 CHA when worn Terrorbird Egg Arousing mushrooms, {d6} doses Screaming baby mushroom in pot Addictive spore dust, {2d6} doses, d6 hour high Explosive toadstool d6 damage over 1 " square Glowing mushroom as candle but lasts for years Prophetic dream mushroom, d6 hour trip one Y/N crisis Magic mushroom allows user to commune with spirits d6 hours Tiny adorable mushroom person fits in pocket Sovereign mushrooms, {3d6} days' food with no weight Chaos Mushroom, eater gets a lesser mostly cosmetic mutation Ball of lizard tails +d6 HP when carried Lucky ogre tooth - +1 saving throws Gold nose ring Nose Bone - +2 poison save Necklace of {2d6} teeth, each summons a kobold who obeys for a turn Dungeon Magic Pie Healing Potion d6 Basket with live snake Best quality licking toad or newt Bag with pipe and quality swamp goblin tobacco Obedient zombie rat in a box Dire Wolf Pup Large bejeweled beetle, worth {d6*10}gp Stirge in a box Colourful magic fish in bucket with magical effect if eaten Baby goblin wrapped in leaves or huge pea pod Hand size rat eating spider Baby vampire cave squid Baby goblin riding bat Footlong baby purple grub or carrion crawler Dried Beans - cast Entangle {d4} times Wasp Hive - casts swarm once Whistle - summons a wandering monster {d6} times Dried Beans - cause d6 months of flatulence if eaten, serve {d3} Spider Web in bag allows one to cast web spell once Bark Ointment casts bark skin {d4} times Bear Paw can cast strength spell {d3} times Set of goat or ram horns may attach to head, increases headbutt to d6 Goat Hoof Shoes fuse to feet permanently if worn +{d6} MOV Kelpie Membrane, stretch over face to cast water breathing {d4} times Tree Seed, acorn or pine cone grows adult tree overnight, set of {d6} Goblin Chewing Stick a potent drug, +d3 MOV +1 DEX lasts 1 hour, {d6} doses Wizard Hood, dried skin bag from newborn baby wizard face, +1 INT if carried Goblin Shaman Chunder if eaten grants ability to cast a random cantrip daily Goblin Priest Chunder if eaten will turn into a zombie on death Goblin Goat Bagpipes can be used to attract goats, even better for bard Bat riders Crop, +2 to ride bat ability and +2 to bat morale and understand bats Wolfmasters Bow, compact composite shortbow with base damage of d8 per arrow Goblin Arrows, warped willow shafts twist in the air ignore cover and range penalties Goblin Lord Dagger, spider venom on first stab every day Goblin Spider Fetish, atracts bugs and spideres that spread cobwebs everywhere Goblin Worm Fetish, dig under it if left overnight find 1d6 meals worth of grubs Goblin Fertility Fetish, any births in house get a goblin baby extra in any birth Goblin Mushroom Fetish, attracts fungus to grow in 1" square area double speed Goblin Goat Fetish makes goats produce a extra kid each birth if kept in stall Goblin Love Fetish increases holders CHA +1 if held in both hands visible to all Goblin Bug Fetish increases growth rate of arthropod and or shelled invertebrates Goblin Plant Fetish makes garden in 1" square grows twice as fast Goblin Demon Fetish allows demons to observe area through idols eyes Goblin Ancestor Fetish allows user to cast speak with dead once per week Cauldron cooks battlefield meat into spicy stew, can cast animate dead once a month Sickle of silver if used to cut mushrooms preserves them fresh twice as long Sword of Goblin Metal, shortsword, any wounds save or -1STR 1Turn, non cumulative Goblin Javelin, bursts in air into a d4 separate javelins and roll each to hit, only once Goblin Pot, can be used as a d6 club, a +1AC helmet and makes food taste better Goblin Bong, ceramic water pipe, pack of goblin weed, +1 HP, -d3" MOV for an hour Goblin Trap Tools includes quick snare trap, dose of poison, {d3} rabbit traps Goblin Inflatable Goat Boat, folds from a one man coracle to a 10lb pack Goblin Scroll with a random Level-{d3} [|wizard|priest] spell on leather Goblin Tinderbox with a bottle of flammable oil, handful of gunpowder, {d3} signal rockets Goblin Potion makes drinker turn into a goblin Smoked Goblin Ham +1 STR permanent if you can eat and keep down in one sitting Holy Loaf has spores on wheat that causes eater of loaf to be able to see invisible spirits Goblin Skin Ointment gives user rubbery flesh of a goblin +1AC permanently Chaos Crystal if cracked raw ether inflicts a major mutation on whoever broke it Goblin Scepter holder translates common into goblin speech and vice versa Trained Wolf, can guard or track or attack, very loyal to good Trained Giant Riding bat can carry a small humanoid or child Four trained giant tracking rats, loyal to who feeds and cares for them A highly trained Goblin Dancing Girl (also concubine, spy and assassin) FILENAME: EMO_RoardWar_TheLaw.ipt Header: Cops and law officers for Roadwar from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/09/d100-cops-and-law-officers-for-roadwar.html
table: CopsAndLawOfficers Local vigilante possible ex death racer vet defends area, car and suit are flamboyant colours. Holy agents like vatican monks, priests or nuns out to destroy evil, well armed vehicles. Hooded vigilante cult in triucks lynch, burn, hang or tar & feather any who meddle in locals affairs. A battered ex cop in a dented interceptor leads local armed vigilante posse. Locals operate ultralight aircraft with other light and off-road vehicles. Local farmers use hay bails for road blocks and use off-road and farm trucks. Church defense club train after prayer and take turns keeping away filthy deviants. Boy and girl scouts with buggies, bikes and scooter scouts use dirty tricks to hit and run. Local Bubba rules area and hillbilly redneck gang inspect and harass interlopers. Local have guardians who dress in local law uniforms and who occasional kidnap sacrifices. Militia well trained in bunker, wear riot armour, weapons and a heavy vehicle to lead force. Bearded old hillbillies with retro hotrods and bikes protect their kin and women folk. Warlord has locals drafted into militia in rag tag mix of vehicles and weapons. Good old boys like drinking and watching roads for strangers to harass for toll fees. Judge created militia after sheriff dept wiped out, well armed with special forces hardware. Part of a regional militia league with dated but effective old police hardware. Local militia with retro town police uniforms, cars, vans and riot equipment from 60s. Local benevolent despot uses militia to enforce his desires, arbitrary but organised. Business has funded a well armed local defense league possibly for corrupt purposes. Grey Legion of senior citizens enforce the laws of their youths and whims on any rude outsiders. Lone vetran sheriff in cruiser appointed by courts possibly will deputies a mob if needed. Sheriff appointed with deputy and a few helpers with a pair of cruisers and a jailhouse/office. Multiple elected sheriffs and deputies with cruisers and sizable station, corrupt and incompetent. Elected sheriff who rules area with iron fist and dim witted deputies who like car chases. Large sheriff dept appointed by council with several off road vehicles to cover wilderness. Lone wolf sheriff with pet dingo or feral kid, has uncanny driving and fighting skills. Large sheriff dept with cruisers, off road jeeps and light aircraft, orderly and careful. Strange sheriff with mutant deputies in battered off road jeeps, bikes and buggies. Creepy dept. with special deputies - [|cyborgs|clones|replicants|undead]. Huge sheriff dept run by town with APC or light tank, drones and armoured cruisers. Highway patrol with pursuit vehicles targeting road violations and hunting fugitives. Motorcycle squad handling road crime and biker gangs with cool sunglasses and leather. Highway patrol with cruisers and customs agents seeking illegal cargoes and goods. Highway patrol of all black interceptors seeking to eliminate gangs on the roads. Highway pursuit car investigating drugs or firearms crime, keen for punks to bust. Patrol squad in interceptors need a bust urgently looking for trouble. Highway patrol elite with high tech interceptors and extra spiffy uniforms looking for evil to smite. Highway patrol squad with bikes, cruisers and interceptors sweeping common highways of scum. Highway patrol accompanied by light plane, helicopter or drone as an observer and air support. Highway patrol biker squad living it rough and looking increasingly like the gangs they hunt. Squadron of city police cruisers escorting an armoured car to special location. Several city cruisers with possible van on a mission seeking something or someone in wasteland. City PD Interceptors on high speed intercept mission. Urban PD of bikes scouting for squad of cruisers sweeping wasteland for fugitives. Large town policed cruisers searching for missing persons and wary of wasteland scum. Lone rogue cop from state capitol with no reason to live is patrolling wasteland to destroy scum. Advanced gentech interceptor driven by elite cop with AI, on an urgent mission in wasteland. City PD detectives in plain clothes unmarked cars mostly on undercover and investigations. City mobile command center truck with fleet of cars, bikes and copter declare martial law in area. Riot squad with armored cars and heavily armored police with non lethal arms. Riot squad with APC and armoured cars will disable hostile cars and capture. Riot squad armoured cars guarding special variant with sonic or microwave weapons. Riot squad with mobile command centre, cruisers, armoured cars and a copter. Riot squad conducting searches for customs with large numbers of dogs. Riot squad guarding or transporting prison work gang wary of escape attempts or rescues. Riot squat with command centre, armoured cars, lots of men and several horses. Riot squad on kill mission with armoured cars and lethal ammo. Riot squad vans on a kidnapping spree for secret purpose of home city. Riot squad with mined roadblocks - [|trade blockade|drug dogs|ID check|alcohol test]. Police STAR force with snipers, heavy weapons and vehicles. Security team with jeeps, SMGs, and a van racing about after someone. Security squad with pursuit buggies and a command hummer which coordinates patrols. Security helicopter coordinating jeeps hunting someone. Security vectored thrust stealth assault flyer strafes intruders then returns to fuel base. Security hovercraft (or GEV) with long range rockets and a machinegun uses terrain for advantage. Security patrol van with crew of dopey guys looking for intruders. Security sniper team in hidden positions ready to destroy light vehichles. Mercenary corp with armoured cars driving in line looking for a tardet to destroy. Mercenary corp light infantry with support jeeps searching area for something hidden. Mercenary corp squad with heavy weapons and can call in copter support or transport. Army reserve squad with sandbags, jeeps and [|MG nest|mortar|flame thrower|RPG]. Army special squad dug in near road, with [|MG nest|mortar|sniper|RPG]. Army in ABC suits with military hospital truck and vans looking for contaminated victims. Army truck and a squad with sandbags and a machine-gun nest, mostly green troops. Army blockade with truck, with an armoured car or APC or tank plus a squad with sandbags. Army apache helicopter on mission to eliminate undesirables on certain roads. Army frontline kill-team of cyborgs fresh from zone, now in armed hummers and highly unstable. Airforce hypersonic or ground attack fighter flies over area to destroy contaminated fugitives. Airforce orbital laser or kinetic kill satellite has a few bugs. Airforce Drone observes area will fire missiles or 20mm autocannon at suspicious armed targets. Agents of tax/post/tax/customs department investigating disappearance of goods. Security agents of ASIO or ASSUS investigating national threats mostly ignore local problems. Elite agent in gentech interceptor with very advanced new tech seeking enemy agent. Foreign agents documenting wasteland phenomena, corporate strongholds and military bases. Military intelligence looking for causes or warning of zombie and mutant outbreaks in wasteland. National Crime Authority agents monitoring gangs and earmarking them for destruction. Secret society agents with psionic powers seeking threats to earth or corrupted by hostile beings. APIS agents investigating paranormal phenomena or hunting cultists or occult relics. APIS = Australian Paranormal Intelligence Service often reluctantly attatched to Commonwealth Experimental Expeditionary Forces (1916) which grew to became official Experimental Operations Command (1937) or commonly known as EXCOM. Mutant control officers visiting mutant camps for DNA register and eliminate dangerous specimens. MIB seeking crashed saucer or escaped alien, agents have bio mods and advanced weapons. FILENAME: EMO_RoadWar_RusticFolk.ipt Header: Rustic Rural Folk These are mostly lowbrow lowtech people that you meet in the Murder Race world. I will use some colourful Australian language in future episodes, possibly offensive but authentic but mostly for use in the slum-burbs section. Women folk are just as dangerous as the men and fanatic if defending kids or home so don't be a idiot. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/09/d100-rustic-rural-folk.html
prompt: Show me: {Rustic Rural Freaks|Common Variants|Weird Variants|More About Rustic Folks} Rustic Rural Freaks use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& {notes=='[#[@GetInitials with {$prompt1}] GetNotes]'}& [when]{rep}=1[do]{$prompt1}{notes}
[end]& [@{choice}] table: GetNotes type: dictionary default: \z CV: (groups might have 1d4 of these) WV: (groups might have 1d3 of these) table: MoreAboutRusticFolks [when]{rep}=1[do]& Basic Rural Breakdown\n\n& Choice Vehicles\n4WD utility trucks, jeeps, Hummer, 4WD Buggy, dirtbikes, quadbikes, 4x4 trucks, freight trucks, ultralights, light helicopters, some build light rail above and below ground\n\n& Vehicle Arms\nSwivel mounted machine guns, sometimes archaic arbelast with explosive bolts\n\n& Weapons of choice\nBig sniper rifles, big knives, shotguns, silenced light rifles, bows, dynamite\n\n& Tech\nMostly dated and recycled, some vintage, farm machines will often be more modern\n\n& Dress\nJohn Deere or cowboy hats, checkered flannel shirts, t-shirts, denim, leather, long duster coats& [end] table: CommonVariants Mutants, many mutated mostly for the worse; a few champions have a useful ability or are pet monsters. Inbred, all have the same 1d3 features (like red hair, missing teeth or missing limbs) Morons who fumble so often that most die of funny falls, weapon accidents, or vehicle crashes Religious, offended by everthing from a city or modern War veterans; a few are cyborgs and more deadly Cannibals, possibly due to zombie infection but mostly 'cause they just like it and are lazy Naked, wear as little as possible such as shredded rags, animal skins, or woven plants Strange sect or personality cult with population mind controlled by religious leader Have some militia equipment and hats and flak vests and a bit of training Drunk on homebrew beer, distilled spirits in jars or wine in silver goon bags in cardboard boxes table: WeirdVariants Used killer modified farm robots or drones salvaged from corp farm dumps All contaminated with necrovirus, many zombies, some tribes have not noticed yet Some are animal hybrids or beastmen, tribe skilled at biotech grows killer farm animals in lab All are cultists - [|Satanists|Pagan blood goddess|Alien space god|Prehuman monster god] Triffid Farmers often out hunting wild or lost stock, can use trained triffids in make a stampede Local witch cult seeking blasphemous lore and contact with undead or aliens, some keep monsters This clan have developed psionics such as a hive-mind or a healer or pyrokinetic or mind control Secretly not human - [|greys in skins|giant bugs|serpent men agent|vampires] Are protoshoggoth horrors that have human form but sprout tentacles and mouths and eyes Indigenous spirit cult can call on aid from local entities via clan shaman and sacred sites and relics table: RusticRuralFreaks Jed tanner and his geriatric vet buddies, keep locals safe from unwanted outside influence Pump house boys in their hot rods and buggies attack travellers in region for thrills Devil Lee Jones and his boys are deeply religious, anything wrong must be raped and murdered Bootleggers hate outsiders poking around and mobilize for battle with CB radios Ma don't like the sound of your engine he sends of his clan to strip your vehicles Kelly boys found some old riot gear and the leaders wear into fights, seek conflict Fishing hole gang in area like to throw dynamite and use waterways for amphibious craft O'Malleys are into brewing, hostage taking, fighting and breeding big fat ginger cats Taylor girls are attractive gang of farm girls who stick together and torment their enemies Barn's Bros are local bullys and hoodlums who sell drugs to gangs, they dislike strangers Nick Bradley and his gang catch and train megafauna to fight, many have pet dropbears Deliverance Christian mens hunting club like to hunt people and arrange sporting events Uncle Malky leads a group of scrawny youths on cannibalistic hunting sprees McGraw Sisters huntin fer husbands cos they keep breaking the old ones Carlton family hunt together and and kill together and all compete for best trophy Barton clan have been skinned and turned into bio disguises for grey alien probing team Smith family release genetic monstrosities they steal from black labs as embryos Local farmers gather to hunt predatory mutant or monster hiding in national park or ruins Mutant hunt where locals all rise to beat and abuse mutant camps or settlements Hunters looking for escaped lovers seeking to leave clan Farmers with fleshy alien sphincter plants grown on creepy farm, now planting in the wild Farmers herding [|sheep|mutant goats|cattle|triffids][||| with copter] Farmers on bikes each carrying a [|sheep|pig|giant chicken|giant rabbit] Dino farmers riding raptors herding larger herbivores to new dino park Farmers bored by automated properties turn old farm bots into killing machines and test Farmers left in the past carry out acts of terrorism on corporate farms and property Croc farmers looking for lost new stock, multi climate tolerant fast growing ones Fruit farmers transporting fruit produce including grog evading authorities Farmers unite to patrol area fences vs strangers and weird people from outta town Farmers have turned to organ harvesting on the side seed some kidneys fast Crazy hillbillies need help finding outside town mates as too many mutants born this year Crazy hillbillies want romance for one of their tribe and they don't take no for an answer Insane serial killing clan after eating all local backpackers start hand at carjacking Crazy hillbilly medicine and magic circus actually a front for drugs and serial killers Degenerate clan now undead without realizing, hardworking but hungry for blood Teen cult kill adults, pretend are abandoned, beg new adults to stay for harvest fest Mad farmer with gene printer lab and wombvat breeding monsters for fun and sale Mutant redecks outraged by normals kidnap and abuse them for breeding and slaves Religious cult advocate burning and robbing innocents wear white robes and use swords Clan of secretive beautiful replicants, clones or androids hiding from masters Swagmen hiking or driving a shambling old vehichle or with a wagon pulled by a mutant Swagman is a theiving bastard hangs about to pick look before theft Swagman is a werewolf or other shapeshifter murders folk who don't help him Camp of swagmen all looking for work sharing a simple meal Swagman has stolen livestock to torment and eat assumes strangers are the law Camp of swagmen stealing chickens and kidnapping stray children Swagman has been prospecting for gems or gold and assumes clamjumpers after him Swagmen are ex convicts assume everybody wants to blame them so stay on the move Swagman is part fishman keen to spread his jelly across the outback Swagmen mostly refugees many illegal fearful of law and racist attacks Jackaroos in 4WD travelling to farms for shearing and triffid harvests Jackaroo on horseback with grenaide launcher, wary of armed gangs Jackaroo camp with BBQ, beer, music, bareknuckle fight and strippers Jackaroo camp with mob busy gambling and drinking, having amassed a fortune Jillaroos camp operates as brothel and strip show for local farmer Jackaroos have gathered to arange boxing or animal fight with bets on odds Union farm workers protesting and blockading roads, looking out for corp scabs Scab labourers and armed guards trying to get workers to farm worksite past union Labourers escaped slave farm labour and afraid everybody out to get them Prison labour gang with wardens and farmer foremen, gang ready to escape Newcomer imigrant project set up by feds, always wary racist locals out to kill them Newcomers hunting who sabotaged farm and tried to poison them Newcomers scratching ground with wrong tools and crops, illegal immigrant settlers Newcomers from war torn land turned area into fortified combat field kill zone Newcomers established mircrocosm of homeland in a village with few English speakers Newcomers have built a terrorist training camp and any who see it must die Newcomers are hippy love cult out to spread vegan alternative lifestyle to strangers Newcomers are a radical collective of students building a anarchist commune Newcomers are a personality cult with Guru that locals fear and hate Newcomers are really a secretive gang growing drugs and cloned organs for the mob Aboriginal vigilante comitee looking for those who have harmed their nation Aboriginal warriors hunting down do-gooder christians who stole their kids Aboriginal farmers patrol are to keep out mining surveyors and corporate spies Aboriginal men or women on walkabout hunting and fishing and seeing sacred sites Aboriginal feast with dancing and singing, non initiates might not be welcome Aboriginals guiding tourist 4WD to see the bush country and a genuine firefight Aboriginal special forces and snipers scouting land for undead or weird phenomena Aboriginal youths in 4WD buggies taunt whites and try to scare and provoke them Aboriginal police looking for fugitives on the look out for suspicious strangers Aboriginal shaman and his followers seeking out and destroying those tainted by evil Travellers camping as a convoy, scared and worried about wasteland scum Travellers from city uni archaeology site concerned black market bandits will steal find Travellers part of a Nomad gang have begun farming and herding and seek to settle Missionaries spreading word of lord but willing to cleanse evil with fire if possible Travelling merchants and traders band together and hire mercenary guards Travelling school of feral with fleet of yellow busses, kids ate teachers long ago Travelling journalists out to see real outback and look for any exiting news, poor fighters Travelling circus with carny folk earning a living, clowns are wanted ex gang members Scientists with mobile lab truck looking for interesting specimens or dna with mercenaries Bogan clans from slum-burbs on family camp, will go any cunt who looks at them Whatley clan have a monstrous invisible tentacled mutant that helps them find sacrifices Strange silent farmers actually alien hybrids with hive mind and a creepy similar look Undead affected folk formed into force led by a necrobiological vehichle with ghoul driver Cult led by charismatic psychic who has taught some of his followers basic powers Rednecks actually special military recon in disguise hiding secret black lab compound Cult of farmers moving megaliths in special pattern across the state. wary of any threats Giant hippy rock festival with 7 speaker stacks in v shape sacred to Hastur Fish men hybrids looking for relics buried when continent was more flooded MIB in disguise as rednecks observing locals for cult activities and other strangeness Possessed farmers preparing ritual and ground marks to open gate to overspace FILENAME: EMO_OSR_HumanoidBed.ipt Header: Stuff hidden in a Humanoid's bed I created this dungeon decor table because my parties search monster's mattresses until they get worms or ticks. When you get higher level you get your servants to look; higher still you, let your torchbearers and poleboys take what they want. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/09/d100-stuff-hidden-in-humanoids-bed.html
table: StuffHiddenInAHumanoidsBed Bloodstains and infectious if searchers have any bloody wounds Parasitic worm eggs in skid marked monster sheets Huge ticks jump on searchers may cause infection till removed Fleas make searcher itch; it spreads at camp Maggots, worms or grubs eating rotten food scraps and dead rat Swarm of [|mice|cockroaches|moths|weavels] scurries from nest Several rats scurry away snacking on scraps Angry giant rat hisses at anyone trying to take its scraps Dungeon leeches lurking in wet patches Huge [|spider|scorpion|centipede|cricket] HD d4 Save vs poison +2 Half eaten food - [|turnips|apples cores|fish|human flesh] Bits or rings and rivits from armour Body hair and toenail clipings Filthy old bandages Bodily products - [|vomit|feces|earwax|oily secretions and dead skin] Empty grog jar made from clay or wood Old broken bones with marrow sucked out Ball of assorted threads, hairs, feathers and string found around dungeon Nut shells Cookie crumbs Food hidden - [|turnips|stolen apples|onions|plump rat] Food hidden - [|truffles|meat on skewer|cheese|bbq rat on stick] Mushrooms - [|mild poison|tasty|hallucinogenic|decorative] Bound and gagged [|piglet|kobold|child|giant rat] Giant snails possible tethered by shells Huge black beetles in a pot Half chewed stale bread 1in6 with hallucination causing fungi Huge juicy slugs Eggs of possibly some horrible dungeon monster Jar of preserved [|sauerkraut|pickled eggs|pickled onions|pickled fish] One corroded tiny copper piece Purse of {d4} coppers Scattered {d6} coppers Dice or knuckle bones for gaming Tarnished silver piece Buckle from some item of clothing Bone or shell button Piece of flint Candles stubs Pipe and smoking herbs Carved tusk figurine of deity or cult hero Terracotta figurine of animal Shiny smooth worn pebble with strange colours String of wooden beads Evil holy symbol made of [|bone|leather|wood|brass] Fist sized tooth Tiny knife for child d3 Tiny bottle of grog Copper medallion with strange symbol Brass ring for ring or nose or ear or whatever Cup made of adventurers skull Candles made from fingers Human ear necklace Human helmet turned into chamber pot Human femur flute Shrunken head - [|dwarf|wizard|peasant] Scalps with long braided hair in bundle Human leather bag of teeth Musical instrument made from mummified stretched elf head Human ribs made into knitting needles with ball of wool Worn old boot Filthy under garments A [|hunter's|child's|woman's|wizard's] hat A lovely ribbon Woolen sock Old leather belt Leg or arm wrappings Creepy possibly cult mask Moth eaten woolen vest Mouldy old cloak Crumbling old map Crude sketch of dungeon section Tattered old spellbook page used as hanky Broken rune carved horn Love letter stolen cos it smelled nice Monsters pay slips Cult chant practice sheet Sadistic print stolen from torture manual Erotic painting on fragment of rich grog pot Broken chunk of rock with elder runes A [|kobold|human|local humanoid|demihuman] corpse Manacles and key and whip Thumbscrews and tongs Fresh human skin in a sack 1in6 salted Severed [|human|pig|dog|goat] head Crushed mummified kobold under the mattress with surprised expression Jar of pickled eyeballs Mummified male genitals Mummified monster fetus A baby mimic which tries to flee or attack if cornered A devil stone in a bag influences viewers to crave it and kill to obtain it Nightmarish evil idol of the old gods that gives bad dreams Frozen cube of troll flesh, will start to grow when defrosted An angry spirit haunts the bed and will use fear to drive away strangers Rock with a permanent light spell A weak herbal healing potion d4 A gremlin sneaks into searchers baggage to sabotage and torment them Aggressive footlong baby purple worm hisses and stings if disturbed A magical dungeon pie A fragment of broken mirror that used to be gate to a demon world FILENAME: EMO_OSR_MonstersNest.ipt Header: Stuff hidden in a monster's nest One of the biggest differences between this monster nest and the previous humanoid bed table (EMO_OSR_HumanoidBed.ipt) is that nests are used for breeding. Monsters might collect shiny stuff to attract mates or tasty adventurers. Most monsters don't value treasure for human reasons. Sensible monsters don't poop in their own nests but instead leave a heap on the fringe of their territory. Parents carry baby poop away so the smell does not lure predators to the nest. Many monsters collect grass, straw or vegetation for bedding or weaving into a nest. Dungeon bosses know that providing straw helps monsters breed and stay stronger. Still, shovelling monster poop is one of the worst dungeon jobs (after fighting adventurers of course). Veteran adventurers can recognise the nests and excrement of classic monsters. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/09/d100-stuff-hidden-in-monsters-nest.html
table: StuffHiddenInAMonstersNest Overrun with swarm of fleas and ticks Huge weevils eating nest Large dung beetle stealing a ball of dung Mold colony causes respiratory infection if disturbed Slime mold contaminates intruder making them carrier of gelatinous horror Insect nest - [|wasps|ants|termites|bees] Nest of critters, flee when disturbed - [|mice|rats|rabbits|weasels] Giant rats startled and attack Moles burrow away into ground Giant maggots writhe about snapping aggressively Shreds of skin over a foot long Cracked human or animal bones Torn bloody clothing Chunk of bloody scalp Rusty torn chainmail or other armour Severed fingers Battered old adventurers pack of gear Boots with rotten feet still in them Human or humanoid mixed teeth Chewed severed head Buried body left to rot for extra flavour Critically injured prisoner in need of first aid Prisoner with broken bones unconscious Mound of meat slurry vomited up to eat later or share with kin Collection of human limbs Collection of dead rats, lizards and frogs Dead collection of giant rats Pile of big fish Dead farm animals Unconscious [|human child|kobold|goblin|cultist] Broken spade and bucket from former cleaners Broken chain once used on monster Carved wall stones dragged into nest Shredded old battle banner Bones or remains of former nest monsters Round pebbles used to aid monster digestion Rancid animal corpse monster likes to roll in Broken furnature used in nest structure Childs dolly Shreds of old papers - [|accounts|spell book|letters|orders] Coin purse with {5d6} copper coins Coin purse with {3d6} silver pieces Coin purse with {1d6} gold coins Loose change, {d100} copper coins {1d6} semiprecious stones the monster decorates its nest with Low value gem 100 gold piece value Gold leaf covered broken ornament Broken sword hilt with silver and semiprecious stones Silver tarnished key Bone scroll tube with intact document inside Feathers fur or scales mounds Coughed up castings with remains of bugs and rats inside Scratch marks on wall or log Bits of old claws Broken old teeth or egg tooth off baby beaked monster Deposits of musk used to attract mates and declare territory Collection of feces pushed out of nest Something monster sicked up that didn't agree with it Flattened mummified older dead monster under nest Crystallized urea pellets possibly mistaken for semiprecious stone Monster has stretched and impaled corpse on thorny log to impress mates Collected large collection of trinkets of one colour on display by nest Collection of human and humanoid skulls Has built a dome structure from bones and straw Has bundled corpses tied in sinew or secretions hanging from roof Has live prisoner bound who screams attract help, pleases monster Stretched skin of victims over straw dummies to scare away nest robbers Monster has huge pile of gore and muck for wallowing in Built a structure from humanoid rib cages and sinew Impaled humanoids on steaks to lure edible victims to lair Eggs or newborn babies Young offspring will hide or flee Stores of food for future children Mate sitting in nest with eggs or babies Monsters mate returns to find you in nest Older offspring viscous and hungry Dead offspring or rotten eggs from failed parent Remains of monsters dead half eaten mate Piles of broken eggshells or dried placenta from birthing Large friendly toad lives in nest eating vermin Screamer shrooms set off alarm if non owner looks in nest Creepy dungeon possum eats ticks and fleas from nest Kobold stolen as baby serves monster and keeps nest clean for scraps Large spider hanging above nest eats intruders Termite nest helps regulate nest temperature Bats nest around and above nest screaming at intruders Giant skunk visits the nest to eat tasty grubs and bugs in nest Phantom of victim in nest scares away intruders but monster does not care Putrescent zombies in nest arise if intruders come near Giant lizard sleep sunder nest to keep warm, hostile if woken by strangers in nest Fragment of sculpture from ancient times Blasphemous fragments of clay tablets from elder age Engraved symbols in skull fragments of a cult warlock Severed goblin hand with tightly gripped flask holding a d4 healing potion Broken terracotta figurine of the ancient bat goddess Holy symbol, high quality with family crest, wealthy family will reward finders Broken horn actually from a demon Piece of famous lost sword shattered in bast battle with great foe Remains of pet collar with gold rivets with name embossed in leather One-way crystal viewing ball used by lost evil lords to observe minions FILENAME: EMO_OSR_GoblinsSack.ipt Header: Whats in that goblins sack? Everybody wants to know what a goblin has in his or her bulging sack. Here's where you find out! Dungeon secrets like totally exposed booyah! from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/09/d100-whats-in-that-goblins-sack.html
table: WhatsInThatGoblinsSack? Turnips or or other roots Onions or leeks Worm eaten apples Sauerkraut in pot Pickled wild bird eggs in pot Pot with mom cooked favorite Live frog in a clay jar Jar of centipedes Moldy cheese and bread Goblin beer in clay pots fermented in tree stumps Goblin grog ice distilled nasty drink Pipe with dried goblin weed Pipe with dried mushrooms Leather bag with dried narcotic shrooms Collection of funny rude shaped fruit and veg Glove puppets or a marionette Tatoo needle and ink Torture tools like whips, chains, thumbscrews, manacles Dice, goblins love funny shaped dice and steal them off each other Filth parchments with pictures that goblins giggle at Sling and 20 clay bullets Club and good throwing rocks Bundle of six darts Shortsword and buckler Handaxe Leather armour and cap Caltrops Flammable oil and flints Big knife Studded cloak Large dried trail ration shrooms Fresh bracket fungi Poisonous mushrooms Sickle for shroom gathering, appearance based on owner status Bag of dried mushroom power for soup and gravy Bag of spores to plant favorite useful fungi where you go Bag of toxic, killer and alarm fungus spores Shroom that gives visions of the underworld Fungi supplies for shroom based herbalist Bag of awesome manure too grow shrooms in Bucket and trowel Little watering can Bag of seeds to eat or grow Small knife and basket Handsaw and wooden mallet Hammer and bag of copper nails Bundle of wool and crochet needles Sewing needles, thread, buttons and scraps of fabric Spindle, stolen wool, thread Wire, cutters, pliers, rivets, small sections of mail A scary plush doll owned since a baby Crude terracotta idol of mumsy Relief carved wood image of Castle Clump home of the goblin gods Funny looking handball made of troll sinew Collection of baby teeth, any baby will do Copper shroom medallion on chain dedicated to shroom goddess Bag of sweets Silver coin from goblin king given to ancestor Pretty thing - [|ribbon|broken glass|monster egg|small cracked gem] Enameled mushroom cloak pin commemorating adulthood Sweet pet rat Goblin baby Adorable large toad Dead fish Palm size one eyed blob with tentacles in stone jar Human baby (why do they grow so ugly?) Friendly snake uses stinger on strangers Ambulatory pet fungus, often very cute Potted plant Big black beetle Dried heart stuffed with thorns Human hand turned into candle Diabolic medallion dedicated to birth demon Idol of goblin ancestor Carved antler with scenes of goblin gods Shrunken human or elf or dwarf head Scroll made from mushroom leather with goblin poetry about underworld Shaman bag sewn shut with animal bits, herbs and amber beads inside Collection of hair clippings and nail clippings used to curse rivals Strange amateur potion making ingredients Human purse with {d20} modern copper coins Human purse with {d6} tarnished silver old coins Old gold coin of the ancients possibly dwarf or elf Head of a small brass or stone statue Fancy doorknob Dented silver cup or bowl Boar tooth necklace Bronze clad drinking horn with lid Stolen livestock - live [|chicken|duck|bat|pidgeon] Stolen fine food too good for a goblin - [|fruit pie|sausage|wine|truffles] Frothing fungal potion in bottle, once cap opened must be used in an hour Chaos shroom if eaten gain a low level mutation, eating more increases mutation rank A terracotta jar that if dropped repairs itself and jumps back to safety Mummified ancestral hand may be used to curse a foe once Scroll describing diet to become a hobgoblin or bugbear Explodestool, [|d6 damage 1" radius|2d4 damage 1" radius|3d4 damage 2" radius|3d6 damage 2" radius] Spoors to grow a monstrous dungeon mold, slime or jelly {1d6} keys to part of home dungeon on ring Crude map of friendly goblin tribes, goblin foes and special goblin sites Fungal potion drunk before battle makes goblin explode on death - [|d6 damage 1" radius|2d4 damage 1" radius|3d4 damage 2" radius|3d6 damage 2" radius] FILENAME: EMO_WWI_PettyHauntings.ipt Header: Petty Ghosts and Hauntings This idea's been kicking about since I worked on my Ggothic Dungeon Zone book, but recently I needed it for my trench exploration games - searching through haunted sappers' trenches filled with petty phantoms was needed for a con game. While made for WW1, this table could be transposed to other times. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/09/d100-petty-ghosts-and-hauntings.html
table: PettyGhostsAndHauntings Strange stench of corpses follows you for {1d5+1} days. Smell of fear and death, fear makes hard to continue. Smell of fresh bread and coffee lures towards a hazard. Smell of slaughter and burst intestines wafts over area. Smell gas and feel panic. Smell of fire and sulphur. A ghostly fart from nowhere. Nauseous odour makes you fight urge to vomit. Burning odour makes eyes red, sore and runny. Stench of sewerage. Strange ghostly whispers while you are moving. Sobbing seemingly from wall or dead end. Laughter from behind you several times. Tweet of a gas detector bird tweeting then going silent. Sounds of phantom digging from walls. Scratching noises like rats or someone trapped in walls. Horrible choking and gurgling sounds of life being snuffed. Sounds of limping person dragging leg in mud. Tool scraping on wall behind you stops if you look. Scream from a dead end. Hair stands on end. Feel hand softly stroke your hair. Ghostly goose pinches someones bum. Terrible chill passes over area. Something you touch suddenly feels hot. Something seems to bite you or stabs flesh. Feelings of nausea and disturbed sense of balance. Odd sensation somebody walked through you. Feeling of icy hands chocking you. Heart feels icy cold as if spectral hand squeezing it. Figure just ahead lures into danger. Figure following you but stays mostly hidden. A fresh dripping corpse, oddly cold gone if eyes leave it. Severed head, eyes and mouth move, gasping and looking at you then gone. Waterlogged white clammy hand crawls along leaving wet trail. Phantom blood drips from above or wall or ground marking a death. Face looks at you from darkness then vanishes. Hand in darkness gestures you leading to finding human remains. Glimpse of child smiling looking back at you then running into darkness. Sobbing soldier in ball, if spoken too reveals skull face and vanishes. Floorboards creak rhythmically as if being walked by. Noose hanging from beam sways as if in wind but there is none. Face forms in the mud on floor or wall makes screaming expression and vanishes. Rotten hand from under mud grasps ankle, turns limp and lifeless after fright. Walls shake, wood creaks and mud sloshes as if troops marching through. Wall surface crumbles revealing horrible rotten corpse drowned in mud. Something invisible blows out candles and lanterns but cant fathom flashlights. Air thick with invisible spirits, living beings feel claustrophobic and panicked. Skulls push selves from the mud grinning frightfully. Face forms in air vapour threateningly passes trough explorers and is gone. Rattling bullet in tin cup. Creaking chair as if someone sat in it. Firearm discharges or grenaide armed by self. Rattling empty bully beef tins. Clods of wet mud gets thrown at your back. Nails and rivets pop out of support beams. Hoard of rats perused by spirit over run intruders. Clanking abandoned helmet. Garbage angrily hurled at intruders in area till they leave. Angry poltergeist punches and chokes intruders till leave area. Headless figure seen staggering and groping, falls, no trace up close. Burning screaming man charges and runs through intruders then vanishes. Soldier approaches up close is smelly maggot ridden soldier, screams and vanishes. Phantom soldiers marching in line through anyone in way. A lost enemy throws a granaide but a phantom ally soldier jumps on top and vanishes. Officer or sarge appears barking orders, starts bleeding a torrent then vanishes. Flood of phantom blood fills the tunnel or trench then disappears. Phantom soldiers in archaic uniforms march into a wall. A nurse with a lantern calls out, when closer a phantom shell explodes and she is gone. A young bleeding runner stops to ask directions, then runs into a wall. A creepy long slinking black wolf seen, he looks at someone whose heart skips a beat. Swarm of rats flood tunnel but only phantoms. A unit mascot follows party but fades when approaches safety. A ratting dog barks warning near one passage as warning then fades. A rotting burning horse with a gasmask screaming runs through party. A adorable feral kitten crying vanishes if touched. Black ape like beast with a german pointed helmet carrying a woman, fades promptly. Devilish hog devouring real soldier corpses, screams and fades if attacked. Fearsome evil dogs bar way growling, fade if attacked. Phantom dog made of darkness with scarlet eyes and mouth bite someone then fades. A unclean spirit tries to possess weakest in group. A lost female civilian actually a spirit seeking to drag a dead mans soul to hell. A smooth officer offers to get you out of here if you sign this contract in blood. A nasty gremlin creeps up on party and tries to sabotage equipment. A black young goat with regimental mascot coat follows, actually a imp tries to finish off wounded. A jolly fat soldier drinking offers you beer or rum, turns to blood if drunk, he laughs and vanishes in puff of brimstone. Horribly giant insect demon fly thing sucking fluid from corpses with proboscis. Swarm of demonic flies cover everyone and crawl in throats and noses then vanish. Possessed soldier attacks screaming he cant stop. Cultist soldier burying fetishes to increase the cursed zone area. Glowing female with spear & shield in nationalist colours, visible for seconds. Lost soldier with older issue equipment joins you till end of next fight when he fades. Young lost talkative soldier joins, expects to be home by xmas 1914, fades if challenged on this or any dated news he discusses. Wounded soldier with bleeding eyes moaning, if first aid given he fades. Wounded soldier tries to give letter to mum, if taken he fades. Two wounded enemy soldiers first aiding each other, if approached turn into corpses. Drowning soldier in pool of mud, if helped out turns into water logged rotten corpse. Lost guard so relieved to see you, wants a cigarette, fades away after a good puff. Drunk guard singing about prostitutes, if reprimanded he looks sad and fades. A whole dugout of men welcome visitors with beer and share stories, offer a nice dry bed. Awake in muddy hole filled with exploded corpses. FILENAME: EMO_OSR_DungeonGuardFootlocker.ipt Header: What's in the Dungeon Guard's Footlocker? Dungeon monsters with good pay get a footlocker as a status symbol. Something they can carry or watch a slave struggle with. Something to put at the foot of their beds. Something to keep their holy signs, ancestral tokens, grog and booty in. In poor dungeons only the boss monsters get footlockers but otherwise they are very common by any bed in a dungeon or occasionally in storage. Footlockers typically weight 1d6x10 pounds; Most are right around 30lb. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/09/d100-whats-in-dungeon-guards-footlocker.html
prompt: Show me: {Footlocker Contents|Make a Footlocker} Footlocker Contents use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAFootLocker ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Style[@Style]& Security[@Security]& Contents
[!{2d3} FootlockerContents >> implode
]
&
table: Style Wicker basket with leather fastener straps Leather trunk with bone handles and a lock Wooden fruit box, nailed shut Wooden box with lock and wooden handles Heavy wooden box with rope handles and stencils designs, padlocked shut Wooden box with metal corners and lock Wooden box with riveted metal edges and big lock Small wooden chest with lock Medium wooden chest with metal reinforcing and lock Metal chest with {1d5+1} locks and chains table: Security Owner prays to spirits and hopes Owner threatens everyone lots Covered in something that [|stinks|itches] Covered in threatening warnings in several languages Poison needle on opening mechanism Sythe blade cuts hand off opener Fires {2d4} darts; each causes d3 damage[||||||, poisoned] Owner encouraged hand size [|spider|snake|scorpion] to nest under and protect it Baby screaming fungus sits on top sleeping [@MagicalSecurity] table: MagicalSecurity Fireblast 1d4+3 damage Electric shock, 1d8+3 damage Lock held unless password given Chest moves away from thieves Alarm magically signals owner if intruded Cursed if removes goods without permission Stinking cloud released if forced open Magic mouth appears screaming "Thief, thief!" Gremlin guards the chest An Imp guards the chest table: FootlockerContents Battered old pewter tankard Wooden tankard Drinking Horn Water skin Wooden spoon Small knife Ceramic mug and plate and bowl Wooden mug and plate and bowl Tin spoon Small tin or clay jug Cheese[||||||, maggoty] Onions or leeks Turnips or cabbage Mushrooms or berries Large snails Wormy apples Mouldy bread Beer or wine Dried meat Frogs Old boots Spare socks Belt Hat Underclothes Shirt Shaving kit Bar of soap War paint Filthy old clothes with holes Loaded crossbow Snake or spider or scorpion Acid sprayer Zombie hand Poison gas Knockout gas Contact poison (burns on touch) Kit for trap never installed Mould with dangerous spores if inhaled Petty demon or devil appears Backpack Rope 50 foot coil Spare dagger Hatchet Bag of {1d5+1} spear heads Heavy cloak Chain 10 foot length Sleeping bag Tent Camp stove and pot Small spade Small pick Hammer or mallet Two foot crowbar Sickle Tin or wooden bucket Oil and whetstone Tinderbox with flint and steel Tin lantern or terracotta hand oil lamp Box of candles and tin or ceramic holder Purse of {1d100} copper Purse of {1d10} silver Gold coin Ladies broach or bracelet Necklace with rat skulls Bag of shells used as trade goods or jewelry Statuette head made or marble or bronze Set of dentures with small amount of gold Copper ring or armband Enameled copper medallion or broach or cloak pin Pet gremlin Large toad Cuddly feral kitten (actually he bites and scratches lots) Adorable scruffy puppy (trained to hate elves) Big purple grub with sting Flesh eating beetle Hand sized bluebottle fly Adorable baby gremlin Rabid giant rat Insane kobold with knife Human ear neclace Decorated human skull Human helmet turned into funeral urn Set of human knucklebones Flute carved from human femur Set of human bone dice Shrunken human head Carved human bones with poem Human skull ashtray Carved human bone chess pieces Squat statuette of vile demonic god Holy symbol of a cult Fragments of old books, mostly kept cool pictures Terracotta statuettes of family used to prey to Strange gold lump with octopus stamp Black powder cast iron ball grenade with 5 second fuse Collection of possibly narcotic plants and mushrooms Erotic print or tiny statuette, collect them all Necklace - [|fragment of iron from meteor|amber|holy symbol] Magic - [|lucky fetish +1 save {d6} times|d6 healing potion|berserk potion|slimy eyeball of elder evil god concealed in ring, used to spy on mortals] FILENAME: EMO_OSR_InAWell.ipt Header: What's in a Well A local well in a village, city or dungeon provides water. Factions will seek to control wells but sometimes old ones are forgotten or change purpose over time. The contents of a well are often interesting. Ancients clans fought over wells and worshiped them, even sacrificing animals and humans. But most people dislike adventurers fouling their water supply and don't encourage adventurers. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/09/d100-wonder-whats-in-well.html
prompt: Show me: {Well Contents|Type of Well} Well Contents use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: TypeOfWell [|Grassy|mushroom-overgrown] mound with a muddy narrow shaft opens to subtereanean water chamber [|Grassy|mushroom-overgrown] patch with a sinkhole pit; a small spring produces a few gallons a day Dirty hole surrounded by muck and footprints, dries out in the hot season but the rest of the year water pools in the ground attracting animals A neat shaft into the ground with a bucket or jug and rope to gather water 2:A short stone circle surrounds the brick-lined shaft into the ground[||; a small roof covers the well and it has a winch and bucket.] A shaft carved into bare rock long ago A shaft carved into bare rock with [|a locked lid|bars] preventing access A shaft carved into bare rock next to a dry fountain and a broken hand pump A crumbling ancient brick shaft with some old foundations around entry table: WellContents Broken pots. Old broken bones. Rotten food scraps. Rotten lumps of floating wood. Slimy algae rafts floating on surface. Floating excrement. Remains of old wooden hoist and bucket. Floating remains of moldy books. Great floating lumps of [|fungus|mold|slime] [||||||, deadly dungeon kind]. Abandoned treasure chest in bottom half buried in mud. Savage carnivorous school of rippy fish. Huge [|aquatic serpent|eel] creeps from the well some night and steals local pets. Bats nest in walls and airspace in cave beneath. Huge stranded snapping turtle. Gigantic freshwater lobster. Tentacled horror (huge octopus). Wounded [|goat|dog|pig|donkey] on a ledge. Huge rat colony if startled swarms everywhere screaming. Giant bug nest, usually ant or termites in dungeon but also bees or wasps if outside. Giant bat, like a doom bat or huge vampire bat or goblin riding bat. Dead [|goat|dog|bird|big fish] with a big bite mark. Sacrificed animals- [|dogs|cats|birds|goats]. Burned ashes of human sacrifices. Mixed jumbled bones of human and animal sacrifices. Murder victims corpses dumped here by locals for centuries. Floating rotten human corpse. Remains of long lost underworld shrine with skeletons. Zombies dumped here when necromancer overstaffed. Ledge at bottom with remains of broken boned starved person. Ledge on side is a opening of a long forgotten crypt or tomb. A delightful cave with crystals, calcium formations and luminous fungi. Gated cave almost sealed by formations contains a long mummified monk. Crystal filled cave with great crystal imprisoning something. A bubbling grotto with misty pools is home of a holy hermit. A strange slime encrusted grotto where a deformed sorcerer dwells. Cave complex with stone age paintings and megalithic shrine. Spectacular fungus cave with some mushroom folk. An amazing crystal grotto with steaming geothermal spring. Grotto with large docile albino cave fish. Grotto with a lonely undine appointed to live here as punishment of a god. Cave in bottom is secret lair of a bandit gang. Cave in bottom is secret thieves guild bolthole. Cave off side of shaft houses 1d6 runaway children. Cave off side of shaft home to a refugee family. Cave off side of shaft home to 1d6 escaped slaves. Cave system at bottom home to clan of inbred cannibals. Cave system at bottom home to crazed berserk madmen. Secret door off shaft is hidden cult shrine. Secret door off shaft is band of hidden desperate adventurers. Secret door off shaft is a assassin clan hideout. Kobolds have built a cramped hidey-hole to avoid bigger monsters. Goblin lair with hidden fungus garden grotto. Albino degenerate lizard folk have a semi submerged complex. Fish men outpost to monitor the surface and kidnap mates. Orc outcasts lair carved from shaft in hiding. Bugbear secret family burrow off shaft, they love to scare locals. Rat men lair with chaos altar and swarm of pet giant rats taint the water. Frog men dwell here peacefully fishing and trying to seduce local women. Secret lair of hobgoblin spies watching area for their distant king. A cave complex with magically sleeping serpent men and pet dinosaur. Owlbear fell down long ago into damp cave now very hungry. A Carrion crawler nests here with several paralysed prisoners. A Bonesnapper lived here since a egg left by lizard men. A enraged hook horror like to pull on any ropes dropped down. Nilbogs are thrown down by local goblin tribe kin for being too weird. A furious troll lurks down here, tricked into being trapped. Hideous ogre lurks in cave constantly counting his sack of gold. A small black dragon has lived here for aeons in secret. A hideous formarian hid here as a child and now too big to escape. A grell was planted here by mindflayer cult long ago. Well is tainted but could be purified by magic. Water causes fevered hallucinations if not boiled. Water causes madness unless black altar in bottom destroyed. Water transforms drinkers into goblins unless purified by magic. Well has a trapped demon in the bottom bound by magic. Well is polluted until water weirds in bottom killed. A hellcat whispers advice from the darkness and offers to help you. Well has become tainted with sulpher and boiling, possibly connected to hell. A witch dropped a potion in well and drinkers turn into children 24 hours after drinking. Water is unholy water and causes disease if drunk. A spectre arises from well by night to torment living. Cave at bottom filled with megafauna skeletons which arise if disturbed. A vampire is trapped in well his coffin surrounded by flowing water. Ghouls lair in bottom, creeping out at night to steal corpses. Phantoms from millennium of sacrifice, human and nonhumans. Superior skeletons from ancient times guard a necromancers chest. A wight dwells in his tomb inside well occasionally screaming by night. Aquatic ghouls feast on centuries of dumped corpses in well. A spirit seeks someone to complete a quest so they may find eternal rest. A spirit possesses victims and makes them murder comrades and kin. Secret door off shaft is long lost trapped treasure. Lonely stranded selkie would love help to escape to sea. Leads to separate cavern or dungeon caves long forgotten. Water heals 1d4 damage if drunk within 3 rounds from well once a day. Water is holy water but if removed loses potency in 24 hours. Water has strange random magical properties (use this possibly). Well is intelligent and will talk for hours about gods it has met or something. Well if swum through takes you to the "Woods between worlds" a multiversal hub. Well has a imprisoned immortal in the bottom. A god made a sacrifice here once, some remnants or entity or monster remains. Possibly messing with this will change your life. FILENAME: EMO_RoadWar_RoadsAndTerrain.ipt Header: Roads, Barriers & Terrain For Roads and Barriers, this will roll lower dice to get more common results. table \{border-collapse: collapse;\}tr \{border-collapse: collapse;\}
1d6-2Wasteland1d6Agricultural areas1d8Rural areas closer to cities1d12Semi-abandoned wealthy small farms near the city, where nice tree filled properties have been abandoned with a few die hard blue bloods hanging in.
from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/09/d100-roads-and-travel-conditions.html
prompt: Show me: {Roads|Roadside Barriers|Wasteland Oz Terrain|Weather|Other Roadside Features} Roads prompt: Area: {Wasteland|Rural|Rural Close To City|Wealthy Small Farms} Wasteland use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& {note=='[#[@GetInitials with {$prompt1}] GetNote]'}& [#[@GetInitials with {$prompt2}] GetDice]& [when]{rep}=1[do]{$prompt1}{note}
[end]& [@{choice}] table: GetNote type: dictionary default: \z W: Some areas in the Victorian Alps and Canberra get snow in the winter. On the edge of the apocalypse, Australian weather can be crazy. Even deserts can get frost at night - a way of gathering water. Many desert areas flood seasonally or every decade in the summer and remain green for a few months. Wetland areas have many crossings like ferries and bridges. Monsoon rain or hurricane might be a good backdrop. Or just cover everything in mud. ORF: Australian roads have mostly wooden electricity and phone poles, while in Sth Australia they have i beams with concrete beams (ow!). More likely to be functional if better quality road. Mostly functional highways have lights. table: GetDice type: dictionary W:{roll==1d6-2} R:{roll==1d6} RCTC:{roll==1d8} WSF:{roll==1d12} table: Roads [when]1>{roll}[do]None.[else][#{roll} Roads2][end] table: Roads2 Trail in grass where kangaroos go to water supply or migrate Rough dirty trail with rocks and water filled pot holes and prone to floods Gravely rough road graded every few years Well traveled dirt farmers road, dust visible for kilometers Battered pothole filled neglected bitumen road Craters and bullet riddled. Reasonable road but combat damaged. Reasonable sealed rural road with a few crumbling to gravel patches Reasonable road but some some lanes lost to rockslides and washouts Good condition road well maintained Battered highway with a few craters and wrecks; 1 in 6 sections are well-lit Good quality highway well maintained, well lit by solar lighting Metalic self healing nanite coating highway, solar powered and lit, monitored by feds spysats and killsats, far more policed than any other road type. Mostly in uptown or important industrial links table: RoadsideBarriers [when]1>{roll}[do]None.[else][#{roll} RoadsideBarriers2][end] table: RoadsideBarriers2 Short posts with reflectors Short posts with metal crash barrier Concrete crash barrier 1-2m high with wire mesh Short three wire fence with metal steaks or wooden posts Short wire fence with barbed wire and electric wire A 2m high wood or brush fence often dilapidated As four above plus rabbit proof with chicken wire mesh above and below ground Tall 2m high fence that can keep out dingoes, deer, kangaroos, refugees, zombies[||||||, electrified][||||||, razor wire] Short dry stone wall from colonial times, some scattered farm ruins Tall 2m stone wall with mortar[||||||||||, with cemented broken glass bottles on top|, with cemented iron spikes on top] Short brick wall 1-2m high[||||||, electrified][||||||, razor wire][||||||, with camera system] [|Huge concrete walls and barriers|Carved and tunneled into bedrock] table: Wasteland Oz Terrain [|Red|Yellow|Grey|Brown] sand Ash from a bush fire[||||||||||, still burning off and smoking] Mostly [|red|grey|black|brown] gravel Stony dirt with squat salt bushes Stony ground covered in dry thorny shrubs 1m high to the horizon difficult drive Rubble, rocks, big cliffs, eroded monuments with some scraggly trees difficult drive Grass with thin trees with occasional giant gum, creek and 2-3m high termite mound difficult drive Grassy meadows with light trees, creeks, bushes and occasional drop or huge stone Light bush land with lighter trees most common, rivers, difficult drive, difficult drive Heavy bush with mostly huge and large trees over rocky ground, rivers and rocky ground. impassable by car Mountainous and hilly with winding roads with steep cliffs, tunnels and bridges. Straggly trees and bushes and native grass Salt pan with surreal opalescent colours surrounded by fields of Salvation Jane (Purple) and South African Wild daisies (yellow) - introduced pests. Seasonal floods every one to ten years and is muddy or submergedsometimes. Mostly just salt. table: Weather Bone dry as dead dingo's dick. 40c 104f Sky clear remains for {3d6} days Sunny day on the beach for xmas 30c 86f Some clouds {d6} days Warm weather suitable to play cricket 20c 68f Clouds and gentle breeze lasts {d6} days Humid sweaty weather causes itching and dandruff 30c 86f Some clouds {2d6} days Drizzling and showers, muddy roadsides, humid, grey sky 10c 50f or 30c 86f {d6} days Pelting showers, flash floods, difficult creek crossings grey sky 10c 50f {d6} days Fog rolls out at dusk till dawn hiding the land under blanket of mystery 0c 32f {d6} days Snow or hail or sleet makes roads slick and may damage paint jobs -10c 14f 1 day Severe winds blows huge dust clouds turning sky red or orange like mars 1 day Severe storm and winds bring down trees and blow around cows like leaves Acid rail damages clothes, stings eyes and defoliates plants Chem and rad tainted clouds drop some hell brew, mutants dance in the rain table: OtherRoadsideFeatures Emergency truck breaking lanes regularly Concrete barriers divide middle in places Windmills or solar farms Well-appointed with payphones[when]{1d6}>1[do], vandalized by kids or gangs[end] Crops and farm structures, [when]{1d6}>1[do]in ruins[else]modern[end] Plague of [|locusts|cane toads|rabbits|rats] Tourist attraction[when]{1d6}>1[do], in ruins, popular gang hangout[end] Observation points with rest stops and some kind of monument to Aussie failure (Starving explorers, killed settlers, racist bushranger, heroic dog sacrifice, war deaths) Wild kangaroos, emus, deer, pigs, goats or feral farm animals thriving Mounds of garbage like dumped wrecks, beer cans, ciggy and takeaway packs, used nappies, junkmail, sacks of old clothes, suitcases, fridges, broken appliances Huge electrical towers, anterra, microwave towers, dish arrays in area Roadworks in progress with police armoured cars on guard FILENAME: EMO_OSR_DungeonShantyTowns.ipt Header: Dungeon Rush Shanty Towns So in a big dungeon with many adventurers increasingly flocking to the call of easy gold and slaves, enterprising folks decide to cash in. To start with, some adventurers usually leave a camp with donkeys, carts, guards and other followers. As more adventurers and the curious come, a shanty town begins to form. Each week a new feature is added until it evolves into a village then a town. Many of these towns survive long after the gold is gone. Along the way, some ruler appoints (or locals elect) a mayor, and legitimate settlers move in under the increased presence of law. In the first year most people will use tents and wagons but wooden kit buildings spring up after it is apparent the town will be here a while. Some adventurers see town grow after a few sorties, and go into business themselves. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/09/dungeon-rush-shanty-towns.html
prompt: Show me: {Businesses|Local Problems|Seasonal Visitors|More About Dungeon Shanty Towns} Businesses prompt: Shanty Town Age: {Early stage|After a Few Months} Early Stage use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{choice}=Businesses[do]{extra==' (Results are affected by selected Shanty Town Age.)'}[end]& [when]{rep}=1[do]{$prompt1}{extra}
[end]& [@{choice}] table: Businesses [when][{$prompt2} >> left 1]=E[do][#{1d10} Businesses2][else][@Businesses2][end] table: Businesses2 Dungeoneer supply store - everyday tools of exploration and mining Brothel - a few local women in tents at first to pimp run whorehouse later Sly grog shop - a humble drinking venue with company and music Stable - donkeys, wagons and care for mounted beasts Tavern - a large drinking den with gambling and food and later brings in entertainers Pawn Shop - buy and sell goods from broke adventurers Boarding and bath house - initially rows of tents to eventually a wooden house Smithy - horseshoes, tool making, weapon and armour repairs, Shrine - a priest has come to heal and convert immoral adventurers Food seller - buy rations, fresh and cooked food, each a specialty Baker - brings in an oven and flour, makes bread daily for settlement Butcher - provides meat and buys exotic dungeon meats Money Changer - trades currency (d4% rate) and lends money Slaver - buys and sells humanoids and men, most end up heavy labour till death Barber - also acts as dentist and doctor for first aid Thieves guild - will move in to control crime and keep tabs on adventurers Mercenary guild - where you may hire guards or soldiers Magic Shop - with a magician to identify and trade magics Healer - sets up a hospital for diseased and wounded Sheriff with a hut and a cage, elected and paid for by local business owners table: LocalProblems Bandits begin to prey on route to civilization. Lack of sanitation, stinks at first then disease outbreaks. Humanoids harass travelers in area. Humanoids skirmishers attack, possibly prelude to major attack. Drunk murder hobos flood town, sleep in streets and brawl in the mud. Homeless refugees and urchins looking for work arrive and start begging. Humanoids increasingly wander into town outraged people wont serve them. Main street is a foot deep in stinking mud. Shortage of women brings out peculiar habits not approved by church. Booze all drunk dry, fights break out. VD epidemic - locals itchy, scabby, infertile and increasingly insane. Inquisitor comes to inspect camp for signs of heretics or cultists. Cultists infiltrate camp and start murdering victims. Lice, fleas and ticks break out. Horses and donkeys all sick most die of disease. Local lynch mob hang or burn some one once a week. Spy from dungeon starts to murder, sabotage and cause local unrest. Fire breaks out damaging buildings, tents and killing some locals. Grog supplies bad, many go blind or mad or die. Lack of food causes price hikes and illness. Stray dogs increasing some with rabies. Rat swarms everywhere bit people in beds at night. Lack of clean water brings disease and high prices. A phantom terrifying locals. A lycanthrope in camp everyone under suspicion. Doppelgangers infiltrate camp to murder. Drug addiction and alcoholism rampant. Tunnel under town collapses. Everyone in false panic that monster attack imminent. Local thugs try to take over and monopolise alcohol. Local business man tries to take over other shops with dirty tricks. People found eaten by some monster attracted to camp. Monsters setting traps around camp. Backstabbed robbed corpses found about town. Gangs form among residents and start to brawl. Plague carrier visits and dies. A wolfpack in area starting to attack locals and kill dogs. A big cat like a panther or mountain lion eats a few locals. Shoddy building collapses and kills several people. Mosquitoes swarms spread disease to locals and animals. Leeches crawling everywhere. Flash flood washes away part of camp. A tree falls on camp killing someone. Trail covered by rockslide and new path required. Humanoids poison local water supply. Pile of severed murder hobo heads left by gate on morning. Locals fight over a woman starting a huge brawl. Signs of demonic summoning or cult ritual found near camp. Campers dig up haunted burial mound and undead attack by night. table: SeasonalVisitors Road builders come to improve road to civilization. Wagon of fancy prostitutes from city. Travelling minstrel and actors come to perform. Traveling circus always looking to buy new freaks. Slaver come with shipment of wives to sell. Priest and acolytes comes to convert sinners and feud with any local priests. Travelling tailor comes to mend and sell clothing and hats. Travelling tinkerer fixes things like boots, weapons and tools. Tanner comes to buy exotic skins, furs and hides. Cobbler comes to mend and sell boots. Visiting noble with entourage inspects camp for local ruler. Wizard and apprentice visits to trade magic items. Family of adventurer looking for kinsman who they have not seen in a while. Drug dealer come to supply area and enjoy local vices. Demihuman adventurers arrive, usually disgusted and make own camp. Quality cook visits and everyone raving about quality of food. Con man comes to fleece adventurers with land deeds and fake potions. Thief gang passes through to rob everyone and move on. Gambler passes through to suck camp dry of money. Bounty hunters looking for a wanted murder hobo. Military inspect area to consider building a fort. Lumber men come in to clear trees. Missionaries come to aid limbless, diseased and drunken murder hobos. Tax men come to claim income tax from business men and adventurers. Historian comes to visit to document happenings and examine historic finds. Dandy wannabee adventurers from city insult scruffy locals and start fights. Hoodlum from city organises pit fights with man and beast and monsters. A fight promoter with star gladiator takes on all comers for cash. A builder comes to construct a structure. Fortune Tellers mostly hucksters exploiting locals. Brewer visits with barrels on wagon. Preachers come to encourage adventurers to quit lives of sin. Cultist comes to recruit. Fight promoter comes to buy monsters for city gladiators. Messenger arrives looking for client to deliver map or letter to. Monster boss from dungeon sends envoy to make deal with camp. Loud braggart adventurer declares he will cleanse dungeon. A famous adventurer and followers joins camp. A band of filthy murder hobos join camp and start rivalries with established ones. An apothecary's son comes to trade potions for exotic monster organs. Inbred rednecks visit to see if a good place to settle down. Farming family visits to examine land and judge if camp a fit community. A poet comes to compose works on the local heroes or murder hobos if he cant find any heroes. A bard comes to put on shows, seduce women and make a name for himself. A cat seller with wagon load of cats arrives, guaranteed to reduce rats. Miracle medicine show comes through to fleece the foolish. Military officer comes to make sure locals not stirring up war with humanoids. Rural hunters and trappers come seeking furs and exotic game. Rich hunters come to hunt monsters for a lark, treat locals like stupid scum. Settlers with wagons come to inspect local land and community. table: MoreAboutDungeonShantyTowns [when]{rep}=1[do]& When settlers move in and the dungeon is fished murder hobos move to a new megadungeon. Sometimes a noble takes interest and sends in tax men or the military to take over. When a noble begins charging for a dungeon licence and his men begin to inspect and imprison adventurers this also can mean death for the town. Military might move in and build a fort to establish order and control. Military dungeon engineers will of course start strip and open cut mining on the mega dungeon. Some even seal entries and pump in smoke then ambush fleeing monsters. Amateur murder hobos are no match for imperial dungeoneers mining magic for the empire.\n\n& Inhabitants of the local dungeon might retaliate and the camp might require more mercenaries and build a wall.\n\n& A camp like this and its growth might be an entertaining diversion from a campaign megadungeon. Heroes might get to become important or even name the town. A graveyard with wooden headstones might well appear within a few months.\n\n& Also this is more detail on military dungeoneering\n& elfmaidsandoctopi.blogspot.com.au/2012/10/impirial-dungeoneon-engineer-corps.html& [end] FILENAME: EMO_OSR_DungeonSeals.ipt Header: Dungeon Seals to Trap Heroes Some players like to raid a dungeon and run after just a few encounters, because the wizard ran out of spells. Nobody's hurt but it slows the game down and it's a bit less heroic to flee from a scratch. If there's no risk it's not an adventure, it's shooting fish in a barrel. One option is, every time the party returns the guards increase and every encounter is more ready and monsters hide loot more. Possibly they send women and children and loot to the boss monster's brother's dungeon. A simpler approach: Seal them in and force them to survive without pit stops. They will moan but will have a much more exiting adventure. Some of these might require the threat to be demonstrated possibly from a dead and plundered party. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/10/d100-dungeon-seals-to-trap-heroes.html
table: DungeonSealsToTrapHeroes Mudslide seals entry. Quake collapses entry or causes rockslide. Snow or Ice seals entry (posibly magic). Water floods entry way. A fire damages tunnel collapsing it. Volcanic fissure seals with lave. Poison gas flooded. Plague corpses scattered around entry passages. Accidental explosion from alchemist or wizard. Poor materials and maintenance bring down roof from noise. A horrid flesh eating lake of coloured slime takes over entry. A lake of fleshy protoplasm birthing tiny monsters blocks entry. A deadly fungus garden takes hold. Killer plants block entry way. Plague of huge [|snapping turtles|killer frogs|snakes|lizards]. Everything overgrown with toxic mould and contagious spores. Mobile shambling compost heaps have filled entry for group seasonal fermentation. Something horrible has laid thousands of eggs with hyper voracious flesh eating young. Crawling with [|rot grubs|kyuss maggots|fleshbore worms|zombie worms]. A swarm of giant [|wasps|bees|ants|termites] builds a nest. Entry way collapse when secret kobold tunnel underneath collapsed. Barrels of explosives with kobold suicide pyromaniacs on guard. Celing closes sealing entry and crushing. Hundreds of poison arrow or dart traps installed. Walls extrude spikes and close in on tunnel. Entry covered in flammable fuel or tar with kobold ready with a match. Weakened beams bringdown roof if stripline tripped. Concealed automated bolt throwers (possibly manned). Huge boulder released which eventually blocks entrance. Whole corridor drops suddenly sealing entry. Bandits build a palisade and shoot anyone leaving. Military build trenches and sharpened stakes, with crossbow troops. Military seal entry and pump in smoke if detect anything trying to get out. Military set up ballista guarded by pikemen. Military cavalry unit on guard charge anything leaving. Murder hobo gang build camp in entry and kill anything threat comes close. Religious order of templars with paladin hero to kill non good agents l. Local knight and his friends camp here to slay anything that comes out. Barbarian tribe come to camp so youths can someone to kill for festival. A nasty mercenary force come here to contain entry no questions asked. Monsters bury entrance under [|rubble|dung|garbage|dirt]. Open murder hole hatches in ceiling with boiling oil and lead ready. Entry thick with monsters with shield walls and pikes. Wicker siege sheilds cover archers ready for assault. Covered in poison caltrops with archer guards. Kobolds brick up and if hear attempts to get through add more layers and buttresses. Monsters pump irritating or nausea inducing gas into entry. Monsters seal their end and flood entry with sewerage when intruders enter. Monsters stock with deadly fungus and monsters that blocks tunnel. Monster cavalry force occupy entry and use as stables for their awful mounts. A dragon moves in to set up a lair and is keen to assert authority. A family of giants move in with a big cooking pot, invite visitors to dinner. A huge band of ogres move in and set up fortifications for magi clan leader. Gigantic burrowing monster semi collapsed entry and now live there. Gremlin colony infested in entry, hundreds then a thousand swarm from cracks in walls. Trappers, mimics and other camouflaged monsters infest entry. Giant paralysing carnivorous jelly blocks entry and is difficult to notice. Invisible stalkers have been left here by evil wizards for laugh. A froghemoth has come here to spawn and likes tasty food coming into nest. A flock of wyverns nest here, the two-tailed local variety. Cursed glyphs inflict evil debilitating magic on any who pass. Undead phantoms led by non-corporeal undead arise if intruded. Hundreds of spirits swarm here and await bodies to possess. Corpses scattered around entry arise as undead that seem endless. A small army of wights has come seeking a new lair and will build a tomb. Lycanthropes come here socially and area stinks, can infect intruders with taint. A travelling Kaiju that travels by night has snuggled in here for a nap, can eat in sleep. A rare gathering of many dozens of owlbears hooting incessantly for weeks. A dragon couple have crept in here for violent lovemaking for a few weeks. A travelling monster freak show released stock here rather than let sherriff kill them. Magical walls of fire block passage. Magical Ice fills entry, possibly with trapped victims inside. Force wall blocks entry. Fire elementals guard this spot - a temporary planar node. Air elementals guard this spot - a temporary planar node. Earth elementals guard this spot - a temporary planar node. Water elementals guard this spot - a temporary planar node. A magic mirror makes evil clones of any who pass. Entry actually sends passers to a different time or plane one way. A bubbling pool of chaos here forming shoggoths and worse, guarded by demons. Tunnel filled with millions of screeching rats swarming into impossible shapes. Undead mammoths migrated here from local tar pit, hate two legged freaks. Hundreds of goblins orcs and other species fused into a disgusting living lake of flesh. Blocked by hundreds of tons of candy, cake and other sweets, giant ants attracted. Blocked by fused bones of hundreds of skeletons animated by mad necromancer. Modrons have a foothold base, local intruders to be put in stasis boxes for an aeon. Silver knights of gith come to test mortals psionics, kill enemies and build an outpost. Serpent men came and filled full of explosive runes and magic traps. Special force troops scouting from other dimension awaiting extraction. Flooded with blood that acts as unholy water that cancels recently used magic healing. A local petty god guards entrance for a short stay. Minor elder god has awoken and uses this as lair and flophouse for cult pilgrims. A minion of a god has been sent to keep any from passing. A portal to hell has opened with devil guards and a burning hellscape. A demigod hero camps here challenging all comers, if defeated their parent notices. A saint with a travelling shrine, only converts may pass, violence is impossible. A fabulous divine beast will only let pass those who accept it's quest or puzzle. An angel with burning sword and eyes guards here "I dunno why, nothing personal". A monster god has appeared and monsters from many dungeons come to see. A mighty god watches and will block passage, destroying those who dont get hint. FILENAME: EMO_OSR_FamiliarsProblems.ipt Header: Your Familiar is Boring Familiars are kinda boring, just sitting about boosting your magician's powers and waiting to get smushed. This table could be used for a familiar's consistent quirk or could be re-rolled regularly. Possibly druidic and priest pets are more polite than traditional arcane ones. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/10/your-familiar-is-boring.html
table: FamiliarProblemsAndSubplots Likes to shit everywhere Like to rub against people and things to scratch self Dribbles phlegm or saliva constantly Makes irritating noises in polite company Flatulent, especially if eats certain food it loves Nips people who get to close to master from jealousy Likes to eat or chew things left un attended Likes to lick strangers Drags buttocks on ground and makes disgusting noises Tries to steal favorite treats Snaps and snarls at other familiars or small critters Tries to mate with other familiars or small critters Always has a rivalry with at least one familiar Sneaks off to cavort with other familiars when in town If meets other familiars they giggle and mimic each other Dislikes seeing familiars hurt and tries to save them Likes to play with other familiars, cries when separated Learns tricks and behaviour from other familiars or small critters Longs to cuddle and kiss other familiars or small critters Wants to eat familiar or small critters Familiar hates certain other species and provokes them due to old grudge Familiar type just like it used by unpopular regional cult Familiar type deemed old fashioned by other magicians Familiar type associated with mad clan of magicians Familiar reincarnation of past familiar of ancient legendary magician Keeps unearthing ancient rubble and scraps of ancient civilizations Keeps finding scraps from old books Seems attracted to regalia and objects of past magician dynasty Seems to hate regalia and objects of past magician, urinates on them Familiar is uppity, likes to sit on treasure and wear jewelry Keeps being caught whispering and being overly friendly to rats Spies on people bathing, on toilet and lovemaking Likes to lick faces of freshly deceased Collects stolen trinkets and shiny things, possibly hides in master's stash Likes to steal treasure maps in taverns Digs holes to bury treasure Mutters strange things into ears of the dead Draws strange sigils with spilled blood Performs strange ritual dances to the moon when camping Howls at full moon and responds to other howling beasts by night Likes to get drunk till vomits everywhere Certain foods it likes or cause violent diarrhea Likes to bite of noses and fingers off the dead Likes to hump legs of people it likes Coughs up hairballs or castings or cud making a disgusting sound Likes to lick feet and steal socks and undergarments Likes to chew on old bones and roll in dried old corpses Marks scent on doorways and trees constantly Snacks on animal and monster droppings Likes to gnaw on old bones especially skulls Likes to chew ropes Likes to collect pretty pebbles and keep in masters pack Likes to sing in bestial voice when bored Likes to taunt enemies as master casts spells Utters obscenities at odd awkward moments Writes blackmailing letters Reports people to the secret police or other lawmen Reports activities to a cult, temple or owners master or teacher Hates children, snarls or bites or sprays on them Tends to spit, spray or defecate on those it dislikes or their belongings Under certain constellations familiar changes alignment temporarily When stars are right opens a gate allowing something to visit our worlds On rare evenings turns into a human but might keep a secret Glows or sparkles when certain star or constellation ascending Makes strange noises when it senses weaknesses between worlds near Develops a glowing corona of power under moonlight Under certain stars air pressure increases locally causing master nosebleeds ` Becomes musical and dances about when star sign ascending Coughs up brilliant semi precious stones every solstice Grows strange lumps and tumours as master grows in power Grows creepy tentacles as master grows in power Has a alternate animal form it can shape shift into and back once a day Can breath coloured smoke rings Can drink a potion storing it ready for use later Has one or more horns +1 damage Has wings for short flights (enhanced flight if already a flyer) Can project light from eyes 30" in a 60 degree cone Teleport self (1/per masters lv a day) in puff of smoke (alignment=odour) Can spit fire (1/per masters lv a day) d6+1/masters lv, 3" range Likes to eat semi precious gems and pearls Likes to bask in magical fields and auroras Likes to lick and suck magic items Becomes flatulent near unidentified magic items Can shapeshift into a small child and back once a day Can interbreed with normal similar size animals making odd hybrids Keeps obtaining adorable little outfits from somewhere Can track blood scent like a typical dog (or better if already a tracker) Makes noises if opposite alignment comes within 3" of master Grows long beards or long silky hair quickly which can be woven into fine fabric Goes into trances and mutters, actually spirit is conversing on other planes Monitored by other planar beings according to alignment Disappears from time to time off duty to other plane Occasionally used as mouthpiece for other planar beings Can recall spirit of freshly dead to ask them a question once a day Delivers notes from other plane to master occasionally Can suck masters blood for nutrient or to heal 1hp per injury Can plane shift to avoid danger and return once a day Brings master a coin from plane of planar alignment patron each day Will converse with planar beings of same alignment even ones in disguise FILENAME: EMO_WWI_AirEncounter.ipt Header: Air Encounters for the Great Weird War! These tables are a stopgap for aircraft and aerial phenomena. Obviously sea missions would be different. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/10/d100-air-encounters-for-great-weird-war.html
table: AirEncounterOverNoMansLand Heavy rain reduces visibility increases stalling engines Strong wind makes manoeuvring harder Sudden electrical storm rolls across sky Black clouds darken the sky Fog clouds reduce visibility Lightning strikes plane as storm breaks Strong winds in one direction with possible changes hourly Thick cloud cover from horizon to horizon at a set altitude Strong updraft aids climbing Sunny with clouds allowing surprise attacks See distant enemy train on line See enemy ammo dump exposed See artillery unit being moved closed to line See trucks carrying troops and supplies on muddy road See artillery being pulled by horses to new position down line See super heavy cannons moved on train line See aircraft being moved on train line See observer balloons crews setting up See distant field hospital See enemy aircraft on ground See build up of troops ready for offencive Men fresh from homes marching to front lines See group of men looking for wounded on battlefield See cavalry corp moving along lines See tanks following infantry into position See new line of defencive trenches being dug See a new bunker or dugout See men sneaking across lines See a machine gun nest crew pinning down their enemies See troops putting up mines or barbed wire Hidden air batteries surprise you with fire Ground troops open fire at you Heavy ground fire fills air with smoke clouds Illumination flares light up sky AA weapons across battlefield Observer balloon with expert rifleman Local fighters phoned in by observers Visibility low from airbursting shells Huge volume of AA fire rattles some pilots sanity Flock of birds (or bats at night) strike aircraft Men assaulting trench line Men fighting in hand to hand in no man land Men fighting moving from cover of ruins and tree trunks of former forest Tanks followed by infantry Men pinned down by machine gun nest Men drowning in gas attack Men hiding in trenches from artillery barrage Men revolting against officers and MPs Force of men surrendering Men fleeing fight discarding equipment Light scout plane observer will flee hostilities Two-seater like SE5, observer with camera and pigeons Observation balloons under attack Fighters guarding Se5 with camera Scout plane under attack by enemy fighter Allied fighters tilt wings to salute you Bombers and escorts on way to mission Damaged bombers without escorts flying home and under attack Inexperienced pilots being pursued by enemy See allied plane going down See an enemy scout plane Enemy fighter with pilot distracted with taking photograph An older model enemy scout aircraft alone Scout with two escort fighters Observation balloons guarded by AA positions Two seater plane with observer Three fighters but two are first time pilots ordered to flee Single pilot wary who will flee Two planes wary and reluctant to fight Observation balloon guarded by fighters Lone lost fighter plane with amatuer pilot Damaged plane limping back to lines Two fighters on patrol Three fighters on patrol Four fighter wing on patrol Six fighter planes on patrol Twelve plane squadron of fighters An aerial dog fight with {d6} planes each side A large aerial battle vs two squadrons Red barrons flying circus Fighter plane with pilot throwing grenades and bombs Fighter wing of four planes with pilot throwing grenades and bombs Squadron of 12 fighters with pilots throwing grenades and bombs Flight of four bombers which have lost escort fighters Flight of four bombers with four fighter escorts Flight of four bombers with eight fighter escort Damaged bomber limping home alone Lone bomber returning home Damaged flight of {1d4} bombers with {d4} battle-weary fighters fleeing Squadron of twelve bombers and squadron of twelve fighters Distant airship high above plane altitude Airship dropping bombs with {d4} fighter escorts High altitude airships on way for long range bombing run Airship dropping propaganda Damaged airship desperately limping home Crippled airship crashing to ground Crashed airship on ground 1in6 still burning AIrship guarded by wing of four fighters Airship with squadron of escort fighters Airship and {d4} escorts in battle with {2d4} fighters FILENAME: EMO_RoadWar_WastelandHeroes.ipt Header: Wasteland Heroes In the wasteland you don't often find friends and you never expect to be bailed out by a stranger. But the number one rule of wasteland survival is you can't depend on anything; even a world where you expect the worst will surprise you sometimes. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/10/d100-wasteland-heroes.html
prompt: Show me: {Wasteland Heroes|Wasteland Heroes Motivations} Wasteland Heroes use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: WastelandHeroesMotivations Family killed by [|gang|unknown entities|evil relative|evil cult]. Enemy killed lover and special pet. Only feels normal thrill risking life. Evil destroyed hometown. Best friend murdered during [|wedding|holiday|date|quiet night at home]. Parents killed leaving hero an orphan. In personal war with [|secret society|cult]. In personal war with rogue government agency. In personal war with [|criminal cartel|gang]. Dying and out to right wrongs before death. Dying and out to die in battle against impossible odds. Out to redeem self for wicked life and past sins. Just following orders from a patron. On an one person crusade against evil. Tired of past employers now on own out to protect the weak. Trained by master to battle forces of wasteland. Trained as agent of secret society now free and working against them. Given mission by mysterious advisor outside normal channels. Beloved family member was hero and disappeared. Having given up on the cities now brings justice to the wasteland. table: WastelandHeroes A wasteland Jackaroo who seems good at everything and is just honest and decent. A drunk old guy in 70s car, family killed now hunts gangs suicidally. A war veteran back from the zone to find home crawling with gangs and cults. A school teacher who out of hours hunts and kills students who join gangs. A postman in armoured van helps anyone he can to serve the people. A city lawyer gone fight crazy from being hunted by mob has moved to wasteland. A wealthy old vigilante who uses high tech vehicles and body armour. A pick up truck of good county folk who like to help ignorant and stupid folk. A couple of juves in scrap built car out to right the worlds wrong. A drunken sot who killed own family in accident now roams highways killing gangs. Secret agent investigating security risk in wasteland with hi tech interceptor. [|Nun|Monk], agent of the Vatican, performing duties for the pope's special forces. Utopian secret society spy on mission, willing to help ordinary people on road. Agent investigating strange phenomena happy to destroy normal crooks for a break. Mutant control officer armed and willing to smash degenerate bad guys. Plainclothes cops investigating crime on special jurisdiction. Agent looking for foreign enemies in outback area on a mystery mission. Woomera Space Agency agents trying to hunt for signs of UFOs. Agent of private anti crime org that hunts a single evil cabal. APIO agents looking for paranormal events, psionics phenomena and superhumans. A lone ex highway cop in the last of the v8 interceptors. Lone wolf ranger wants revenge against cartel that killed his loved ones. A war vet who hunts worst criminals but stops to kill any criminals on the way. Ex corporate assassin turned eco terrorist vigilante always helps any one in unfair fight. Agent on run from corrupt department hiding national scandal about Prime Minister. A former spymaster on the run from former agency but cant help protect the weak. Ex sanctioned op sick of agency gone vigilante with company interceptor. ASUS torture expert from the zone after cartel who killed family, likes to kill bad folk. Former foreign spy in hiding but hates bullies and has many concealed weapons. Ex-[|cop|fed] now turned bounty hunter and willing to collect petty bounties. Mutant lives in scrap built car dedicated to being hero and promote human-mutant peace. Mutant students from expensive school on road trip, willing to use odd powers. Filthy mutant hobos in scrap built mobile home always leap to defend normal folk. Bandaged covered degenerate scabby muties swarm out to destroy the wicked. Horrible fleshy thing once a human, steals cars and goes on kill sprees of the wicked. Mutant brain in a vat cyberlinked to franken car roams wastes destroying evil. Mutant fused together from different bodies in similar scratch built car. Self appointed sheriff of mutants roams the highways for baddies to snuff. Masked mutant defends highways from lawless yet is hunted by government and mob. Thee headed mutant ogre eats the wiked and renders them into biofuel. Cyborg assassin escaped controllers and out to kill anyone who harms innocents. AWOL cyborg vets in a van who help anyone in trouble despite being hunted by military. Cyborg ex test pilot agent stuntman, now roams about in pickup truck helping folks. Venus Probe, a russian explorer drone gone beserk when crashed in wasteland. Rogue replicants escaped and awaiting death clocks, will aid others for thrill of killing. Android replicant of someone known to an adventurer but acting out of character. Cyborg agent with brain in heavily armoured humanoid body hunts rogue cyborgs. AI justice org smart car gone wild hunts and terminates criminals. Android on run has been living as a road warrior longing for a pyrrhic victory. Cyborg cop on rampage after most of humanity removed, now hunts crime in the waste. Special tax agent out to assess hidden wealth in bunkers kills tax evading scum. Detective on a case cant stand seeing criminals bother people. Private eye investigating missing goods happy to enter fire fights for some real action. Murder motorsport league recruiter looking for talent and willing to help possible recruits. Corporate suit looking for discreet men for mission accidentally bumbles into firefight. Corporate suit offering rewards to find someone or something, hates wasteland scum. Park ranger looking for who is releasing monsters into park always helps folk in need. Journalists trying to piece together a conspiracy all ways helps others. Freelance conspiracy buffs in volkswagen hippie van seeking secret black bag jobs. Underground protester group looking for stuff to expose and protest. Conspiracy agent hunting dark forces and willing to kill first and dissect later. Master magician with exotic servant travel the land hunting the dark powers. A famous celebrity psychic drawn to area investigating strange sensation. Eccentric professor with military clearance and assistants out to pursue strange cases. Older professor with relics and his coffin like time clock in back of station wagon. Long haired androgynous hipster actually plane shifting and body hopping assassin. A mystery investigator in a trench coat, has unusual powers and artifacts and exits. A masked vigilante with various artifacts and exotic cult training. Immortal warrior and sword master hunting immortal enemies and any other jerks in way. One of the last templars hunting the antichrist or his antecedents or any wickedness. All terrain lab with utopian crew and exotic pet from a bunker solving peoples problems. Squad of secret society mercenaries in APC disguised as a van out to kill mutual enemy. Doomsday cult agent with high tech car, spreading cause of war and will join any battle. Secret society super assassin trained since birth but now fights former killer clan. Black science outfit seeking to test a weapon and minimize collateral damage. Secret society collecting artifacts man was not meant to know for storage. Brotherhood of demonic underground empire trying to cull the unworthy in the outback. Secret brotherhood dedicated to killing immortals and non human threats. Secret ancient civilization with hybrid advanced and bronze age tech, spying on surface. Martial arts brotherhood seeking traitor who killed master, but helping stranger on way. Hyperborean hero awakened by cursed relic hunting serpent men or any forces of evil. Psionic agent from future hunting time criminals help those with important destinies. Psychic investigator hunting dangerous cults a defeats with own strange powers. Old lady witch and several senior coven mates hunt and destroy ancient evils. Swearing old punk rock wizard hunting demons he drunkenly freed decades ago. Metatemporal psionic investigator examining irregularities in multiverse. Immortal kindly old wizard searching for heroes to give questionable relics too. Psionic agent of ancient sect uses powers to wage war on crime via network of helpers. Psionic teens seek own kind, the coming race of telepaths, unable to kill or see any hurt. Goverment psi agents hunting rogue telepaths who might get used by overspace entities. Vampire and undead hunter teens in van decent enough to help any in trouble. Saucer men in disguise in modified vehicle, visit earth for hunts, thrills and kills. Troubled shape shifting monster on the run keeps getting mixed up in people problems. Gelatinous elder horror with human form protects secret assets of his inhuman masters. Zombie driver fused to car with fragment of humanity left undoing his many wrongs. A lone superhuman avoiding the military and trying to right wrongs of wasteland. An alien grey in human form likes humans and cant help meddle in human problems. Hideous insectoid fungal alien hiding in human skin seeks interesting human brains. Body possessed by overspace entity, saves people but then demands worship. Alien in battlesuit destroys certain people and spares others for inexplicable purpose. FILENAME: EMO_OSR_RentAMurderHobo.ipt Header: Rent-a-Murder-Hobo When a murder hobo shanty town forms near a dungeon, these are the kind of mercenaries who turn up. If you don't hire them some one else will. In the shanty town, sly grog shops have a d3 of these merc gangs each. They hang around for d6 days before moving on but 1 in 6 will team up with a rival expedition and move in on the dungeon. You might meet them. Also see elfmaidsandoctopi.blogspot.com.au/2015/09/dungeon-rush-shanty-towns.html elfmaidsandoctopi.blogspot.com.au/2015/03/d100-tragic-old-murder-hobos.html from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/10/d100-rent-murder-hobo.html
table: DungeonTownMercenaries A rude gang of {3d6} bandits led by an ex-adventurer, competent wilderness scouts A gang of {3d4} thieves with experience in tomb and dungeon infiltration A gang of {3d6} thrill killers on the run from law keen to charge into a dungeon screaming {2d6} former soldiers experienced in raiding humanoid lairs A band of young boys offering service as lamp, pole and baggage bearers {3d4} tavern cut throats who like to infiltrate and hunt dungeon bosses {2d6} ex-militia guards with spear and crossbow men A local slingers club of {3d6} who like to drink and shoot targets together {2d6} filthy trashed out old hobos with rambling stories and broken weapons {3d6} cannibal hobo wanderers who happily murder in a dungeon for a change A strange man has {d100} gremlins in sacks and cages he swears will ruin dungeon life A man in a wagon selling {4d6} kobolds in caged wagon as skilled tunnel fighters & miners {3d6} desperate squirming goblins will fight or bear loads or guard or labour A half squad of six disciplined hobgoblin soldiers with a corporal A group of {3d6} orc marauders keen to hunt and kill with bow or sword or spear A pack of {d6} goblin archers riding wolves An orc sergeant scout riding a warg A group of {1d6} giant-bat-riding goblins A group of {d4} bugbears keen to assassinate and terrify enemies A savage [||||||mixed-breed] beastfolk scout party of {a d6} A group of {2d6} viking warriors keen for battle and very vindictive if betrayed A gang of {2d6} crazed berserker barbarians who quickly turn into a liability A group of {2d4} huge wasteland barbarians who really like chopping beings up A huge barbarian with his exotic species mount that fights along side them A half ogre barbarian with huge muscle mass and pole axe, easily conned A band of {3d4} nomad savages able scouts and skirmishers with bows and javelins A band of {d6} noble nomads with scale armour, spears and hatchets, proud and fearless A barbarian [|priestly|druidic] hero with a pet seeks relics of tribe lost in local dungeon A band of {3d6} young barbarians with javelins and hatchets, more courage than sense A berserker with incredible muscles, mutates from chaos power when berserk A half squad of 12 men at arms in quality armour with bill hooks, maces and crossbows A band of professional archers skilled in skirmishing and scouting terrain A squad of 12 shield and spear troops who fight in a wall formation like the old empire A group of 6 land knights with rich clothes, two handed swords and pistols A band of {2d4} ex-gladiators, specialists in brutal monster and beast fighting A half squad of halberdiers with crossbows and quality armour A band of {2d6} marine veterans with mixed weapons including swords and pistols A poor knight and {2d4} of his entourage, very brave band who support the knight A band of templar warriors with shield and mace, fanatic to their cult A band of martial artists dedicated to perfection raising funds for monastery or school A band of {4d4} sappers who will dig their own dungeon entries, trenches and huge open-cut pits A band of {3d4} sappers who will dig shafts into dungeon then pump in smoke with bellows A band of {3d4} engineers who will build a gatehouse over the dungeon entrance A band of {4d4} engineers will build a wooden palisade wall and watch tower A band of {3d4} sappers will dig close to dungeon then set off a huge explosive mine A band of {3d4} workers will dig trenches and set sharp wooden stakes and traps A band of {2d4} builders will make bridges or structures like prison or barracks A band of {3d4} wood workers who will fell trees and build wooden structures and walls A band of {2d3} quarry men will build defencive stone walls, bunkers and tunnels A band of {2d4} mine engineers will build a wooden rail line and carts to move goods A crew of siege missile apparatus on wheels casts a dozen javelins A siege shield team in {1d4} groups of three, one man holds huge shield others use slings A band of {2d4} who manufacture black powder explosive mines that damage walls A band of {3d4} incendiary makers who render flammable oil from monster bodies A ballista crew of {1d3} apparatus each with four operators who can even build weapons A catapult crew of six who can build from scratch and hurl pots full of stone shrapnel A cannon crew of six operate a small siege cannon they drag on a sled A crew of six gunners with a wagon with six large guns that can be fired singly or all A mangonel stone launcher on wagon with crew of six, can hurl head size rocks A shielded battering ram with a dozen crew, can enter dungeon with smaller rams A band of {2d6} drunken homicidal dwarves who kill keenly but belch lots A band of {2d4} hobbit rock chuckers able to provide suppressive fire, constantly eating A band of {1d6} snooty elf warrior mages, calm cool killers who hate most dungeon life A changeling spy who can adopt an animal form able to enter dungeon without notice A band of {2d4} gnome sapper and tunnel fighters, wise in ways of dungeons A dwarf priest and {1d6} followers seeking lost relics, dour and boastful of dwarf history A halfling master burglar will enter dungeon and locate entrances and food stores An elf infiltrator will enter invisibly to map parts of dungeon and leave trap spells behind Halfling assassins will scout ahead and kill guards silently but cowardly in fair fight A band of elf soldiers inexperienced but disciplined and rely mostly on bows A sly old witch and her daughters will curse enemies and offer advice and divination A rascally self indulgent sorcerer down on luck needs cash for spells A haughty wizard will support dungeon expedition but really searching for arcane lore A holy healer with {d4} followers will establish a field hospital A druidic priest will aid but really they seek to destroy unnatural monsters A priest with {a d6} followers who will serve to hunt evil and undead An elderly battle priest will cast spells to enhance other troops before a fight A creepy wizard will perform spell casting dutifully actually a necromancer seeking relics A sleazy drug addicted sorcerer will serve poorly and get camp members hooked A grumpy priest and his {d6} devout helpers will fight but lecture everyone about alignment A disgusting were beast offers services as a killing machine, as human is arrogant A gypsy with a young trained owlbear on a chain good for tracking and fighting An ex-circus carny with a trained hook horror, one day he will beat it too much A boy with his pet terror bird he can ride it to flee but is a fierce fighter and guard A lady with her man eating ape that dotes on her, savagely dismembers enemies A necromancer with a charmed ghoul and several skeletons and zombies A lizard man with a bonesnapper pet he raised since an egg An orc mercenary with a giant boar he can ride and sort of direct in a fight An old lady with {3d4} shrieking trained stirges in a sack, dangerous but possibly helpful An evil apprentice with his imp familiar that is capable of espionage and offers advice A loner who only fights by night alone, sneaks into dungeon and terrorizes inhabitants A grim knight who has trouble speaking actually undead seeks something in dungeon A darkstalker who seeks relic in dungeon will act as a thief or assassin A gang of {2d6} ugly sailors actually fishmen hybrids who want something in dungeon A shape shifting serpent man wizard with {d6} cultists up to no good A gang of ugly gutter thugs actually chaos mutants who are looking for trouble A criminal gang of {3d6} thugs join adventurers to betray and rob them A gang of {2d6} wannabe adventurers actually working for rival dungeon expedition A gang of {2d6} ex-military swordsmen actually agents of state informing tax and military A gang of {2d6} cheap spearmen. One is [|a reincarnated|possessed by a] former dungeon inhabitant from ancient times who seeks to know what happened to their former loved ones. The being is helpful, but will react to finds and will have knowledge of layout. Such knowledge might be inaccurate as building may have changed. They may share their story and develop a relationship with party to emphasize their tragedy and feed clues to party. Eventually they will break down when finds remains of loved ones and will try and commit suicide. FILENAME: EMO_RoadWar_SlumburbBogans.ipt Header: Slumburban Bogans Australian language used ahead; proceed with caution. Bogans. Pumped up on boredom and beer these guys will totally smash any strange cunts that come down their streets. "Violence is like totally outta control around here so if anyones not from our street comes by we bash 'em so now crime totally dropped. Actually the post and the milk truck have stopped coming too." In the former poorer suburbs surrounding the walled cities are sprawling ruined slumburbs. There are still mostly automated industrial parks with some jobs but most live off cottage industry, the black market and occasional contracts when their skills are needed. Food is the biggest shortage item and food riots break out often. Dole yeast, soyloaf and soylant green are provided my more progressive cities but they tend to fill it with sedatives. Free wireless-powered TVs that never turn off are given away in lotteries, with tickets gained by ratting out your neighbors to the law. Alcohol and drugs run rampant and most have some connection to gangs, crime or black market. Many homes were bulldozed to make walls to keep out zombies, plague carriers, mutants and the poor, so most people live in tents and ruins. The best properties are held by gangs, some hired by corporations. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/11/d100-slumburban-bogans.html
prompt: Show me: {Common Locals|Occasional Locals|Bogan Antics|Slumburban Encounters|More About Bogans} Common Locals use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutBogans [#{rep} MoreAboutBogans2] table: MoreAboutBogans2 1:Basic Slumburb Breakdown\n\n& Choice Vehicles\nRetro sedans, muscle cars, motorcycles, armoured limousines and luxury cars, "utes" (utility vehicle), renegade buggies, scratch built vehicles, sports cars, station wagons, anything gaudy and flashy.\nCar brand fans are major gangs dividing the city.\n\n& Vehicle Arms\nLight and medium machine guns, grenade launchers, rooftop swivel mount or fixed forward. Dropped weapons and ram plates are popular.\n\n& Weapons of choice\nShotguns, sawed-off shotguns, flare pistols, any pistols, knives, clubs, chains. Some choose submachine guns, RPG7s, machine pistols and mini guns to be extra flashy.\n\n& Food\nMeat pies, kebabs, sausage on bread with tomato sauce, vegemite on toast, bacon and egg rolls, pizza, curry, hamburgers, fish and chips, beer or "goon" (cheap wine in silver foil bag in a box, or "goonbag"), lamingtons, biscuits, chiko rolls, sushi, steak, baked beans, pasties, sausage rolls, hot dogs, Chinease takeaway, chocolate.\n\n& Tech\nMostly dated and recycled, some vintage, but the criminal elite flaunt their wealth to those of the inner city.\n\n& Dress\nT-shirts, red or blue flannel checked shirts, denim jeans, t-shirts, bad old suits if business men or government, safari suits still popular with slightly better off or weekends, sunglasses, leather jackets, hats, fluro leg warmers, ugg boots, tracksuits\n\n& Hair\nMullets, rat tails, shaved, huge beards, sideburns, big mustaches, shaved or bald heads, crew cuts, mohawks.\n\n& Footwear\nDesert boots, thongs, black ripple soles, Adidas, sandals with long socks\n\n\n& Note: "Thongs" are flip-flops, not underwear. Also used to swat bugs and occasionally people ("I'm gonna thong you mate if you don't bloody shut up"). 1:Overheard in the Slumburbs\n\n& "We're not here to fuck spiders"\n\n& "Who drank me goon - wuz it you Shazza?"\n\n& "Crikey it's as dry as a dead dingoes dick out here today"\n\n& "Careful the dunny door doesn't hit ya bloody bum on the way out mate"\n\n& "Crikey mate, are you short some kangaroos in ya top paddock?" table: CommonLocals Highly unionized workers of shipping and transport, highly organised and corrupted by crime Highly unionized factory, power, mining and construction workers, strongly communist Religious common folk with cottage industry or shop or from church work house Government new enterprise job scheme, housing and dole food are provided for pointless busy work Homeless dwellers in the ruins, usually most desperate and have other problems Petty criminal wheelers and dealers, many with records from prison or state homes Organised gang district residents working directly for gang enterprise Pensioner living on benefit often with health problems and retro stuff Drug addicts and most wretched alcoholics living in hovels often supported by crime or charity Nomad clan or refugees with road fleet renting accommodation from gang slum lords table: OccasionalLocals Major criminal organisation with international mob ties with own style for every clan Military vets, many cyborgs most insane and disabled hold down a few blocks with gang barracks Mutants are unpopular in city but human looking ones get by and mostly stick to themselves Aboriginal block often with ruins, tent towns, modern cultural centres with thriving community Students living in communal squats fighting the system, often from privileged families of inner city Cult or strange sect of religion with closed community with fanatic self defence codes Corporate suburb gated community with cleaner streets and strong law Convicted felon with explosive tag collar on home-work detention scheme housing program Infiltrated by law officers or government agents or social services investigators Family of alien hybrid infiltrators seek to control area for secretive activities table: BoganAntics Petty crime, [|black market dealing|stripping a car|beating a stranger|mugging a pedestrian] Vandalizing public or private property - [|graffiti|smashing stuff|looting|arson] Party time - [|BBQ|drinking goonbags|sucking down bongs|live band] Working - [|fixing car|brewing beer|demolishing building|roadworks] Domestic life - [|couple fighting|family shopping|walking dogs|feral youths] Chores - [|dumping garbage|harvest drug crop|dumping corpse|butchery] Violence - [|gang brawl|armed robbery|lynch mob|street shootout] Road crime - [|police chase|hit and run|collision|drive-by shooting] Games - [|footy|cricket|dog fight|drag race ] Public gathering - [|riot|protest|charity sausage sizzle|car boot sale] table: SlumburbanEncounters Elderly biker walking teen girlfriend Crazy lady chasing her cats Swagman with train of shopping trolleys of belongings Busker with guitar playing [|Cold Chisel|AC/DC|Icehouse|Hunters & Collectors] Street prostitutes [|with their pimp|, beating up a customer|in tiny shacks|with a cop] Preachers with pamphlets and bibles Card shark with portable table Man with rifle hunting cats and rats for dinner Man trying to catch stray dog Man walking [|attack dog|terrier|greyhounds|cyborg dog, ex-drug squad] Corner drug dealer Takeaway delivery scooter wary of ambush Delivery drone, wheeled or flyer Emergency vehicle with sirens - [|ambulance|police|fire|STAR force] Construction vehicles guarded by machine guns Ice Cream Van 1in6 drug dealers Takeaway van - [|sandwiches|pizza|kabab|soylent green] Biker gang convoy Drunk driver in rust bucket Drug dealer dealing to junkies on way to methadone clinic Prison chain gang working road with guards Armoured riot and star force police searching for escapee Crawling bleeding person - [|was run over|was beaten|a trap|actually a zombie] Strange feral animal - [|odd hybrid|escaped from lab|mutant|undead] Zombie homeless person ignored by locals Cyborg veteran on the edge goes kill crazy if offended Bogan kids with rat tail hair cuts, home made shanks and .22 zip guns Crazy old man selling rat on a stick Pack of dingoes adapted to ghetto life Kids with [|air rifles|sling shots] shooting at strangers for fun Rich kids from uptown having a car race, happy to run down pedestrians Police robots from up town hunting armed fugitive Multicultural youth gang taxing cool brand shoes from the weak Racist gang abusing non whites or refugees Islanders cooking a small horse Indigenous folk having a bonfire BBQ dance look deeply resentful at any whites Christians marching and singing warning about the apocalypse Gang of zombies chasing people on the street Zombie control team on the street Biker funeral with hearse and biker escort (half price drugs today) [|Building|Car] on fire with bored locals watching Piles of wireless powered TVs without off switches in street Dogs start fighting crowd forms and bets placed Kids fishing from drain Rival [|sport team|car brand] fans abusing each other Angry [|kangaroo|emu|mutant goanna] chasing someone Armed and heavily armoured bandits charging tolls with road block Kids on BMX bikes, skate boards and rollerblades doing stunts Police executing a homeless person for recent unsolved local crimes Women screaming abuse at each other, crowd of locals gather to place bets Gang of youths paying homeless people to fight Locals drinking beer and BBQ while watching graffiti crews paint Gang diverting traffic away from street cricket match Homeless mutants being driven away by mob Over a thousand sheep being herded to slaughterhouse through streets Scouts cooking hotdogs on burning car New Zealander gangs performing ritual haka at each other Gang arguing who drank last of the goon bags Kids playing in burst water main Locals washing and polishing muscle cars Car size sinkhole collapsed in street from burst water main under ground Drivers fighting over parking spot Teenage house party sprawling onto street trashing everything Swarm of mutant cockroaches covering {d10} square metres Huge gang of feral cats chasing a [|dog|child with hamburger] Hobos fighting over ciggarette buts Homeless collecting cans for recycling money Police riot squad and truck using water cannon to disperse food riot Locals pelting fortified shop with rocks for running out of ciggies Locals burning a child abuser Armed crew defending truck load of beer from mob Cyborg war veterans without meds rampaging with heavy weapons Locals planting bombs on road to divert traffic past their businesses Kids taunting a basking sewer croc with sticks Giant sewer spider snatches a stray dog Road covered in cane toads, locals playing golf with them Hobos spit roasting a screaming zombie to eat Angry man tending his yard abuses any bloody wogs or strangers that pass Hundreds of rats swarming in streets Angry crowd with torches surrounding a fortified cult house Bogan gang of car enthusiasts enraged if foreign made car in street Teens doing doughnuts and making skidmarks for fun on road in cheap cars Locals furious over electric car in street trying to roll it over and burn it Gay pride parade blocks streets for {d10} hours Kangaroo court with locals holding illegal trial Locals building a meth lab and getting ready to cook a batch Kids racing shopping carts down hill for thrills Film crew antagonising locals and on way towards becoming a riot Politician giving speech to angry crowd Locals with guns debating what the dead mutant thing was Building [|collapses|blows up], large dust cloud Burst sewer pipe street flooded with feces Locals looting a crashed plane or airship Helicopter overhead angers locals who start shooting Thugs wearing Aussie flags roaming about attacking anything too foreign Locals tormenting \a [|zombie|mutie|animal|drone] in a cage trap Nazi protesters meet anarchist protesters head on riot ensues Blood collecting truck, free beer and sausage for every donation Cyborg war veterans marching and easily offended Local conspiracy fan market selling ufo parts, cryptozoological samples, alien urine, photocopied books of "classified" data, angel feathers, templar relics, elf skulls, etc FILENAME: EMO_OSR_CrystalZone.ipt Header: Crystal Zone Cornucopia I hate crystals as a trope in SF or fantasy. I have quit many PC games because I find them kitschy and new-age. Anyway they should not be shortcuts for creative autopilot. They can work but mostly they're a confused lazy metaphor for mysterious tech/magic/power of some kind. Occasional crystals in a setting are OK. Maybe if you're playing Earthdawn or Carcossa or Narcosa or my Planet Psychon setting, the crystal wizard cod pieces worn by fractal dinosaurs might be common in some hexes. Underground would be good episodic use of these tables also. Or just for exotic treasure or quest object or dungeon relic. "Go find shards of the six crystal monuments in Ulthars deep Eric and your god will be super impressed! Honest!" Anyhow this went from a quick d100 idea to a huge bloated table with a whole dungeon zone; here are bloody crystals, feel free to ruin your setting with too many. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/11/d100-crystal-zone-cornucopia-at-last.html
prompt: Show me: {About Crystal Zone Dungeon|Crystal Zone Wandering Monsters|Crystal Hazards|Crystal Mysteries|Crystal Magic Items|Crystal Wonders} About Crystal Zone Dungeon use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: AboutCrystalZoneDungeon [when]{rep}=1[do]& This zone is alien. Possibly a recent arrival and growing or perhaps a remnant of something from long ago. Perhaps the geophysics and magical forces produce such places hidden from human kind. Or maybe they are more common in depths or in some quasi or demi planar suburb of the elemental planes of earth.\n& \n& Crystal ecologies may have strange time spans. Chrystal folk grow their weapons and other tools over years or centuries. Crystal creatures might have long hibernation and whole ecology might slumber if non correct stellar radiation about. Underground is a obvious location but also other dimensions or hidden under dungeons. \n& \n& In one case a star fell from the sky and grew from a single meteor a whole crystalline civilization. Remnants of a race from the sky dome of heaven they were survivors of the dawn age. They were not impressed by meat and wood and metal and set about fixing the world into lawful perfection. Some dungeons might have a crystal garden chamber or area, a remnant of the past or grown star seed Chrystal\n& \n& Many crystals attuned to magic and psionics. Explorers come to loot crystals and magic and often kill and destroy with no understanding. Reptilians seem to be comfortable exploring here and even familiar with some of the crystal magic and technology. Their alieness is more comfortable than human. Goblins even seem to do OK but maintain a fungus garden nearby. Other species might use or abuse features of the crystal land like selling animals or crystal folk slaves. Harvesting their traditional crystalline data matrices as cheap jewels for young wizard punks is saddest of all. Erasing millions of years of history.Crystals most often associated with cosmic LAW. Chaos crystals would be flawed with irregular and illogical patterns. Others would smaller crystals and more fluid shapes like mercury. Chaos slimy blobs are messier than crystals and they tend to eat your hands with acid. \n& \n& When a crystal ecology covers an area with crystal, other grass and tree like fronds develop. Many animals and species have crystal equivalents like crystal snakes, crystal deer or Crystal peacock. Crystalline versions of humanoids and demi humans may well be possible. \n& \n& In a gonzo setting you could have crystal as a uncommon terrain. Crystal places might be found hidden in every hex. In other settings crystal zones might might be hidden or even overtaking part of a dungeon or cave and possibly above ground. Perhaps a crystal star breaches the heavens plunging into the world and increasing crystal encounters or zones. & [end] table: CrystalZoneWanderingMonsters Arthropod Crystal hunter like spider or scorpion or jawed beetle or lobster Crystal mantis - deadly predator looks like crystal column possibly sentient Crystal eye - psionic powers like levitate, mindblast Crystal folk warriors guarding the sacred crystal garden Gastrapods - [|giant snails with crystal shells|giant slugs|crystal shell clams underwater|flailsnails] Crystal paraelemental being - [|elemental|crystal salamander|crystal toad|crystal wyvern] Crystals of living neural circuitry form a collective psionic hive mind with illusion powers Crystal reptilians like dragons or dinosaurs with crystal horns and spikes or entirely crystal Crystal beasts are grazing mobile crystal fauna resembling various animal shapes Goblinoids who tend crystal gardens and help crystals spread Crystal elves are cold and alien and try to scare outsiders from crystals Crystalline version of classic dungeon monster table: CrystalHazards Chasm with a fragile crystalline bridge over boiling sulphur or molten crystal Crystal stalactites fall from above (possibly crystal piercers) Glowing magical crystal - [|explosive|cursed|alarm|oracle/comunicator] Fragile crystal path over running water Mirror people from another universe enter from a reflective surface Steam geyser erupts with boiling vapour Creature imprisoned in stasis crystal opened by certain harmonics Crystalline oozes cleaning up organic scraps might be tempted by intruders like antibodies Crystal column sentry being shoots prismatic rainbow rays or shards A crystal labyrinth with sleeping monsters Fragile crystals full of acid explode if broken Attractive crystal if removed slowly floods the area with water Cavern of cold with crystals and ice Drips of mineral rapidly start to cover and slow any moving through area Greedy dwarves smashing up stuff and hostile to claim jumpers in their mine Huge sleeping crystal covered monster hidden in plain sight on floor Hypnotic lights make weak willed stare and starve to death Crystal being tries to charm person to carry it to some place Lair of a monster filled with crystal statues (crystal medusa or basilisk or cockatrice) Crystal zone tries to alter or shift alignment of intruders table: CrystalMysteries Crystal butterfly make telepathic contact and might seek symbiosis Market where crystal folk, elves and goblins trade and might deal with outsiders Strange glowing crystal skull or helmet on a plinth Voices of someone you know in your mind calling you Voices in your mind give you instructions to enter miniaturized world in a crystal Visions of your hearts desire lead you into hazard Visions of a mental entity warns you of hostile crystal encounters at hear of area Strange crystal on a plinth desires to be carried from here, seeks to control a host Ghost of crystal being tries to get body to reassemble and resurrect it's body Shattered crystal being will talk about local factions Steaming pond with gem encrusted crystal columns in middle Passive monsters bathing in steaming crystal pools Crystal control panel for some mysterious device or doorway Crystal gateway or teleporter pad Crystal figurines or idols of the intruding party Crystal allows self to warn self in past or be advised by future self Crystal with random magical effects on who touches for a round Tiny faerie folk torment visitors with pranks, theft and illusions Crystal kobolds building something inexplicable from instinct Crystal scrying portal allows visitors visions but might not be real table: CrystalMagicItems Crystal weapon can harm non-coporeal spirits or ghosts[when]{1d10}=1[do], and cast a level-{d3} psionic spell[end] Crystal weapon can harm magic beings [when]{1d10}=1[do]+[|1|1|1|2], intelligent[else]+0[end] Crystal amulet can detect magic, range in inches=user level Crystal insect messenger records one message flies to location known to owner then back Crystal ring makes invisible to mental or emotion or life force based senses or detection Crystal Helmet translates all languages[when]{1d10}=1[do], also gives visions of the future[end] Crystal arrow or shuriken or other missile returns to wielders hand after hitting next round Crystal weapon flies into your hand at will[when]{1d10}=1[do], can animate and fight on its own once a day[end] [when]{1d10}=1[do]{obj=='rifle'}{dmg=='2d6'}[else]{obj=='pistol'}{dmg=='1d6}}[end]Crystal {obj} shoots prismatic ray for {dmg} damage, range in inches=user level Crystal crown casts charm person once a day[when]{1d10}=1[do], also gives +1CHA[end] Crystal pendant changes colour if feels threatening thoughts directed at wielder Crystal torc +2 fear or morale effects on allies within lv in inches[when]{1d10}=1[do], also gives +1 INT[end] Crystal bonds with forehead fires a d4 bolt each round range in inches=user level Crystal broach absorbs [when]{1d10}=1[do]100[else]30[end] points of magical damage then shatters Crystal heals [when]{1d10}=1[do]1d4[else]1[end] hp per person per day on touch Crystal miniature grows full size and fights to death once, commits suicide if no threat Crystal of war implanted in forehead can create a proficient weapon from psionic force [when]{1d10}=1[do]{obj=='staff'}{times=='three times'}[else]{obj=='wand'}{times==''}[end]Crystal {obj}, {times} daily summons 1 crystal monster Crystal ring protects form personification or being crystallized or paralysed Crystal ghost trap, ghost within 1" saves or is imprisoned[||||||, has a ghost in it already] table: CrystalWonders Crystal grotto of the dawn age is a spectacular glowing chrystal cave wich includes sleeping dawn age monsters awaiting the apocalypse. Anyone sleeping here may gane knowledge from the dawn time but if they are weak willed they will join the sleeping horrors. Shamans, wizards and holymen come to meditate here. Crystal caverns of the vampire kings where unbreakable coffins of stasis keep ancient vampire lords frozen forever. Occasionally every age the leaky magic sets one free. Crystal spring of unearthly beauty where nymphs and occasionally goddesses bathe. Restores bathers virginity and improves their appearance and is a bit addictive. Holy Crystal grotto is a best kept secret of churches of law and good where hermits come to seek solitude. Remnants of old saints have been calcified and preserved here. Some may be contacted but gods are offended if this is done casually. Crystal garden is entered through a steamy hole in a hill and inside giant crystals grow in the humidity and heat. Crystal creatures stir in here and may follow visitors home. A beautiful crystal cave with the crystallized remains of two run away lovers of old. Lovers come here to escape problems and seek courage, some say true lovers will be aided by the cave Dark crystal cavern is filled with obsidian and onyx crystals of darkness, haunted by shadows and undead but since cave times human come here to make magic tools and weapons from the stones here. Crystal Cave of Eoa made as a mechanism by a god has grown and become self aware - a biological living crystal which folds space and time with entries in many places and worlds. The cave wants to help people but cant help but send adventurers to strange lands or worlds where they might be needed. Cave of splendid doom has a spectacular entry attracting the curious inside. A ecology of crystal beings some mobile some like microscopic life but the great crystal tries to turn outsiders into crystal beings, some it sends to carry a seed to start a new cave. Crystal cave of the portal has at its heart a mysterious control panel with grids of magic crystals. Takes a lifetime to learn but it allows control over space and time and can summon monsters to inhabit itself. Boss monsters and wizards crave the control room and it's secrets. A great black crystal slab sacred to vile toad god of elder sorcery grants weird dreams to any who slumber here, sorcerers come pilgrimage here seeking wisdom of the space frog gods A great crystal monolith with worshipers bowing before it. They will welcome strangers to join them for the sacrifice. They are controlled by monolith psi field and at peak of ritual doorway will open and sacrifices will enter, then worshipers go home and forget A great crystal here on occasion shoots a great ray into space, locals avoid as monolith has a field that keeps low level pests away A super intelligent monolith placed by unknown gods to learn about area by reading minds of mortals up to miles away. Attacks intruders with mental force. A crystal monolith growing from the earth blue at base and scarlet at top, at times the top has an eye shape glow within and may fire beams to punish the unworthy who approach. The entity rarely communicates but may offer powers to any succumb to its will. The great crystal cube of Zhor appears in different places and is a planar castle of an alien crystal god. When it relocates it sends out dark crystal paladins to scour land for new incarnation of eternal enemy Klithorg. Inside the cube is a pocket universe with weird time and gravity laws. A crystal henge circle unearthed in flood, buried since dawn age. The henge has awoken after absorbing enough sunlight and now gates in outer planar beings of random alignment. Cultists and holy men of many cults have come here to control the site and the crisis is escalating. Hidden other planar space is accessible inside the circle. A circle of hexagonal crystal columns encircle a great spiky spherical crystal. A dying being from cosmic battle between law and chaos in dawn age. It was made unable to die so has sat here dying for millennial. Local elves built the columns from it's ruined body but they shield the center from chaos. It knows incredible secrets but to mindlink with it makes you experience an eternity of near death. A causeway path passes through a series of stone henges into a enclosed canyon with a single crystal henge. This ancient gate onec let a horde pass through and was allied to law or chaos. Their cults seek to control and operate the henge and travel back in time to aid the battle at the dawn of time. A crystal pillar was known for ages but now it is burning with sickly white flame. Locals are becoming ill, their hair falls out and bodies are rotting. The land is turning sour the brighter the fell flames. A circle of crystal gargoyles come to life if any damaged will kill everything in sight then return to age old slumber, guarding \a [|crypt|artifact|cave|tablet] Statue of long forgotten god unearthed by avalanche on cliff face. Locals having dreams of pretty but sinister being. A cult is forming and and bringing beings to sacrifice in long lost temple in cliff. Sacrifices become crystalline creatures in stasis with a whole ecology ready to replace outside life. A giant crystalline head in the hills causes headaches so is mostly left alone. Shepherds have seen things come and go from the monuments mouth. Crystal statue chunks have been found in the local creek for centuries. If stream followed leads to cave with a insectoid crystal medusa nests on her hoard. She likes to make life into crystal statues then push them from cave into rocks below. Statues of a monstrous intelligent species but here portrayed as noble and civilized from ancient past. If searched local graves of this forgotten sub species are found and exploreable barrow mound. Clues as to fall of race to chaos partly told by cave art Two ancient crystal golems Ktorr and Draxxa await the apocalypse. If any strikes either they awake and attack for a few rounds with great power then a gate to the chaos plane opens between them and begins to pour out. They were built as long term plan in struggle between Law and Chaos. Made to vent chaos at crucial moment into a collapsing dimension. Destroying them makes you an enemy of law and ruins the multiverse in a billion years time. A cave of crystal statues is discovered under a barn. Using spell on walls they can be revived into human looking beings from a distant aeon. Friendly and helpful at first, eventually they set about purpose to revive their race using humans as the vessels. A great crystal carved face half buried and obviously tilted from true position is found in mountains. If approached it is glad to tell you how awesome and important it is. It's knowledge is of a alien world and not very useful unless you want to spend a lifetime listening to the face boast about self and put you down. May have some useful knowledge though but must talk entity to being helpful. A huge crystal sphynx is dreaded by locals but outsiders are thrilled by discovery. Eventually someone says something that offends sphynx and it wakes up ready for war. It marches to nearest village and sets ablaze with eyebeams. Sphynx will only return to slumber if riddle answered or quest completed. Statue of forgotten god of Law attracts hidden cult who have established a crystal grotto nearby. Will aid the return of their lord who will kill time and preserve us all for eternity. A glorious victory over chaos. A crystal garden in a forest has been a holy place for elves and fairies for aeons. A rich ecology of perfect crystal life forms dwell here. Now has been discovered by dwarves and humans. A big fight is brewing as the materialist races seek a quick buck and will destroy the garden forever. A crystal unicorn haunts the forest and can fire up to seven prismatic rays at once. It protects nature and was made by a elf goddess. It is also a healer and can purify water. A great crystal swan lives in a lake defended by swanmays (were-swans) and elves. She is a great prophet and has knowledge from the dawn age. The great crystal worm lives beneath a mountain but doesn't move much. It might talk to interesting persons with interesting draconic knowledge. Mostly it sleeps, it titanic size making most mortals a non threat. Dragonfolk come to worship it. Crystal battle cattle of the space gods roam beyond power of mortals. Heroes invoke the wrath of gods by killing them and selling crystal to mangy old wizards. Great Crystal ape of Gthorr! may remain still for centuries. The great jade ape fights for the commoners and quickly sets about destroying civilizations or fighting other kaiju A great crystal elephant soars through the sky and when it lands strange clad wizards with wands come forth and take what they wish. Any who try to stop them are blasted by the wands or the elephants psionic beams. Crystal dinosaurs burst from the earth and guard a path sealed for millennial by druids. Recent quake opened the path and so far all fear the crystalsaurians. Crystal gremlins scuttle about the area repairing and improving on things by adding crystal parts. Like crystal limbs for cripples or new eyes for the blind. Crystal people begin to avenge themselves on those they blame for condition. The Crystocats dwell here slinking about eating quarts stones and relaxing in the sun. Wizards want them as familiars despite the creatures preferring psionic and bard owners. They make excellent invisible scouts and are intelligent. The great altar of law has been lost for ages. It responds to being approached by any sentient being with alignment. It offers to heal agents of law and commune with their patron power. Chaos it strikes with lightning bolts. If forces of law find out about this pilgrims will come and a temple will be built. A crystal altar in the wilds with a sword inside. Its 2-dimensional blade gives it vorpral properties, it is alive and keen to kill chaos. The altar will only open for a pure heart champion of law who puts necessity over personal gain or interest. The sword if displeased will decapitate the false wielder and return to the altar. A liquid crystal black geyser of darkness that does not belong in our world. This fluid altar is served by enthralled minions. Awakened from a bottomless crevice by adventurers it is now a regional menace. It infects locals making them servitors and seeks to spread it's crystal seed implants into local rulers. It has plenty of time to make all humans succumb. A Crystal altar under a forcefeid trapped for millennia. May be possible for mighty enough magicians to contact or solve the great puzzle to open the field. The altar is a jerk artificial intelligence whose crystal dome holds a zealous spirit of law. The kind that knows what is best for mortals, every waking mortal every moment. Once free, talks for a bit and demonstrates many amazing powers. Then eventually phazes away to work on improving the world and making Law's cause look rigid and unpleasant. A crystal altar surrounded by pure healing pools, flowers and frolicking unicorns. A sanctuary of a spring local goddess. She and her cult forbid any non followers or worthy to enter but can atone with a holy quest from the goddess. A great crystal altar of the Monster god Ygarnath, his petrified body with a crystal horn stands over the altar as a warning. When enough blood sacrifices to him are made in a single night he will awaken. Every attempt has failed tonight and local lawmen are suspicious if anyone asks about it. A great crystal slab of solidified order can form visions of far away places to those who know how to operate it. Modrons appear from it's right angles if any attempt to harm or move it. They are entirely inflexible but might teach it's use to any who help defend the relic. The great crystal of Yar is a mystery but recently a cult has begun meeting at it's location promising benevolence and peace as inspired by the holy crystal. It is a bound demon of deception trying to trick good people into sacrificing to it so it can be free. The beautiful former angel likes torment and betrayal so will continue to be seemingly good until discovered. It is able to hide it's alignment. This crystal coffin has lain here for millennia and proved immovable and indestructible. The necromancer-vampiress inside has a artifact demon blade. Nobody knows her story and many poets come to admire her and compose songs of her mysterious beauty. Crystal altar of St Joalla where she purified a necromancers black obelisk rendering it transparent and good. Used for healing and prophecy armies often pass through here to use the altars blessings. A orc warlord tried to smash it and a Angel killed him. Crystal matrix throne which extends range of any communication magic or to any similar throne (there are six world wide). Used by early men in fight against chaos now it is mostly used by local wizards who often line up to use it. This crystal sarcophagi grants minor magical powers to some and hideous mutations. It is biased to own alignment. Has very strict ideas on proper alignment conduct and will display visions of past alignment choices and situations to exhort or condemn them. The crystal box or Tarrazak is a hut or wardrobe size crystal box with a panel of gems next to the sliding door. If operated properly the door opens and then has a second panel and lever inside. If operated takes you to the celestial sky chapel of the gods of light and with further use of controls may return to the world on a different location. The sky chapel may have inhabitants trapped for aeons. A crystal ring big enough for a standing man to pass through has lain flat on top of hill for living memory. If stood upright and allowed to absorb 60 levels of spells open a gate to another world. Throne of Kalarki a crystal throne that keeps seated ocupant alive no matter how injured or sick. This protections ceases when the seated gets off. Kings in elder times survived poison and wounds only to perish when rising from the throne. Many kings desire it even though it's history is mostly tragic. It cannot be moved. It has been burried and lost. The great crystal eye was a weapon from the wars that ended the dawn age. It was seen assisting the first lords of evil and later in the age of necromancers. Lords of evil still crave it but the truth is it was a instigator and controller not a servitor. The size of a large pumpkin the crystal eye fires disintegration beams and hypnotic control beams. It has been bound to a crystal pedestal for half a aeon but it knows of a quest to free it. The crystal maze is a location of myth that past heroes entered ans some returned with gifts. Within it's fog shrouded walls dreams and nightmares creep. The crystal fountain of Zhorr is a great wonder that if it's waters are drunk with a silver spoon bestows a random potion like effect that can be predicted with several years of study. Fake manuals turn up in local fleamarkets. On the wrong day drinkers may taste poison, acid or be morphed into something that sucks. Great Globe of Ktorr is mostly submerged in rock but may one day again be seen as a spherical crystal. Those who meditate while touching can allow it to absorb all the users spell levels and in return it will give a new random often strange spell in return. Usually works once per person. Scholars claim there is a ritual or relic that improves the transfer rate or effects randomness or number of uses. A permanent camp on the relic by a faction of some kind seeks to limit the devices use. The great shard fell from the stars and creatures sacrificed to it in blood arise as crystal creatures easily manipulated by the first master who cares for them. The crystal dwells in a pit and arises by levitation to spawn newly reborn creatures at the pits entry. Blood and the corpses are thrown in the fell pit which makes the crystal glow and float. The Seven Crystal Coffins in a deep cave contain heroes of the dawn age held in stasis. Most stories say the beings are good but people cant be certain. They are invulnerable and cannot be probed with spells or divination unless runes in a grid are manipulated in the correct sequence. Then the sleepers awaken. The crystal eye of Kellora allows a user to spend HP to make up points short of a saving throw. It has been known to provide levitation, invisibility and other powers. Wielding it is addictive and draws interest from a great old one who in past was able to pass through the eye's master and into our world. It reeks of the fell powers of the old ones. The Crystal Sabre a horse mans blade it leaps int the owners hand and makes all psionics or mentalist spells operate at a extra two levels. The blade is +2, Intelligent and can harm any non corporeal beings or beings on multiple planes or invisible beings. The blade is a relic of Law and tries to advise it's wielder to fight the forever wars of law vs chaos. The Crystal talisman aids the special powers of clerics (not spells) such as controlling undead as if the wielder were two levels higher. It is unaligned but all alignments crave it for it's ability to channel divine power. The Singing Crystal Spear sings sweet sorrowful music all non neutral beings can hear when held by an intelligent being (INT=inches radius of sound). The wielder is filled with perfect clarity and can spend HPs to make up for misses 1hp=+1 hit roll. The Spear is naturally +3 It's intellect was struck from it in the dawn age. The Crystal Casket holds a secret ancient emperors and necromancer kings have fought over for aeons. Most think it a spell or weapon or the secret of immortality. None have ever opened it but it's very appearance starts wars. The Crystal gnome is a three foot high statue of a gnome that if commanded by the secret word will come to life and serve it's master. It can speak any language, detect alignment and communicate with master via telepathy 10" range. It can run as fast as a race horse and deliver messages. Really a advanced golem made in the dawn age to serve a godling. It is very witty and eloquent. The Crystal Staff was used by a goddess in elder times and she still watches it appearing to kill any wielders who pervert her will. The wielder becomes immune to 1st through to 3rd level spells. Instead they heal the wielder 1HP per spell level. The staff is also +2. A animal sacred to the goddess will follow the wielder if they exemplify the goddesses wishes. The Crystal Ring was used by demigods in the dawn age as a menagerie of mortal beings. The wearer may enter or leave the pocket dimension at will and transport one passenger. Hundreds of stasis cells within keep all manner of beings and persons gathered through hundreds of years. Some have managed to free themselves and roam the pocket dimension. No life ages in the prison which has driven some inhabitants to madness. The Crystal apparatus of Ktorr a giant alchemist lab used to grow dragons and other huge monsters made by a evil alchemist guild in ancient times. The apparatus has a book of formulas lost for centuries which lists expensive and exitic ingredients for diferent monsters. Recipies range from d4+2 times ten thousand gp and 2d6 months. Crystal Castle is a fabled magical castle of other worldly elves who move the castle from various locations among several worlds. Sometimes only a single tower or even door appears in a world. Crystal Corridors of Zaxys is a crystal maze hidden under a lost dungeon level whose fog shrouded crystal maze is filled with minotaurs, willo the wisps, doppelgangers, invisible stalkers, gelatinous cubes and other creatures. Actually it is a pocket dimension that folds on itself eternally and is used to lose or imprison things in. Some of the crystals are actually cubes of stasis (frozen time) with objects inside nearly impossible to free. Crystal Sepulchre is a pocket universe within a crystal with more than one location. It can be entered by use of a simple mental trick easily taught. The realm inside is a tesseract inhabited by crystal beings that came here to hide. Nobody inside ages. Great beings of the upper and lower planes battle for this place. By aligning agents in key positions the tesseract it can be re aligned to open in various planes. Crystal Ziggurat of Tor a renegade god of law tried to use this to place the universe in stasis but was stopped by chaos and law champions at the dawn of the universe. Strange traps and might cosmic power ebbs through this carved crystal mountain that intersects multiple dimensions. Demented renegade paladins of law gather here for some new purpose possibly to use the ziggurat to raise their god or his spirit. Most of it on this plane is buried. The Crystal bridge is a gateway with a seemingly visible end in sight but once on it it expands into infinity and compresses reality to two dimensions. Based on the collective will it can form a end at the desired destination. A trip takes ten minutes but if any differ in destination desire all are scattered across the multiverse. Can also be operated from secret panels form a gate. Usually the other side of the bridge vanishes when crossed making trips one way. Someone inside could control it and keep end fixed but nobody alone ever is seen again. Fairly sure the micro continuum is uninhabited but something strange always trying to break in. The Crystal Pyramid is a great tomb of a godling one of the first deaths. It is said to be buried or under water from the aeons and is inhabited by crystal beings, living reproducing crystal golems who maintain and guard he crypt. Many gods left additional guardians or treasures here as tribute The Crystal Colossus was made by a ancient wizard king to protect his city from enemies. The earth shook and destroyed the kingdom and the Colossus could do nothing. Without commands it was buried and forgotten. Beings roam around inside with factions hoping to control the great colossus. The Prismatic Star a great structure that fell from heaven now it's ruins are home to strange feckless crystal creatures grown from remnants. The Ruins are growing and quite large in some places with crystal spires and pools of glass The Crystal Cave contains a paradise of plants and crystal and lost species living in harmony like the dawn time. Time dos not pass normally here and many anachronisms and remnants of different times are found here. The cave mouth can move and often offers the doomed a way out of death to eternal captivity. Somewhere within is a secret command complex and magical cognitive engine. Gods made this and then went onto bigger things. The Great Crystal Skull is a mobile flying wizard citadel that terrorised and enslaved man kind when monsters ruled. This wonder is remembered in myths and common folk fear it from tales of old. Many taken are turned into loyal hybrid crystal cultists. One of these is selected by the spirit of the skull and becomes a mighty sorcerer who commands the other crystal beings. Crystal of the Balance travels the multiverse and creates zones of stability and harmony. It floats and changes colour according to the amount of unchecked law or chaos. It can summon champions of either cause to readdress the local imbalance and nullify forces of entropy or stasis for a time. The Transplanar Crystal is a projection of a hyperdimensional solid into our reality. It can be used for entry into superspace which nullifies bodies into pure thought. A glowing column of shimmering quartz which fades in and out of the world. Some beings return some altered into beings of law. Entities sometimes come out to judge our reality. The Cognitator of Zhar is a great monolith of thinking crystal made by a wizard-god from early times. It will answer a single questions to any being but may think a long long time. A cult of sorcerers of law defend it from wasting time with idiots prattle. The Crystal of Chaos is a shimmering relic kept away from darkness or it allows a sentient force of chaos and entropy into the universe. It may manifest as a black shaggy horned demon if threatened or hungry. The wielder who meditates on it is inspired to create innovative spells and mystical ideas. These often change the status quot. Cultists seek it. The Crystal Lens reveals planar forces and weak points if viewed though and allows the observation of secret invisible stars. A three foot wide disc. It can also allow other beings to see the wielder and provide entry into this universe. Cultists seek to use it to help their gods enter the world. The Crystal Cube is a basic model made for the gods for the common unit of measurement in the universe for weight 1lb. It may also appear in the form of a yard ruler. Some beings of chaos believe they can use it to alter the basic units if mass and space in the universe and collapse reality into a eternal void of nothing. It has more than one physical location. No mortal can do this but the forces of law, chaos and the balance fight over these relics. The Crystal Cauldron contains a opening to pure chaos and literally anything can come from it by making a sacrifice to it. Most objects are useless or exotic at best but ocasionaly a shoggoth or demigod monster or relic comes out. Cults fight to control it anf keep it working as much as possible. It takes ten minutes a sacrifice with higher HD making stranger and more dangerous things. The Crystal Key allows the user and any holding their hand to pass through random planes and tolerate local hostile conditions. It can take many hops to reach a desirable plane. Has a 1in20 chance of taking user to a desired plane they have been in before. The Crystal Clock allows a traveller to travel through the multiverse but it also alters the occupant to survive and fit in with the local reality and communicate with locals. Controlling the clock requires long lost secrets long hidden. The Crystal Balance is a set of scales that indicate the balance of law and chaos in a region. Many beings seek it as a measure of success or danger. I has started a few wars. Artificial sun from the underland can be installed and reactivated to illuminate a huge cavern. Different alignments have different tints. Soul Shard is a shadowy crystal broken from a great evil in the god wars. Necromancers seek to use it's soul draining powers to craft shadows. It does not help user control shadows however and the shadows rapidly will take over the operation and sacrifice the living to the shard to grow a army of darkness. Crystal Prison of the Kronovore contains a corrupted Archon who eats time. By manipulating the crystal the wielder can make the Kronovore increase entropy or make stasis fields. There is a chance this god slaying world destroying entity escapes each use. The Demon Stone can be used to call Demons equal to the users HD from the abyss. The Demons perform one task then run away to spread chaos and evil. Demons would like to obtain the crystal to call a whole horde of horrors. The Chrystal Helm shows visions of the future but taints the user to feel indifference to suffering and seek to exploit and rule over others. The more the helm is used the more addictive the feeling of pre destined power. The Blood Star a spiked crystal sphere drinks blood and grants those who feed it occult knowledge of blood magic. Blood wizards crave this relic and will kill anyone to get it. Crystal Chalice makes the wielder disease resistant and able to heal anyone touched for one point. Using the chalice turns the user good and makes them desire to be help as many as possible. Some say it can become a sword also. The Chrystal Mill can be used to grind crystals into a fine powder that may be inhaled and provides the effect of a haste spell for d6 rounds. Many users become addicted and age artificially. Crystal Time Forge is a huge cube which can used to create micro pocket continuities. All too many evil cults, wizards and demigods desire it and it has been hidden for hundreds of years. Crystal Cage is used to conjure long extinct reptilian monsters plucked from the past. Such creatures are not cooperative but may respond to food based training after months of dedication. Occasionally it calls forth a sentient reptilian wizard who usually causes trouble, kills the operators and uses the relic to to call forth a reptilian horde. FILENAME: EMO_OSR_SelfAwareDungeons.ipt Header: Self-aware Dungeon Generation I've spoken of sentient self-aware dungeons before. Some are pocket universes and connect many dungeons on different planes. Many dungeon intelligences might result from a greater force or a collective presence. Some dungeons will have smaller more local spirits. Possibly separate levels are spirits and act as factions. These geniuses can be worshiped and can provide priests, shamen, and sorcerers with power. Some dungeons might have enemy spirits from former occupants controlling a few rooms. This means you can inject a dungeon with strange powers, intelligent traps, local cults, shrines dedicated to the dungeon and many more things. You could be a jerk and give items that only work in that dungeon that are products of the spirit to attract adventurers. You can make dungeon seem haunted by many entities but really it is far worse. It could develop an avatar. Possibly a ghost or a spirit of a holy person or wizard could be come one. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/11/self-aware-dungeon-generation.html
prompt: Show me: {Make A Dungeon|Make An Entity} Make A Dungeon prompt: Entity Power Level: {1 Single room|2|3 Several rooms, area|4|5 Upper dungeon level|6|7 Deepest dungeon level|8 Whole dungeon|9 Godlike} 1 Single Room use: common/nbos/Tools.ipt table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}& {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1} & [when]{choice}=MakeADungeon[do] After noting "Number of Entities" in the chosen result below, use "Make An Entity" and set "Entity Power Level" to flesh out the results. At your discretion, use "Origin" for the dungeon as a whole or "Power Origin" for each individual entity.[end]&
[end]& [@{choice}] table: MakeADungeon
& Number of Entities[@NumberOfEntities]& Origin[@EntityPowerOrigin]& [||Cult[@EntityPreferredCult]]& [|Avatar[@EntityAvatars]]& Heart[@DungeonHeart] (guarded and well-hidden)& {col=='Bait'}{tbl=='DungeonBait'}{roll==1d3-1}[@DungeonRow]& {col=='Agents'}{tbl=='DungeonAgentsOnTheOutside'}{roll==1d3-1}[@DungeonRow]& Expansion Policy[@ExpansionPolicy]& {col=='Additional Features'}{tbl=='EntityAdditionalFeatures'}{roll==1d3-1}[@DungeonRow]&
table: MakeAnEntity {power=={[{$prompt2} >> left 1]}-5}& {dice==abs(power)+1}{dropHigh==0}{dropLow==0}& [when]{power}>0[do]{dropLow==power}[end]& [when]0>{power}[do]{dropHigh==abs(power)}[end]&
& Self Awareness[@EntitySelfAwareness]& Alignment[@AdditionalEntityAlignment]& Observational Capacity[@EntityObservationalCapacity]& Why It Might Intervene[@EntityIntervention]& Power{rollType=='1d10'}[#[@GetRoll] EntityPower]& Power Origin[@EntityPowerOrigin]& table: DungeonRow // colname, tablename, roll [when]1>{roll}[do]\z[else]& {col}& [when]{roll}=1[do][@{tbl}]& [else]
[!{roll} {tbl} >> implode
]
& [end]
& [end] table: GetRoll // 1) Dice, 2) Number of Reps, 3) Number of low rolls to drop, 4) Number of high rolls to drop, 5) Number to add or subtract from the final total [@Roller with {rollType}, {dice}, {dropLow}, {dropHigh}, 0] table: Intro type: dictionary default: MakeADungeon: table: NumberOfEntities One dungeon overmind One mind but insane and fighting itself or an imaginary foe One superior spirit but {d6} lesser entities in hiding from the great one Many minor ones ruling individual rooms[||||, all from a formerly single mind now fragmented] One superior but each great gatehouse is an entity that makes passage difficult One entity per level, [|kin|enemies|strangers|friends] One entity per level plus a supreme leader, often ranked weakest down to the master One major entity with many lesser spirits, some barely sentient, forming an ecology {d4+3} entities in combat for control of dungeon and minions' souls The dungeon has many spirits locked in battle or taking turns but always in flux table: EntitySelfAwareness A collective organism consciousness like a coral reef, reacts rather than plans An insect hive like response pattern mostly, notices territorial intruders A cold blooded reptilian spirit coolly calculating and striking at threats A mammalian flight or fight response, retreats for a bit then berserk to defend key locations A clever animalistic intellect that learns quickly and innovates new responses A fully sentient self aware entity that understand its capabilities and will communicate A secretive sentient self aware entity that spies on opponents and carefully rallies its puppets An aggressive sentient self aware entity actively expanding, looting and invading beyond domain A curious sentient self aware entity seeks to learn about and experiment with strangers A sadistic sentient self aware entity tormenting its inhabitants table: EntityObservationalCapacity Statues and paintings eyes are domains eyes Doorways and keholes are the domains eyes Fire particularly torches and lanterns are the domains eyes Eyes of [|vermin|magical spy critters] are the are the domain's eyes Eyes of monsters are the domains eyes Cracks in mortar and stonework are the domains eyes Mirrors, pools and reflective surfaces are the domain's eyes Entity is fully clairvoyant and can see anything in domain Entity is fully clairvoyant and can see and hear anything in domain Entity is aware of every atom and magical part of its being table: EntityIntervention Only intervenes when favorite creations harmed Will aid creations with abilities in combat Will seal intruders inside the domain Will actively bait intruders with personal temptations Will put dungeon on red alert and production when intruders discovered Will test intruders and spy or scout on them Will have puppets place sadistic traps when enemies intrude Will fortify key locations and move valuables when enemies attack Will spy on and prepare a secretive strategic defence or trap Enjoys conflict and watches, encourages victors to remain table: EntityPower Can use {d4} cantrips or zero level spells at will Can animate traps and doors and locks and can appear haunted Can empower priests or other magicians up to level {d4} Can spawn minor monsters, up to {d4} HD, every turn Can communicate with its followers within its domain Can empower mid level priests or other magicians up to level {d4+3} Can spawn or animate a medium monster, up to {d4+4} HD, every hour Can create or change features like rooms or corridor every hour Can manifest an avatar to act as a boss takes a week to spawn a new one Has godlike power with its domain, a pocket universe that exists on many planes table: EntityPowerOrigin Ancestral spirit beings of the dawn times Created by a god during the god wars Created during the end of the necromancers reign Another plane is using as incursion point to this world Created as a bastion of good or law but subverted to wickedness A great tragedy long ago made the spark of the entity It has grown from the seeds a great [|saint|hero|magician]'s death long ago It was once a demigod of some tribe or race from long ago It is fueled by fell cosmic powers that humankind is not fit to know A god placed it here to persecute humankind for some great misdeed long ago table: ExpansionPolicy Has spies working local area and nearest big settlement Monsters are raiding area and displacing bandits Spread secret dungeon cult to local area and corrupt locals Support local [|bandit gang|thieves' guild|assassins' guild] Attract allegiances with spell users like priests or wizards Has creatures scouting local area and local population Has sent out magical agents to corrupt or dupe outside leaders Media campaign of posters, bards, poets, gossips and graffiti to attract treasure hunting suckers Dungeon monsters and agents set up a shanty town for murder hobos and scum nearby Expanding tunnels into local settlements and basements table: EntityAdditionalFeatures Monster generating [|machine|apparatus|netherworld pit] A planar gate where monsters come come from Can summon additional monsters if under red alert condition Can manifest personally as a monster once a week Can manifest personally as a humanoid once a week When the stars are right the dungeon can move to a new place or plane Dungeon environment control - [|geothermal|cold|flood|gravity|time|space] All minions, slave races and thralls increasingly bare the dungeons mark Every month, minions plant dungeon seeds which grow into lesser extensions of parent Has access to money to equip minions and attract treasure hunting dupes to eat and rob table: EntityPreferredCult A small cult with master and a few servants serving spirit A coven of 13 in secret perform worship A shaman and servants A priest with many thralls donating cash to cause A priest hood with major temple and many cultists A sorcerer and their cult of drug and vice addicts A warrior order of fanatic fighters and their servants A cult with many minion members and a monastic order A wizard and apprentices set up a school A mad subterranean druidic sect worship the entity table: AdditionalEntityAlignment 1:Good - Light bringers of the overworld 3:Evil - Hungry shadows of the underworld 1:Lawful - Modronic demons of order 3:Chaotic - Crawling swarms of entropy 2:Neutral - Great lords of the spirit world 2:Balanced - Arkons keeping the universe in perpetual motion 1:Lawful Good - Angelic Force of the Seven Heavens 3:Lawful Evil - Diabolic Devilry of the Nine Hells 1:Chaotic Good - The beast lords of the Cosmic Tree 3:Chaotic Evil - Demonic Hordes of the Abyss table: EntityAvatars //(can replace in a week if killed) A shape shifting spy infiltrates locals and adventurers A seemingly innocent attractive prisoner needing to be rescued An adventurer lost and alone seeking a new party A [|wizard|sorcerer|priest|druid] An outer planar being appropriate to alignment A sentient golem A powerful spirit or non corporeal entity A powerful elemental being A lich or powerful undead A horrendous unique magical beast table: EntityAmbition Torment and torture anyone foolish enough to enter Manipulate and spread influence beyond dungeon To keep a great treasure from human kind To attract and corrupt outsiders To attract, devour and rob outsiders Bastion of a species of monster To release monsters to outside world To grow and expand attracting monsters with homes To accumulate and hoard treasure Spread terror and feed off mortals fear table: DungeonHeart //(always well hidden and guarded) A huge glowing gem A huge beating organic heart in a jar A [|huge brain|severed head] in an alchemical apparatus A huge bubbling alchemical apparatus A sinister [|statue|idol] with jeweled eyes[||||, a golem] A strange carved [|monolith|altar] worshiped since ancient times A weird well connected to the underworld An alien machine built by lost gods possibly tended by minions A corpse in a crypt - might animate if in peril A mass of glowing crystals table: DungeonBait //(Sent by entity to lure adventurers) Maps often wrong spread around country promising easy gold Rumour campaign of wealthy adventures easy time in dungeon Inspire bards with poems and songs about easy pickings Reward posters offering cash to rescue someone or recover item in dungeon Weak humanoids easy caught squeal about dungeon and unguarded entries Fragments of adventurer journals found promising easy loot Fragments of documents providing clues tailored to adventurers personal quest An agent travels about telling adventurers of attractive prisoners in peril Dead monster found with some attractive treasure and a map A dungeon agent poses as a prophet or bard, tells adventurers of fabled loot table: DungeonAgentsOnTheOutside Mayor of a shanty town where murder hobos gather to attack dungeon Tavern keeper who tells stories of easy pickings A thief who informs dungeon of adventures movements A cultist who tries to join party as camp follower A shop keeper who sells false clues of dungeon and buys dungeon items to return to dungeon A bard who travels around county sings of the dungeon and spies on adventurers A bandit gang leader who offers to join adventurers to betray them A homeless [|idiot|drunk] who spies on adventures and authorities A prostitute or local who seduces adventurers and pumps them for information Local sheriff secretly aids dungeon and gives it prisoners FILENAME: EMO_OSR_MagicUmbrellas.ipt Header: Magic Umbrellas There aren't enough magic umbrellas in gaming so here is a shitload. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/12/d100-magic-umbrellas.html
table: MakeAnUmbrella ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Power[@MagicUmbrellas]& Skin[@UmbrellaSkins]& Handle[@UmbrellaHandles]& [|Ornamentation[@Ornamentation]]& [|Secret[@SecretQualities]]&
table: UmbrellaSkins Bat wing like membrane Mammal skin leather Reptile or fish skin leather Lacquered paper Silk from silkworm or spiders Thin wooden slats A giant mushroom cap or mushroom leather Woven grass or plant fibre Insect chitin, possibly transparent like bug wings table: UmbrellaHandles Lacquered Bamboo Carved Wood Carved Bone Horn or tooth or tusk Bronze creatures arm or leg Silver hand grip and horn rod Ornamental gold handle and wood rod Iron rod [|Star Metal|Mythril|Adamantium|Orichalcum] table: Ornamentation Gem Beast head Monster face Family Crest Personal Crest Calligraphic text Embossed scene Artistic paint job Brilliant glossy colour table: SecretQualities Secret inscription leads to adventure Concealed compartment containing [|drugs|a potion|a map|a letter] Concealed one-shot [|compact dart|black powder gun] Concealed detachable [|knife|dagger|rapier|club] Concealed [|20 foot cable|tiny lamp|lock picks|stylus, ink, paper] Concealed holy symbol and holy water Tiny [|telescope|spyglass] Doubles as a flute or exotic wind instrument [|Composed of human body parts|Draws power from a saint|Requires sacrifice to enable powers] History inscribed on handle tells of {d4+3} past users who came to fame table: MagicUmbrellas Plays music when opened mood based on colour scheme. When opened d6 copper coins fall out once a day. Turns into a magic +1 sword at will. Protects from dazzling light or blindness or light spells. Dazzling appearance +3AC vs missiles when open. Acts as a 2d4+1 club in combat. Makes holder seem more suave +2 CHA while open. Shoots up to three magic missiles a day. Can conjure a kobold servant once a day serves 10 minutes then does runner. Protects wielder if open from any natural weather. Detect buried metal when pointed at ground or walls through 10 foot of solid mass. The wielder is dirt free and never soiled, makes garments look immaculate and new. This battered umbrella has a cork in handle and can issue a gallon of beer a day. A spider silk umbrella lets you walk up walls or ceiling as if gravity was reoriented. Black spider silk umbrella that casts web two times a day. Skin umbrella lets you deflect any thrown or falling or fired stones or magical stones. Frogskin canopy lets you walk over mud, grease without sinking or slipping. Stops all normal missiles from striking the target (some only stip 100 arrows). Can turn user into a statue for up to a hundred years in suspended animation. Becomes a +{1d3} 2d4 Mace when waved forcefully at foe. Provides feather fall at will if open. Can levitate if drafty while concentrating once a day 3" up or 1" across. Can be blown like a horn, call followers inside 10 miles to come to umbrella. Calls a magical cloud that flies 12" Speed 90 degree turn per round, ten minutes a day. Can send a long distance message and reply up to 300 miles once a day by wind. If opened and gem depressed provides 10 minutes of invisibility as spell. Can block magic missiles and reduces electrical attacks by -1/die. If opened may call rain, 5% per day since last success is chance to call a 10 minute shower. If opened a freezing mist forms 3" radius for ten minutes, covers all in frost and snow. Can become gaseous form once for ten minutes a day move at 3" AC as chaimail. Fire resistance +2 save and take half damage from natural fire. Fire Immunity no damage from non magic fire and half from magic. Fire shuriken shoots three 2d8 magic fire stars a day 3" range. Fireball fires two 5d6 fire balls a day 2" radius 10" range. Burning Hands fires a d3+6 1" 90 degree cone of fire four times a day. If opened can create a fire wall that moves with user for ten rounds once a day. Conjures a tiny fire elemental that tries to start a fire every round for ten minutes can move 12". Burning blood shoots a d4 fire damage at any melee attacker that cuts or stabs user. This sulfurous brolly can contact the evil lord of fire elementals for advice 3 times per week. This keeps the wearer comfortably warm at all times the brolly is held. Keeps water proof and dry even underwater or any weather. Allows wielder to breath water for ten minutes a day once. This umbrella if tapped on ground opens a spring for a gallon in a minute ten times a day. Creates a bubble of atmosphere that can fit {d3} other people for 10 minutes underwater. Creates two tonnes of salt water released from wielder when opened once a day. Creates a ice bubble around wielder that can fit {d3} others, six inches thick and melts of a inch every ten minutes over one hour, each inch 10HP. When open umbrella once a week can make it rain d100 fish from above striking everyone but umbrella holder, frog versions exist too. Shoots a jet of water 1" for ten minutes that can clean surfaces and remove light debris or annoy people or animals or scare dogs and million other uses once a day. Turns into fishing rod with built in pipe and stash tin. Shoots 2 acid arrows a day inflicting 2d4 then 1d4 for 1d6 rounds 4" range. When opened choral processional music plays for one hour once a day. If opened releases a brilliant dazzling aurora making the user seem divine for ten minutes to the easily duped, but looks great. By swishing the umbrella you can instantly change outfit, each brolly has {d6} slots. Can pull a beautiful flower from brolly ten times a day some make ribbons instead worth 1silver. Shoots a pyrotechnic exploding firework display for ten minutes up to 10" once a day. Can amplify the users speech to be easily audible for 30" ten minutes three times a day. Can produce a d6 gold coins per day when opened good for tips to peasants. Provides protection +2 when held and opened. Unicorn horn handle detects poison within 1" at all times. Brolly turns into jester who puts on one ten minute show a day, if not noble jester is annoying jerk who gives victims a dishonourable nickname. Unicorn horn tip heals a d6 three times a day. Holy relic of mother saint +2 Protection vs evil while open. Covered in holy sigils, +1 level and +1 uses per day to priest special power (turning). Holy light for ten minutes once a day, radius 3" destroys magical darkness, shadow beings and undead burn for 1HP damage per round. Huge holy symbol of user appears on brolly +3lv on one spell cast, once per day. Lost scripture fragments appear in brolly once a week. Holy sentient brolly gives constant alignment behaviour advice 1in6 extra jerks. Brolly of the balance has a built in scales but really it detects planar balance between law and chaos but will speak to wielder if stange or local imbalances occur. Detects evil in 3" feel tip quiver faster closer to evil, works through up to 10 foot solid mass. Protects holder from alignment detection. Wicked evil eye throwing umbrella can cast curse 3 times a day 4" range. Skeletal brolly summons 1d6 skeletons once a day who serve for 12 hours. Detects intact dead bodies suitable for making into undead through 2" of ground. Wielder sees in the dark by light of souls of living or undead beings. Brolly acts as a 2d4 damage club that can harm any undead. Umbrella can drain 1 HP a round from from a held or bound victim by touching tip with skin. Victims report terrible pain and scars. Of course you don't need magic to do that. Umbrella once a day grows into an undead spider with 4HD 3d4 poison bite and platemail. Casts a 3" shadow once a day for ten minutes that heals undead 1 hp a minute. Fires a d4+1 darkbolt +0 magical missile weapon 10" range, ten shots a day, fires two per round requires a hit roll as if proficient. When opened covers user with a coat of living darkness as chainmail which covers recognisable features and clothes like a evil living shadow. Shields wearer from under 1 HD devils, demons or elder horrors who will not harm the user if held and open. Summons a Imp which follows it's new master and invisibly lives in umbrella, one imp per umbrella master. Umbrella causes pain like a cat-o-nine-tails if used to whip a victim also hurts any devils and demons. A poison spike pops from tip once a day, deadly poison activate once a day for ten rounds. When opened every being 4HD or less must make fave vs fear with 4", can activate three times a day, victims flee for d10 minutes. Allows you to plane shift to any hell or plain of chaos or the abyss one way once a week. Turns into a giant 3HD bat that can be ridden or carry user for one hour a night 24" speed. Once a day a victim in 4" can have a leg iron appear halving their movement rate for a day, save to resist. Fires blast of 4d6 hellfire four times a day to target 6"range. A bubbling 6HD shoggoth is formed from the earth once a week and they are not under control and grow over time. When opened a hundred foot radius of natural sunlight illuminates the area and also harming some supernatural creatures, birds (or bats or cricket) chirp a tranquil tune. Artistic skills such as poetry or painting gets +2 if performed under this light. Acts as a sacred sword +2 mostly but +5 vs demons, dragons or undead. Opening the umbrella makes you light and controls a zephyr lesser air elemental to make wielder fly for up to a turn a day. Turns into a huge condor size bird can carry wielder and talks, flies at 18" for several hours a day, longer if weather helpful, actually a spirit entity linked to brolly. Angels, Devas, Arkons and other powers of upper planes have agreed to not kill wielder of sacred umbrella. Attached to end of handle is a small (size of coke can) demon skull in a cold iron cage. Can be asked a question once a day about demonic lore and planar politics. This umbrella is attuned to the center of the universe and can always point there at will. Once a week can teleport self anywhere on plane you have been safely. Can risk places on description or guess but possibly deadly. When open user burns with white light inflicting d4 damage to any one in touch range at end of wielders movement. Unicorn umbrella outrages druids, rangers, elves and unicorns but can detect poison at will and purify water once a day. Fires three magic missiles a day. FILENAME: IPT_Base.ipt Header: TITLE DESC from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/HTML
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FILENAME: EMO_OSR_ShantyTownStreetEncounters.ipt Header: Shanty Town Street Encounters These are things that might happen every few hours; some might affect the whole community. These could be used in a mining camp or slum. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/12/d100-shanty-town-street-encounters.html
table: StreetEncounters Rats get underfoot trying to get food Stray try to beg or steal food even nipping backpacks Dog fight breaks out and people start betting Mad dog foaming at mouth running around on biting spree Organised dog fight gathers a crowd Organised bare knuckles fight gathers a crowd Fight between two men people mostly ignore it Men having a knife fight, winner tries to finish off loser if not stopped Wrestling competition gathers a yelling mob Woman vs woman fight announced a sp to enter the fight tent Stray squealing pig runs through street knocking people over Crazy donkey or pony panics from cruel treatment Man beating a donkey or pony Mad billy boat butts any one he can when loose Stray chicken chased by murder hobo Homeless kid begs for food Slippery mud and excrement puddle, DEX save or fall in Failed begging adventurer with missing body parts Dog follows adventurers Stray cat stalking mice or birds SItting old man has died and no body has noticed yet Kangaroo court held to punish thief Man put in stocks for thieving or fighting Man being hung for thieving or murder by mob Person being burned or tortured for witchcraft Panic about doppelganger in town eating and robbing people Man collecting corpses on wagon not serving any legal official service A bard here to collect stories of heroism or vice A hungry prostitute makes you a offer Man offers attractive company in tent - [|pimp|slaver|monster|robber] A man offering treasure maps of local dungeons A desperate old murder hobo looking for a rescue party for friends in dungeon A man selling {d4} [|orc|hobgoblin|goblin|kobold] slaves A man selling his wife gathers a crowd for auction A man selling monster trophies for cowards and A man selling {d6} clay bottles of beer A bakers boy selling bread A fisherman selling cooked fish or eel stew A goblin selling shroom stew and drugs on the side A farm boy selling apples and blackberries A farmer selling his son or daughter A man selling a [|pig|goat|big lizard|sheep] on a rope A old woman selling sack of {d6} [|chickens|blackbirds|seagulls|ducks] A man selling rat on a stick A man selling dead rats tied by tails to his stick in a rat hide coat A man with a goblin charging people to beat or stab the goblin A local hunter selling scrawny hill rabbits A disguised orc selling cheap poisoned stew A bard busking for money or food scraps A goblin child spying on people from under garbage heap Invisible person pushes past you - [|adventurer|imp|stalker|humanoid spy] A priest preaching about vice and murder hobos A tax agent spying on who makes it rich or has conspicuous wealth A gentleman and guards seeing the degradation and filthy sub humans locals A old woman or man looking for their missing son A game of kickball or stickball erupts upsetting many in the way A gambler calls out for any interested in a game of cards Bard playing and a tattered crowd dancing a jig A struck it rich adventurer provides a keg of beer for a street party A evil cultist opens a keg of poison ale then departs A man selling demonic trinkets that he claims protect you from harm A man selling a cursed item cheap A Empire crier calls out news about cheap land on frontier A group of old women denounce vice and advocate good life A priest looking for troubled souls to save A cultist proscribing his secret society as the best A mercenary recruiter looking for possible soldiers A army sergeant in disguise looking for deserters See a huge 12 inch mosquito sucking on a unconscious drunk See a gremlin drop from someones backpack into garbage A sickly pox covered man limping and coughing A drunken hobo vomiting in the street A man coughs up blood staggers and falls dead in mud A tattooist offering cheap poor quality unhygenic tattoos Lice, fleas and ticks swarm into your hair and clothes Cockroaches or weevils get into pack spoiling food Man selling cups of fresh spring water with a tin cup and barrel 1sp each Man selling dirty ditch water from a bucket 1cp each BYO cup Old woman selling eggs (probably bird eggs) Huge farm lad selling bundles of straw for bedding and floors Local woodcutter selling bundles of firewood Fancy capped self proclaimed alchemist selling {d4} healing potions A flash robed man selling fake miracle healing potions and tonics A druid cultist offering to rid people and packs of vermin with a cantrip (0lv spell) A man selling {d6} dogs of varied types Dust clouds and smoke make everyone sneeze and choke Lumbering smelly old man in rags actually a zombie A man with whip makes goblins fight for money and bets A raggedy puppet show about adventurers in dungeons Flies swarming every where crawling in eyes, mouths and ears A man selling strange eggs he found A pimp with {d4} hobgoblin sex slaves offering half price services Healer looking for clients who can pay might have some spells Cloaked man selling tobacco, hash, opium and novelty clay pipes Boy selling a live or dead chicken A man selling monster ear and finger necklaces A man seling saucy banned prints from the city pay 1cp per view A man crying out for paid adventurers for mission Men are skinning a live goblin or orc Men cooking a dog in street 1cp a chunk with gravy FILENAME: EMO_OSR_UnwantedMagic.ipt Header: Unwanted Things from the Back of a Magic Shop Most magic shops are pretty old and accumulate all kinds of curios and trinkets. Some might be keystones to adventure others enigmatic table weights ayt best. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/12/d100-unwanted-things-from-back-of-magic.html
table: UnwantedThingsFromTheBackOfAMagicShop Lizardman skull lamp Stuffed crocodile[||||||, has a scroll case hidden inside] Shiny scales of giant chaos butterfly wings Behemoth foot umbrella stand Shaving stubble from a devil in ornate tin Dried out imp pinned out in small display box Box of dried bats Fragment of broken gargoyle detects as alive and magical Beak of a huge insect, monster or demon Giant egg sack Dragon scales of several colours in a box Demon skull with evil sigils and melted candles Faux unicorn horn Box of 1d6 dried unicorn poops heal 1d4HP if eaten or held on wound Macrame bat made of spider silk and goblin ribs Black leather cape made from giant bat wings Giants skull turned into chamber pot Metallic gorgon scales or bird feathers Creepy leather sack made from giant testicle Box with a giant slug inside who plays a mouth organ if awakened +1 Magic rusty shank d3 damage with cast detect enemies once per day 1200gp A dagger made from magically woven cold iron and silver A gnarled old faerie walking stick +1 club 1200gp A dagger with permanent light spell on blade with scabbard to stop it A carved old +0 magic staff, 500gp +1 [|arrow|bolt|sling stone] at a low price A silver knuckle duster with a d4 healing pill and a suicide pill hidden inside A short sword drips stinking demon ichor +1 damage 1000gp A magic stick that can turn into a staff or a spear at will 1000gp +1 stone throwing axe causes sparks on impact, also good for starting camp fires Astrolabe with incorrect starsigns looks faulty but actually a clue to treasure Boxes with incomplete alchemy lab glassware Creepy old painting of person who's eye follow you (Amber Clan?) Dried old hand of a killer casts [|Silence 15"r|Sleep], {d5} charges Gem or medal with demon or devil true name engraved Evil looking silver ring with onyx eye allows a forgotten lich to see what you see Old rug with pentacle design, blood and ichor stained Silver milking pale keeps milk intact used in household of sky gods Shiny apple fresh as the day it was picked in a magic garden a hundred years ago, heals d4HP Pointy hat produces a live rabbit once a week on command Ugly fetish +1 on a single saving throw once 25gp Horrible demon idle with leering face used by demon to see our world Silver holy symbol holds a holy water potion or grog inside Candlestick Idol of a saint, cries if you light candle Candlestick once lighted stays lit without burning candle until commanded Magic salt shaker good for 10 shakes a day Magic nut cracker opens perfectly 1st time can talk and walks but mostly complains Bowl used as a mirror in ancient times but reflection whispers evil thoughts Wizard hat with a grog vessel and drinking tube Three foot statue of a wizard water pipe makes smoking last 20% longer and stronger Box of {d100+10} hand size self-adhesive glittery gold stars Big sprinkle box of glitter and jar of paste Tin of open sea biscuits with petty magic ring in the bottom Badge with gem stud that cleans a outfit pinned on it once a day Snowdome with a unicorn and a rainbow Black ancient skull if held can hear demonic voices offering power for your soul Splendid white fur cape made from 500 squirrel chests, squirrels attack wearer Huge magical tudor style ruff collar +1 saves but terribly out of fashion Necklace with ancient silver pendant containing lich emperors tooth Strange old cabinet which random common items appear inside every month Corset that removes inches off your waste and prevents you going to bathroom if on Local map shows local weather for next day Local map blood stains appear if anyone murdered in a location Local map but local ruins and dungeons appear if sites disturbed A locket with a cameo painting that resembles party member, from a lost local manour Brass lantern will burn with eerie red light for 12 hours on a small amount of blood A 12 inch cube box, once a day a kobold comes out and does 1hr of manual labour Glass jar with hibernating stirge bird inside will hungrily attacks nearest victim if opened Dried dog size spider turned into a 30lb backpack but most find it creepy to touch A chess set that plays by itself with a player but carved in a peasant crude style A yoyo that produces light and sparks as certain tricks performed Wooden duck on wheels, says quack and follows last person who touched it for a day A golden ball that returns to whoever throws or kicks it Magic seeds of a monster plant species killed off a century ago, {2d6} in a bag Serpent man skull, fed blood under full moon will answer a question about reptilians Huge wig from dated fashion, map under inner lining to ruined tower Spectacles with handle allow to see shape of peoples bodies under clothing Collection of strange coins in a box with map of farm where they were found Box of rambling wizard notes; with a year of research, 10% chance a month of finding an interesting map or spell Pack of cards that come to life and play with you but criticize you and cheat A bottle of strong spirits with a face that talks melancholically you while you drink Talking set of dice that beg you to play with them then cheat against and abuse you Volcanic black glass discs with grooves supposed records of a lost reptilian race A cheap copy of a relic or artifact enchanted to detect as magical with a dim glow A stuffed fish mounted on a board who sings a old bard song on command Box of toy army men once a day colours will fight to death then rise next day A box containing {d2+1} blank canvasses and {d4+1} paintings; on comand a canvas will paint a subject Box of {d6} small paintings with animated erotic scenes of [|bathers|undressing women] Magic wonder cloth cleans one thing per charge with {d100} charges Set of drums will drum a march or stop on command Box of strange fertility fetishes will double chances of conceiving if under bed Creepy puppet will give a comedy routine a turn a day, probably not evil monster Box of books on unpopular magical theories; could be used to research a spell Box of {2d6} half-eaten chocolates each provides the effect of bless for a hour Pack of miracle polish makes magic metal glow for 24hrs, {4d6} doses Magical tiara shoots a ray that can cook food for ten minutes a day A box with a metal face inside that gives terrible advice and abuses people A magic self heating frypan that criticises your cooking and taste A self heating mug that warms drinks A pewter tankard that produces a pint of wizard dark old ale once a day FILENAME: EMO_OSR_ShantyTownProblems.ipt Header: Shanty Town Problems This is a revision from dungeon rush shanty towns. The New Entries are the first 50 with original d50 are now the second half of the table. Small revisions have been made to be things that would alarm the community and be subject of gossip. Such events could be daily early on then weekly then monthly as community grows and becomes more regulated. An abandoned shanty town with letters and interesting clues cold be found - a haunted ghost town or where kids like to play in daytime. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2015/12/shanty-town-problems-revisited.html
table: LocalProblems Preachers looking to save godless murder hoboes. Animal cruelty rampant. Monster moves into communal midden heap or cesspit. Plague of creatures crawl everywhere - [|frogs|mice|bugs|flies]. Forest fire starts nearby threatening settlement. Gypsies flood town. Theives guild set up house. Bandits gang move in. Zombies seen from recent local burials. Rust monsters seen sniffing around town. Carrion crawlers caught kidnapping people. Repulsive giant [|crickets|ticks|flies|centipedes]. Dungeon mould or slime outbreak. Government tax agents spying on town. Escaped convicts and fugitives moving into town. Part of town slides a few yards. Abnormally frequent storms. Celestial event has everyone speculating and inspiring superstitious follies. Tough guy declares they will clean up this town dead in {d19+1} hours. Livestock thieves plundering animals (from dungeon or town or forest). Rampaging great beast of wilds attacking people. Abandoned children growing more common. Poson grob kills several locals. Someone hobbling and crippling animals. Cannibal in town was sharing stew frequently was captured by mob. Everyone gets parasitic worms. Crippled murder hobos begging and blocking mainstreet. Murder becoming everyday occurrence from cult or serial killer. Fighting breaking out daily. Gambling mania of town attracts poker shark criminals. Mimic kills several people. Gelatinous cube eating homeless by night. Evil spirit intruding on sleepers dreams. Supernatural being uses sex appeal to gain power and souls of locals. Visiting flagellants inspire pious self abuse cult fad. Visiting bard music scene attracting feckless youths. Ghost stories proliferate and superstition running wild. Local music style and songs spread town fame as tax free degenerate vice pit. Locals play hillbilly music and make terrible folk art. Magical vermin infest stuff - [|goldbugs|gembugs|potion leeches|gremlins]. Magical vermin infest stuff - [|scroll weevil|bookworm|magnivore bug|kyuss worms]. Important local [|crafter|healer] [|ill|missing]. Claim jumping disputes and land grab fights rampant. Streets stinking and choked with sewerage and mud. Local stirring up hatred towards some type of person or creature. Toxic alchemical spill mixes in the streets causing weird magical phenomena. Gangsters offering loans, protections and cash for dungeon claims. Giant dungeon fungus growing in village midden pit. Local was really a magical creature in disguise. Bandits begin to prey on route to civilization. Lack of sanitation, stinks at first then disease outbreaks. Humanoids harass travelers in area. Humanoids skirmishers attack, possibly prelude to major attack. Drunk murder hobos flood town, sleep in streets and brawl in the mud. Homeless refugees and urchins looking for work arrive and start begging. Humanoids increasingly wander into town outraged people wont serve them. Main street is a foot deep in stinking mud. Shortage of women brings out peculiar habits not approved by church. Booze all drunk dry, fights break out. VD epidemic - locals itchy, scabby, infertile and increasingly insane. Inquisitor comes to inspect camp for signs of heretics or cultists. Cultists infiltrate camp and start murdering victims. Lice, fleas and ticks break out. Horses and donkeys all sick most die of disease. Local lynch mob hang or burn some one once a week. Spy from dungeon starts to murder, sabotage and cause local unrest. Fire breaks out damaging buildings, tents and killing some locals. Grog supplies bad, many go blind or mad or die. Lack of food causes price hikes and illness. Stray dogs increasing some with rabies. Rat swarms everywhere bit people in beds at night. Lack of clean water brings disease and high prices. A phantom terrifying locals. A lycanthrope in camp everyone under suspicion. Doppelgangers infiltrate camp to murder. Drug addiction and alcoholism rampant. Tunnel under town collapses. Everyone in false panic that monster attack imminent. Local thugs try to take over and monopolise alcohol. Local business man tries to take over other shops with dirty tricks. People found eaten by some monster attracted to camp. Monsters setting traps around camp. Backstabbed robbed corpses found about town. Gangs form among residents and start to brawl. Plague carrier visits and dies. A wolfpack in area starting to attack locals and kill dogs. A big cat like a panther or mountain lion eats a few locals. Shoddy building collapses and kills several people. Mosquitoes swarms spread disease to locals and animals. Leeches crawling everywhere. Flash flood washes away part of camp. A tree falls on camp killing someone. Trail covered by rockslide and new path required. Humanoids poison local water supply. Pile of severed murder hobo heads left by gate in morning. Locals fight over woman often starting a huge brawls. Signs of demonic summoning or cult ritual found near camp. Campers dig up haunted burial mound and undead attack by night. FILENAME: EMO_OSR_ShantyTownSeasonalVisitors.ipt Header: Seasonal Visitors for Shanty Towns (Specifically, a murder hobo shanty town) from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/01/seasonal-visitors-for-shanty-towns.html
table: SeasonalVisitors Flagellants come and have drunken parties between holy flogging sessions Headstone or coffin salesman taking commissions for master Recruiters of competent adventurers - [|nobility|dungeon boss|foreigners|guild] Famous Bard visits for inspiration and his fans stalk him Farmers looking for someone who wronged family Road builders come to improve road to civilization Old wizard professor with carpetbag seeking adventurers for dungeon raid Mischievous local faerie creatures playing tricks Secret police spy looking for dissident or fugitives Lawman or balif from seeking fugitive Bounty hunter and gang looking for bounties Slaver selling [|halflings|children|kobolds|goblins] Farm kids looking around easily duped attract trouble from families Sailors on leave looking for adventure and cash A wizard looking for party to help him research dungeons and monsters Travelling tinkerer good at fixing things Revolutionary searching for killers to help him commit treason Old scholar with servant researching something lost in dungeon Runaway youth will do anything to serve a veteran dungeon killer Runaway goblin wishes to serve mighty human Tatoo artist of questionable skills Butchers boy buying exotic dungeon meat (no humanoids) Wheel maker taking orders for carts or wagons Farmer with wagon passing will take goods and passengers for a fee Messenger boy carting messages to town Hobo selling fresh farm chickens straight from local farm Madman wanders from hills found eating garbage from roadside Monk scribe comes to take letters by dictation and to visit murder hobos Farmer comes to sell basket of field mushrooms Tinkerer with donkey buys any scrap metal A depressed jester looking for work or change of career Ex servant looking for work or new trade Alchemist apprentice selling fireworks Tobacco dealer also selling razors, tinderboxes and pipes Rat on a stick dealer from town Lamp maker selling candles, oil and lanterns Local hunters lads looking for work Crooked priest collecting money for absolving sins Con man selling kangaroo farms, bridges and cheap slightly haunted castles A fortune teller setting up tent with crystal ball and pet donkey Glamorous foreign prostitute or female impersonator visits town in carriage Man selling a dog pulled wagon willing to sell Crier will tell news from city for a copper Crier advertising work for adventurers Locals seen ghost of missing adventurer and heard spooky cries by night Desperate farmer lost a child to humanoids wants revenge Priest come to study if evil cults and humanoids up to some plot Hobbling old man visits telling rambling stories of similar settlement years ago Bailiffs looking for escaped slave, prisoner or fugitive Professional slave gladiator now free looking for work Trapper comes to sell meat and traps Wagon of fancy prostitutes from city Travelling minstrel and actors come to perform Traveling circus always looking to buy new freaks Slaver come with shipment of wives to sell Priest and acolytes comes to convert sinners and feud with any local priests Travelling tailor comes to mend and sell clothing and hats Travelling tinkerer fixes things like boots, weapons and tools Tanner comes to buy exotic skins, furs and hides Cobbler comes to mend and sell boots Visiting noble with entourage inspects camp for local ruler Wizard and apprentice visits to trade magic items Family of adventurer looking for kinsman who they have not seen in a while Drug dealer come to supply area and enjoy local vices Demihuman adventurers arrive, usually disgusted and make own camp Quality cook visits and everyone raving about quality of food Con man comes to fleece adventurers with land deeds and fake potions Thief gang passes through to rob everyone and move on Gambler passes through to suck camp dry of money Bounty hunters looking for a wanted murder hobo Military inspect area to consider building a fort Lumber men come in to clear trees Missionaries come to aid limbless, diseased and drunken murder hobos Tax men come to claim income tax from business men and adventurers Historian comes to visit to document happenings and examine historic finds Dandy wannabee adventurers from city insult scruffy locals and start fights Hoodlum from city organises pit fights with man and beast and monsters A fight promoter with star gladiator takes on all comers for cash A builder comes to construct a structure Fortune Tellers mostly hucksters exploiting locals Brewer visits with barrels on wagon Preachers come to encourage adventurers to quit lives of sin Cultist comes to recruit new members Fight promoter comes to buy monsters for city gladiators Messenger arrives looking for client to deliver map or letter to Monster boss from dungeon sends envoy to make deal with camp Loud braggart adventurer declares he will cleanse dungeon A famous adventurer and followers joins camp A band of filthy murder hobos join camp and start rivalries with established ones An apothecary's son comes to trade potions for exotic monster organs Inbred rednecks visit to see if a good place to settle down Farming family visits to examine land and judge if camp a fit community A poet comes to compose works on the local heroes or murder hobos if he can't find any heroes A bard comes to put on shows, seduce women and make a name for himself A cat seller with wagon load of cats arrives, guaranteed to reduce rats Miracle medicine show comes through to fleece the foolish Military officer comes to make sure locals not stirring up war with humanoids Rural hunters and trappers come seeking furs and exotic game Rich hunters come to hunt monsters for a lark, treat locals like stupid scum Settlers with wagons come to inspect local land and community FILENAME: EMO_OSR_StrangeWells.ipt Header: Strange Wells Most commoners have sayings like "if the waters good don't ask" or "only a fool questions a good thing". Commoners avoid murder hobo traits like curiosity and seldom look in a well unless a child falls in. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/01/d100-strange-wells.html
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& Shaft Type[@WellShaftType]& Fittings[@Fittings]& Water[@Water]& What's Below[@WhatsBelow?]& Contents[@WellContents]&
table: WellShaftType A hole in the earth hidden to most by rocks or grass muddy and narrow A crude carved hole in the stone cramped and winding hidden by rocks A sinkhole entering into possible cave complex and ancient remains A clean shaft into earth with cleared space around it in open A smoothly carved stone shaft with chiseled hand holds in stone or ladder A square shaft lined with crude stones which increasingly become slimier A shaft of neatly carved stone blocks fitted with great precision A brick lined shaft with a rusty iron staple ladder going into depths A slime covered winding shaft caked in living matter surrounded by mud Perfectly smooth shaft in obsidian, cleared area around it and shaft marked with sigils table: Fittings None - bare and primative, BYO rope, bucket etc Rope with crude bucket tied to rock Wooden lid with padlock, rope and bucket inside Iron bars locked with chain and bucket A shadoof with irrigation ditch leading to fields or a catchment pond Wooden hut with rope winch and bucket Crude stone shelter with rope and bucket Old fountain with statue, a hand cranked pump, iron bars cover well Well dressed carved stone bricks with chain winch and bucket Carved stone shrine visited by pilgrims, chain and bucket table: Water A shallow dirty pool A rapid flowing subterranean stream An underground river A deep dark pool Ancient stone cistern Slimy contaminated pool Muddy puddle but water regular and can be filtered Swirling pool of churning foaming water Sweet pool of clear water seeping through rocks Slightly magical well, sparkling, glowing or weird colour table: WhatsBelow? Small cramped chamber A natural grotto covered in calcium formations A series of caves with {d5} chambers A complex of caves with {d10+2} chambers Cavern complex connected to local dungeons Cavern complex connected to local subterranean underland Winding cramped root filled passages Man-made complex of {d4+2} chambers - [|cellar|tomb|hideout|shrine] Man-made complex of {d10+2} chambers - [|granary|temple|dungeon|armoury] Complete dungeon complex table: WellContents Strewn with garbage, broken tools and mud Garbage and sacrificial animal bones Remains of animal bones and human sacrifices Remains of murder victims and unwanted children Children in hiding from cruel family, disaster, cult or slavers Homeless hobos hiding from local thugs and landlords Hermit living in solitude to meditate Thousands of corroded copper coins from well wishers Thousands of broken pots and bottles with some intact Pots of chemicals and reject potions dumped by alchemists servants Hundreds of rats crawling everywhere possibly some giant ones Filled with cobwebs and huge spiders, possibly a giant one or two A huge snapping turtle trapped here and always hungry Crawling with snakes, some huge and venomous Lizards crawling everywhere possibly a giant one like a gecko or cave lizard Carnivorous ripper fish swarm, biting and hold on to prey Gigantic frog king and hordes of fist sized followers that croak loudly at night Scorpions crawling about possibly a giant one Giant centipedes possibly some huge and gigantic specimens Aquatic carnivorous insect larvae possibly parents like giant dragonflies near by An ancient druid cave shrine with delightful grotto hidden from humanity A shrine with an elderly hermit caretaker seeking a place of solace A gallery of stone age paintings and mud sculpture, with ancient animal remains A secret cult shrine possibly still used, often cursed and possibly with treasure A crypt hidden here long ago[||||||, defiled with undead] A secret jail cell with remains of prisoner from long ago A tarpit with remains of ancient animals possibly a few tar infused undead animals Remains of a dilapidated lost temple to some forgotten god Ruined remains of lost civilization with cyclopean rocks and sigils covered in rubble A geothermal pool bubbling cozily, used by ancients as bath and steam room Gang of bandits hideout with secret entries to surface Gang of thieves hideout for loot and members needing to be hidden Band of inbred cannibals live here occasionally kidnapping surface folk Band of homeless murder hobos live here to keep loot safe Adventurers hidden base in here to keep loot safe Wanted criminals hiding here till hunt for them blows off Serial killers live here with collections of human skins and bones A guild use as a secret store room with possible secret entry to local business A witch coven meets and hides here from the patriarchy A magician hides here from the mob A gang of kobolds building stuff like waterwheels, traps and nests A goblin garden cult have planted food and medicinal fungi Hobgoblins lair here, robbing and stealing by night Bugbears family home, like to creep about by night scaring people especialy kids and oldies Orc bandits lurk here by daylight hours Dwarves live here with pets and sound proof workshop Elves lurk here - [|exiles|spies|refugees|have always lived here] Hobbits live here crafting and gorging and possibly theiving Gnomes clan live here operating \a [|workshop|general store|farm|alchemy lab] Monstrous humanoid lair - [|ogre|troll|ogre|troll|stoopid giant|ettin|cyclops|formarian] An ancient golem commanded to guard well chamber aeons ago A long trapped albino dinosaur placed here by lizard men, some are undead fossils Dragon with stunted wings and serpentine features, injured and thrown down well as hatchling Gargoyle guardians hidden among stalactites guarding a mysterious calcified door Lycanthrope lair to cover up murder sprees also to keep clothing, treasure and victim bodies A stone sealed box with a basilisk or cockatrice inside, if escapes will poison well and area A tentacled well kraken horror planted by cultists long ago, mostly it hibernates in hiding A great underground worm or burrowing bug nests here Monstrous bat creatures like giant vampire bats or doombats lair with thousands of ordinary bats Giant albino freshwater crayfish with impressive pincers nips and eats travellers A sinister old hag or witch dwell here with her pets, adopted children or sisters A ghost, spectre or phantom hovers over the remains of corpse or sarcophagi Piles of human corpses if disturbed arise as zombies, possibly of a superior kind left by a cult Piles of human bones if disturbed arise as skeletons, guarding some ancient necromancer trinket Pits where ghouls sleep by day before nocturnal feasts, defend lair to death if awakened Phantoms reenact their glory days repeatably, ignoring the living A poltergeist spirit where an angry murder victim was dumped A petty demon or devil lairs here trying to spread local evil and influence (possibly imp or quasit) Mummy crypt from prehistory intered here, keen to murder intruders Withered corpses frozen in agony distract intruders while the unliving shadows arise and ambush Sorcerers lair with dug gen and stoned followers seeking thrills and enlightenment Wizard who moved here for privacy long ago studies here with aprentices Priest guards this spot - [|sacred site|holy grave|cult treasure hole|remains of ancient evil] Druid cult meet here and gods demand intruders are sacrificed Necromancer lair with exotic assembled hybrid undead, master might be living dead Summoners lair with animal cages and mystic circles carved into stone floor Elementalist lair with summoning sigils carved into ground and elemental beast guardians Evil sect of spell users meeting lodge with magical guardians Alchemist lair with laboratory, a great monster awaits unborn inside a huge glass apparatus Tribal shaman with guardian and ancestral spirits lairs here since clan was destroyed long ago A hiding spot for a long lost evil relic or magical item forgotten from minds of mortals A temple of a prehuman primordial god of darkness, a guardian lurks for unwary Doorway sealing a great evil away, tempting voices and illusions bid intruders open the door Strange archway - [|class swap|gender swap|race swap|turns you into a monster] Bizarre archway - [|alignment change|teleporter|turns you undead|time travel] Relic drains magic items, imprisoned in stone mostly and difficult to remove and has a guardian Pool, mirror or crystal ball that allows you to commune with an evil lost god Evil relic used by infamous antihero in past, only works for evil and difficult to destroy Pool of bubbling primal chaos guarded by oozes mutates those who touch it Evil talking relic is imprisoned here will give bad advice and tell half truths to create problems Underground casino operated by locals or non human Goblin market selling strange shrooms and petty magic Hidden monastery where monks train in secret fighting arts A long forgotten lab with preserved brains and other organs in jars A magical being asleep since dawn times - [|titan|sphynx|dragon|angel|elder god] Healing magical spring hidden from main water source Magical fountain with strange properties Spirit or dragon appointed to control local weather by heaven Dimensional gateway with other planar guard FILENAME: EMO_OSR_BugbearBackpack.ipt Header: Whats in a Bugbear's Backpack from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/01/d100-whats-in-bugbears-backpack.html
prompt: Show me: {Whats In A Bugbears Backpack|More About Bugbears} Whats In A Bugbears Backpack use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutBugbears [when]{rep}=1[do]& Bugbears are the mightiest of goblioids; whether attacking en masse or by ambush, they're scary into high levels. \n\n& Solitary ones enjoy head hunting and scaring people for fun. Groups are often elite goblinoid special forces.\n\n& Parents warn children about bugbears who delight in kidnapping and acting like bogeymen. While they don't mind eating kids they prefer to traumatise them for life. \n\n& Other practical jokes and home invasions like getting under a child's bed or pooping in a farmer's boots are a test of their sneaking skills and earn them honour. They get prestige from telling the best joke stories around the clan hearth.& [end] table: WhatsInABugbearsBackpack Collection of shrunken heads Pickled head in jar, pot or small barrel Ear necklace Head cheese - compressed preserved head sliced for sandwiches Collection of garrotes Collection of teeth Bottles of hair dye to keep looking young Ceramic jar of pickled [|fingers|cabbage|radishes|eggs] Flayed and oiled human skin to keep of rain or scare people Scalp collection Bag of toenail clipping useful in afterlife to build boats to cross the Styx Collection of used bandages Dried dead rats for stew stock Jar of leeches for first aid Iron fire poker Iron slave brand Length of chain and leg irons or manacles Whetstone and oil for sharpening blades Tinderbox and human tallow candles Bone needles and woven hair thread Bone fishing hooks and line Jellied eel or lampreys in jar Pipe and dried mushrooms Soap made from human tallow Jar of animal urine for hunting or jokes Bag of catnip and rolling papers for smoking Gremlin in a jar Scented oil to drive away fleas Dried children's bones for toothpicks or snacks Jack O Lanterns and candle Bitter melons Bag of mushrooms Chunks of mystery dried meat Jar full of honey Jar full of hallucinogenic fever inducing honey Henbane and other mild ingested poison Jar of fermented feces, urine and blood for coating weapons A chewed up dead young goat Necklace of children's skulls A drugged stolen sleeping baby being kept for later Jar of toxic salt for preserving skins Bag of unwashed socks Crude ancestral miniature of ancestor Collection of mercenary contracts from many different races Cat O Nine Tails or bullwhip Bundle of darts A giants toenail Shaving kit Collection of cheap necklaces Leather bag of loose change Treasure map Collection of pretty rocks Pickled wizards tongue Blood sausage Fragment of statue Demonic cult medallion Camouflage cloak covered in dead leaves and dirt Blowpipe, darts and Bone whistle makes scary noises Horn for signalling Drum with human skin Fat 40lb bugbear baby, indignant but quiet Musk attractive to bugbears seeking love Exotic coins from underland Troglodyte musk glands fermented in sealed pot Bottle of terrible bugbear grog Skin of fermented hog milk Dried bats or stirge Huge eggshell containing wine Human skull oil lamp Stolen children's toys Bag of dried barley Fancy grog - [|dark elf wine|dwarf brandy|hobbit beer|spiced rum] Bottle of phosphorescent slime good for making scary decoys Bag of sawdust Stinking flea ridden bedroll Length of woven bugbear hair rope Wooden mallet and iron spikes Wooden clogs Nail polish Dented pewter tankard Cooks clever Thieves tools set Bear or fox trap Length of twine for fishing or traps White sheet with eye holes for ghost impersonations Black soot makeup for recon missions Slingshot Bag of huge thorns for traps and torture Bag of dried beans Bag of onions or garlic Loaf of bread with mice cooked in it for flavour Plush bugbear toy for kids back home Bag of children's clothes or nappies Crude wooden mask Carved wooden ladle and birch bark cooking pot Winter fur cape Sealed bag of bedbugs or fleas Ring of keys from past guard jobs Bagged and gagged kobold or goblin slave FILENAME: EMO_OSR_HobgoblinWarTrunk.ipt Header: What's in a Hobgoblin's War Trunk Hobgoblins carry trunks with them and these are the kinds of things they store in them. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/01/d100-whats-in-hobgoblins-war-trunk.html
prompt: Show me: {In A Hobgoblins War Trunk|More About Hobgoblins} Specific Hauntings use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutHobgoblins [when]{rep}=1[do]& Hobgoblins are the bigger more aggressive and warlike big brothers of goblins. While more serious and disciplined they are still goblins, prone to mischief and tantrums and provokable by insults.\n\n& At best they are hard working labourers, good at digging, tree felling and load carrying. At worst they are cruel and vindictive.\n\n& They are less skilled at agriculture than their smaller cousins, but all right gardeners. You might hire them as farm workers but mind your tongue. \n\n& Elites use heavy plate armour and halberds. Alone they are more wiling to talk and be recruited. En masse they conform. While their martial order might seem lawful they are willing to disobey orders on the battlefield when they're angry or overconfident.\n\n& While goblins enjoy subterranean life, hobgoblins prefer rural living. When not fighting and working they relax with stories, jokes, saucy poems and games. While a bit rough they can be more fun and cultured than orcs. Hobgoblins ar more likley to have individual hobbies and collections than orcs.& [end] table: InAHobgoblinsWarTrunk Dead goblin with chewed fingers and expression of dispair Collection of hobnail war boots Thick studded leather belts and harnesses Collection of helmets from other species Collection of skulls from various animals and humanoids Trowel, watering can, seeds and bulbs Blood stained work clothes Sack of straw for animal feed, bedding or pillow Bedroll and tent Tin cup, plate, bowl and spoon Cast iron pot with lid and wooden spoon Bags of different types of beans Bag of onions or garlic Dried mystery meat Dried mushrooms Pipe with exotic dried weed and fungus Ceramic pots and plates wrapped in hessian bags Collection of sacks and bags Collection of rope, string and twine Dried and salted fish Bags of nuts and berries A live hornet nest in a sack A pot of slippery oil for tricks and traps Collection of brushes Wooden dentures stolen from someone Collection of left or right socks Collection of gloves and gauntlets Collection of stolen beards Collection of doorknobs and novelty knockers Sack of goose or duck feathers Knitting needles, yarn and incomplete projects Collection of stolen children's dolls with tea set Broken cogs and winches from siege weapons Wood carving tools, several incomplete projects and good wood Leather working tools, several incomplete projects and hide Copper bucket, hops, yeast, large spoon, roasted barley for brewing Dozens of empty ceramic bottles Collection of cooking pots, cutlery and Strange cult robes or costume, idol and holy symbol Collection of sheep or goat horns and deer antler Roasted acorns Dried eels Hatchet, spool of twine and bundle of firewood Jar of ointment for boils Sack of blood and bone for garden Bundle of pulleys and rope Blacksmith hammer, tongs, small anvil and iron ingots Old armour saved to give to kids Donkey head with surprised look Dog hides Manacled goblin slave Mushroom compost with sprouting shrooms Nail clippers and collection of nail clippings Collection of ear wax, some moulded into stinky candles Set of files for wood and metal work Clay bottle of potent distilled grog Tarnished copper coins from far of places and long gone kingdoms Maps of hobgoblin hidden camps Maps of goblin villages, caves and hidey-holes Map of human villages worth robbing Pickled elf or dwarf head Slave contracts of family goblin serfs Sleeping goblin baby wrapped in cloth with nappies and bottle Spinning top, leather ball, cup and ball and other toys Musical instruments - [|drums|horns|flutes|cymbals] Obscene set of prints banned in the city Strings of clay, wood and bone beads and trinkets Heads off ancient statues and idols A tavern or shop sign Clay jars of house paint and brushes Pewter or horn beer stein with lid Ceramic beer steins with erotic relief art with articulated breasts Jars of vinegar, peppercorns, bay leaves and pickling clay jars Block of rendered lard wrapped in cloth Bacon bones for stew Goblin to orc phrasebook of insults Sack of chicken heads Taxidermy tools and stuffed squirrels and rabbits and rats Tattered playing cards, bone dice, and box of clay tokens Incomprehensible goblinoid board game Set of {2d20} four inch carved wooden soldiers in box Rolled up old rugs A slightly soiled potty Collection of stolen love letters Collection of saucy poems in hobgoblin with quill and ink Lewd statuette of hobgoblin prostitute Collection of insects pinned on cork inside box Honeycomb wrapped in cloth Bottle of good mead Urn with parents ashes Collection of hats stolen over many years Pots containing tree resins with various craft uses Collection of dog collars and bones Box of military iron rations Box of biscuits Small keg of molasses Crude portraits on wood panels and tin of art paints and brushes Goat fur leggings for ceremonies or cold Whips, manacles and slave branding irons Fancy outfits stolen from human dandy FILENAME: EMO_OSR_GruesomeDeathsPunishments.ipt Header: Gruesome Deaths and Punishments These are some tables to make hauntings. I think most monsters should be more unique and spirits even more so. Clerics might be sent to clear up some local hauntings. Once you get Exorcism spell you get even more busy. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-gruesome-deaths-and-punishments.html
This is for those saint and martyr stories, tragic travesties of justice, family tragedies and other occasions a painful end is required. Also good for threats to rescue people from or escape from. Tame stuff like hangings are for sissies. I would like to thank world religions for some of these, and governments for the rest. Trigger warning if you were executed in a past incarnation! table: GruesomeDeathsAndPunishments Sealed alive in wall or bridge or room Tied to dead rotting bodies in publicly visible location out of reach Tied up and left for wild dogs or other animals to eat Eyelids cut off while forced to stare at sun till dead of exposure Forced loved one to kill them Torn apart by wild horses or oxen Legs tied to bent over trees which are then released tearing body in half Locked up with plague carriers Red hot iron egg inserted in body Impaled with stake hammered through body, die slowly over a few days Crucified with nails on wooden post or tree Covered in honey and left out for ants or animals Rolled in blanket of stinging nettles or thorns Legs weighted while forced to sit on giant stone spike, body slowly impaled Exposed in a cage or gibbet until death Burned alive at the stake Roasted slowly inside of bronze bull with a furnace inside Boiled alive in water or oil Heart cut out and corpse thrown down huge stair case Torn apart by angry mob Thrown from a tower or cliff Hot lead poured down mouth Cage over stomach or face full of rats forced to burrow through victim with fire Fired from a catapault Dragged repeatably under barnacled boat keel and torn to shreds and/or drowned Forced to eat self with torture till dead Force fed suspended in septic pond then eaten by bugs over days Trampled by large beasts like ox or elephant Thrown into pit or arena with hungry carnivorous animals like lions or wolves or bears Thrown into pit of scorpions or snakes Back broken with mallet or apparatus Breaking ribs and pulling lungs through cuts made around spine (viking blood eagle) Tied to mouth of cannon or balistia Tied to wheel and broken and crushed to death as it is rolled Dragged by frightened animals Buried alive in coffin Cooking in a great oven or furnace Slowly crushed by great rock or tree trunk or adding more rocks slowly Disemboweled with intestines attached to a hand crank Flayed alive removing skin, for added touch nail skin to wall Forced to consume poison Drowned in bog or tar pit by hand or apparatus Slowly cut over days Shot at while tied up as sport, made to last as long as possible Bound and smothered in mud, ash, worms, dirt, sewerage or whatever Stoned by mob Thrown in well or hole Mallet blow to head then throat slit if brains not dashed out Tied up and mutilated with hooked implements, face saved for last Tied to wheel on platform then spun and beaten with flails Throat slashed then tongue pulled through hole Tied over bamboo shoots that grow rapidly through body over days Tied facing loved one, thrown into river or run through with sword as marriage parody Cutting off body parts leaving head for last if they survive Forced to lay on bed of spikes Nails hammered into body parts till death Spherical apparatus inserted into body then opens inside body as operator turns screw Torn apart slowly on rack apparatus Forced to drink water till death Forced to eat loved ones then beheaded Holes drilled in skull till death Exposed for vultures to eat Limbs broken with iron club, then body smashed till dead Impaled with hot iron rods Have a wall collapsed on them Sleep deprivation by being tied in chair or upright with water dripping on head or spikes Buried under foundations of church or state building Hurled into volcano (or something dangerous like lime pit) Hurled into pit of spikes and left to die Thrown unarmed into arena with expert well armed gladiators Whipped to death tied to post Hooks attached to weights dug into flesh which tear off shreds of flesh Suspended from height by flesh hooks till bleeds to death Deliberately cut so slowly bleeds to death Tubes or baskets fitted on to victim heaad, limbs or body filled with insects Eyes torn out and then hot irons inserted Tied victim attacked by mob with burning torches Boiling metal poured over victim Covered in flammable oil or tar or costume then set alight Cut up by mob who eat victim before their eyes Covered in wet rope or vines that constrict as they dry strangling victim Impaled and spit roasted Explosives inserted in body and ignited Dissolved in acid from head down, can be quick or slow Chopped up or decapitated by apparatus with blades like pendulum or guillotine Slowly tortured over months using all the torments of a dungeon Hung from neck by rope till dead using gallows, tree or crane Bound and exposed to sun, possibly enhanced with lens or reflective metal till desiccated Weighted with rocks tied to feet and thrown into sea or lake or bog Blasted by wizard using a spell Flesh boring grubs inserted into body Bound in pit then otherworldly monsters summoned Thrown in gladiator arena, pit or dungeon full of monsters Turned into zombie or undead in ritual then used as labour Exposed to magical slime, mould, fungus or ooze possibly in glass coffin Turned into stone by spell or monster gaze Bound to post and left as food for dragons or sea monsters Dropped into a pit with a forgotten prehuman god who only wakes to eat Hurled through a magical gateway FILENAME: EMO_OSR_HumanoidGangLoot.ipt Header: Humanoid Gang Loot These are tables to help fill out monster gang loot, complementing cash and magic items. Use "Loot Sources" to help with ideas for goods you might find, or just to explain how humanoids got it. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-humanoid-gang-loot.html
prompt: Show me: {Humanoid Gang Loot|Hoard Defenses|LootSources} Humanoid Gang Loot use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: LootSources Local farmers and villagers Travelers on road Merchant caravans Other weaker dungeons Other weaker monster tribes Rival monster tribes Nomads or barbarians Grave robbing and ruin plundering Sound business skills, trade and savings Have a thriving industry making goods and trading table: HoardDefenses Snakes or scorpions Mechanical traps Viscous dogs or other pets Curse or spell Hidden monster among loot Shrieking fungi Gas or contact poison Disease or spore contaminated Horrible monster asleep on loot Hidden with false wall, underwater, etc Elaborate locks or bars table: HumanoidGangLoot Baskets of vegetables Bushels of dry grain stalks Sacks of seeds or dry beans Sacks of grain Farm animals, herd beast like goats and sheep Farm animals, equines like horses, donkeys, mules Farm animals, cattle for dairy or meat Farm animals like poultry Barrels of beer Barrels of wine (often non grape wine) Wagons and carts Animal hides and rolls of leather Animal traps Butchered meat (last 1d6-3 days, negative numbers increasingly off) Cured and smoked meats like bacon or ham Salted fish Dried meat Dried fruit Dried vegetables Mushrooms, possibly dried Military grade iron rations Pots of pickled vegetables, eggs, meat Bread in different shapes and sizes Hard biscuits of dried grain like groats Hard biscuits of hide for stew Cheese in large waxed wheels Milk or yogurt in clay pots Crude coarse sack cloth Rolls of coarse linen Bags of wool Spools of thread and balls of yarn Kegs of honey Boxes of candy, sweetmeats or fancy pastry Clothing from years of commoner victims Rich clothing of merchants and nobles Quality lumber cut into planks and beams Expensive quality wood Scented exotic wood from far away Cosmetics like kohl and lead paste from far away Beads, trinkets and shiny things in sprawling heaps Wigs, hats, and fancy accessories Ingots of [|copper|tin|brass|bronze|iron|silver] Mounds of [|copper|tin|brass|bronze|iron|silver] junk Boxes of incence and scented resins Exotic spices in boxes like pepper or tumeric Pots of dried salt Collection of common pottery and ceramics Perfume and scented oil Cooking oil like olive or seed oil Lard and rendered animal fat in pots Quality fine pottery like tea sets for rich or painted pots Palanquin or luxury carriage Slaves human or humanoid Chains of various metals and lengths, including manacles Rope enough for ship Nets for fishing or birds Ship sails Flags and banners Piles of commoner weapons loose or in barrels Collection of military steel Armour and weapons in boxes and barrels Collection of idols and ritual paraphernalia of church or cult Paintings on wood or canvas Loose documents including [|letters|records|deeds] Collection of scrolls, mostly financial but 1 in 10 is magic, lost lore, or maps [|Religious|Legal record|Educational|Blasphemous] books Boxes of unused vellum, paper, quills and bottles of ink and paint Statues in varied sizes, materials, quality and subject Furniture from commoners like beds, tables, cupboards Valuable artisan furniture with carvings Sacks of goose and duck feathers and quilts and pillows Military camping supplies including tents, stoves, bedrolls, lanterns Boxes of candles Lamps oil in jars Kitchen pots, knives, spits, stove, cauldrons Bathtub, boxes of soap, towels Quality marble, stones, scaffolding and mason tools Siege weapons, dissembled for transport in boxes or wagon Brewing or wine making equipment Blocks or beads of coloured glass Dye for cloth, mostly green or brown but 1 in 6 is an exotic colour from far away Kegs of black powder, incendiary devices or fireworks Collection of small boats, canoes, wood and boat building supplies Stuffed animals, mounted heads and hunting trophies Boxes of antlers and animal horns Piles of animal and human bones Crates of building supplies, tools, paint and bricks Collection of human scalps or severed/shrunken heads Torture equipment including chairs, racks, chains, pokers, etc Piles of arrows, bolts, lead sling bullets or other missiles Cages of exotic pets like parrots, monkeys, fancy dogs Documents of ownership deeds for [|cash|house|land|slaves] Medicine, herbs, artificial limbs and surgeons kit Drugs like smokable herbs in bales or exotic addictive resin blocks Monsters or ferocious beasts in cages Monster eggs or babies in cages Stuffed and mounted monster bodies Barrels of poison like arsenic good for well poisoning Alchemist glassware and ingredients Boxes of spell and ritual components Collection of erotic art, saucy pamphlets, bejeweled sex toys, pornographic furniture FILENAME: EMO_OSR_HowVillainWrongedMe.ipt Header: How I Was Wronged by That Villain Sometimes it's good to have heroes get personal with bad guys from day one. Fairly genre neutral. You could roll twice and combine the results if you're feeling it. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-how-i-was-wronged-by-that-villain.html
table: WhatTheVillainDidToWrongMe Your family entered into a bad marriage contract that destroyed your clan. Your family were murdered when gathering in public only you survived. When the family head was killed the whole family fell to ruin. The family home was burned killing all inside. The family [|pets|livestock|servants] were all brutally murdered. A gang of savaged brutes invaded family home killing everyone horribly. The villain's family were traditional rivals who finally destroyed your clan. Your family were outlawed and robbed by nobility. Your family were slandered and shunned by peers and driven away. Your family was tainted by [|a cult|treason|monsters|crime]. You had false evidence planted on you and have hid from the law since. Your were were once respected and important but now shunned and poor. You had a promising career but it was sabotaged by lies an slander. You were to be married into a good family but turned out they were false and wicked. You received a promotion but evil machinations ruined you. A former [|friend|lover] was forced to betray secrets and slander you in public. You received a chance to be great but your mission was stopped and you failed. You were granted wealth and land but someone stopped you receiving it. You had to kill one person for a chance of great glory but you failed. You were sent to prison and torture for several years by lies. Your [|friend|sibling|sweetheart] was taken by criminals as blackmail. Your [|friend|sibling|sweetheart] was deceived by lies and ran to you rival. Your [|friend|sibling|sweetheart] was murdered just to make you suffer. Your [|friend|sibling|sweetheart] was driven insane by this madman. Your [|friend|sibling|sweetheart] was driven into a life of vice and wickedness. Your [|friend|sibling|sweetheart] was seduced into your enemies service and died. Your [|friend|sibling|sweetheart] was killed in a callous accident easily avoided. Your [|friend|sibling|sweetheart] was married but died soon after suspiciously. Your [|friend|sibling|sweetheart] was sent to their death by a false documents. Your [|friend|sibling|sweetheart] was killed in a war be enemies led by your foe. Soldiers demanding lodging then killed abused and robbed your loved ones. Your home was taken by unscrupulous dealings leaving you destitute. Parents were killed on streets leaving you a child to live on the streets in poverty. You family were killed and you were left with monks with no name. One of your close family betrayed everyone and stole your family home. Family were part of a cult controlled by villain. Your family head was in debt and sold some family members to your enemy. Your family enjoyed patronage from superiors but foe destroyed relationship and clan. Your family were lynched and many killed when really foe just wanted family home. Your home was taken and your family live in a labour camp which killed most of them. You were formerly good friends who enjoyed adventure together but they changed. You were raised with them as part of our family but they joined an enemies service. You were friends till they stole your sweetheart she then they disappeared. They were a teacher and mentor but really you were a pawn in their schemes. You were trained together but they killed the master and fled with a relic. They convinced your friends to join them and they turned on you. Your comrades were massacred at their command by killers. Your friends were betrayed and poisoned by a former comrade. One of your friends picked a fight and died, the killer now hunts you all. They were a former student but now seek to destroy all your kind. You belong to a organisation together but they left and betrayed their teachings. You served a crusade together but you managed to get out and they hate you now. You worked together on a quest but saw them tainted and leave the cause. You were both sworn to service but you exposed them as a fraud and cheat so they left. You were part of a organisation that was destroyed by your heretical foe. Their servants killed and robbed a wise leader you respected. Your faith had amassed wealth and a temple that was destroyed by your enemy. Your creed was shattered when leaders outcast and buildings demolished. Your cause was overshadowed by a new order linked to your foe. You crossed the villain on a quest, now you are hunted. You have been blocked at every cause from your mission by the villain. All your friends and loved ones seem to be killed by them. The have taken something you need to uncover a mystery. They have made a major obstacle to stop your quest. They have hostages to prevent you seeking your desire. They have same quest as you and seek to block you. You succeeded but now they try and undo your success. While you have been working on your quest they threaten your loved ones. They destroyed places and killed to block your quest. Your family has been struggling against them and their clan for generations. They belong to a organisation your family has battled for generations. Your and your kind have been persecuted by them and their kind forever. Once your kind and them were allies but a schism divided you forever. In past wars your clans clashed again and again. You were to be married and restore peace but you were not keen. Famous ancestors battled and the grudges remain. Court machinations between your clans has reduced you both to ruin. Clan competed with them in land grabs for generations. Interclan feud went on for generations with one side being exiled. They stole your lover, your business, your life and had you sent to prison. They were invited to a banquet and used chance to kill everyone. They came to talk peace but murdered all the delegates you knew. The villain has taken one small object from me each day of my life since born. Sometimes a raisin, sometimes a shoe, but something every year. Befriended the family then killed many and sold rest as slaves. Gave your family secrets to other enemies who destroyed your clan. They were struck by a madness and turned on your family and joining rivals. They were promised something by your clan head who backed out of deal. They had your clan blamed for their despicable deed. several died before truth exposed. They lied starting a blood fued between you and some formerly friendly clan. They are secretly your [|real parent|sibling]. They have unseemly abilities which ruined you clan fortunes. They have mysterious secret allies which killed persons you love with impunity. They have a great patron supplying them with killers and gold. The villain used members of my family in a ritual/scheme, and they were never the same.. Your clan killed each other but it turns out they were under influence of something. Your parents were murdered but the killer had something you recognise on the villain. They fled from something horrible they did leaving you to get the blame. They married into your family and used strange influence to ruin and rob your clan. They called upon some dark power to destroy those you love most. FILENAME: EMO_OSR_MagicalUndergarments.ipt Header: Magical Undergarments No half orc co-ed panty raids here sorry, move along. A poor person, labourer and child wears possibly one layer of clothes and costs less than 1gp a year. A middle class man or woman wears three layers a child two if cold, costs 1-12gp a year. Rich folk wear more than 3, the more layers the mightier, children wear three layers, spends over 100gp/year. Big sleeves say "I don't work with my" hands so they're good for rich ladies and clergy or just as a status symbol. +30% cost +10% normal sleeves Clothing might be limited by class. The poor cannot wear clothes of the rich. Middle class posers might be tempted to try to wear noble dress. Hats my delineate race or class and gender or age from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-magical-under-garments.html
prompt: Show me: {Magical Vestments|Some Clothing Definitions} Magical Vestments use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{choice}=MagicalVestments[do]{mvStart==' More magical looks high quality and very decorative for the effeminate tastes of decadent nobility or colourful ornamental folk taste. Most are in styles more appealing to women but who knows what a wizard wears under his robes.'}[end]& [when]{rep}=1[do]{$prompt1}{mvStart}
[end]& [@{choice}] table: SomeClothingDefinitions [when]{rep}=1[do]& Footwrappings - poor rags wrapped around feet\n& Socks - knitted foot covers\n& Sandals - cheap footware\n& Shoes - common footwear\n& Boots are for some workers or soldiers requiring protection\n& Leg wrappings - help protect feet from wet, cover tops of shoes or boots to help waterproof\n& Stocking - or hose are socks that go from to knees or thighs, garters hold them up\n& Leggings - a stocking covers legs and abdomen\n& Loincloths - cloth that covers lower abdomen\n& Drawes - undergarment to protect outer garments (underpants, knickers, panties, etc)\n& Bumroll - a buttock enhancing feature, the richest made of fox tails\n& Girdle - a light belt, often symbolic for chaste women or pious men, worn over shirt or robes, can be used to restrict and change shape of figure\n& Belt - leather strap to support pants, heavier ones hold tools or for fighting men as protection\n& Codpiece - a bulging groin attachment often of leather\n& Corset - tight form shaping garment around torso, often laced\n& Braies - short pants of cloth bundled about groin, waist down to knees \n& Trewes - long cloth pants\n& Skirt - a tube of cloth haging from waist to knees or even covering feet\n& Tunic - a short sleeve shirt down to waist\n& Shirt - a long sleeve barment often hang over thighs down to knees\n& Gloves - hand garments woven or knitted or leather, fighting men have heavier ones with metal\n& Smock - light outer coat to protect clothes for better off workers\n& Jacket - a light coat opens in front, also used as undercoat\n& Jerkin - a leather sleeveless jacket\n& Bodice - sleeveless low cut jacket worn over shirt often laced, possibly detachable sleeves\n& Dress - a women's garment combining a skirt and sleeved bodice\n& Apron - garmet worn over other clothes to protect from work (cook, butcher or blacksmith)\n& Toga - stola female version worn over a tunic and goes down to knees or feet\n& Gambeson - quilted jackets with padded vests, good with a collar\n& Overcoat - an outdoor heavy padded coat\n& Surcoat - heavy padded possibly sleeveless coat often with a coat of arms\n& Cloak - a cape hanging from neck or shoulders\n& Robes - long often hooded shirt hanging to ground\n& Collar - a neck band of cloth worn with shirt or often frilled or decorative\n& Coif - cloth head coverings to protect head\n& Veil - semi transparent scarf often worn over face or many of them all over by dancers\n& Scarf - a piece of cloth to wear around neck or head or over face\n& Hood - covers neck, head and possibly face, might be attached to other garment\n& Hat - a cloth or other material to protect top of head and from sun with a brim\n& Wig - a fake hairpiece, but include beards, merkins, chest wigs, moustaches\n& [end] table: MagicalVestments Clogs of dancing make you dance like a pro in ten peasant popular styles Shoes of neatness protect you from getting filth on you or getting splashed on the road Shoes of desire give you +1 CHA and they are always shiny Stockings of grace give you +1 DEX and never smell bad Stockings of the spider let you grow 6 extra legs and spider climb for ten minutes a day Girdle of defence always holds up a stocking as lets one leg cause 1d6 kick damage Hose of the worm allows you to turn into a giant worm and burrow for 10 minutes a day Stockings of holding each leg can magically hold 1000 coins and still be worn Stockings of spinting add's 3" to movement rate or double run speed for ten minutes/day Drawes of purity always fresh and wearer never needs to go to bathroom while on Drawes of sanctity only removable by mother or good dame over 40 Drawes of virginity restore maidenhood every time put on, prevents pregnancy Drawes of fraternal love tell you who fancies you and if intentions are good to you Braies of piety prevent wearer from desire and are never soiled or spoiled Braies of the goat allow wearer to turn into a goat for one hour a day Braies of manliness make wearer look like a man or if a man more manly and hairy Loincloth of defence adds +1 to AC and lets you dig or march 8 hours a day Codpiece of vulgarity can grow up to two feet, shrink, change colour and animate Bumroll of the fox made from 9 fox tails allows wearer to turn into a fox for one hour/day Trewes of horseman, ancient checkered pants, let mind link to horse you ride Shirt of sleeping allows wearer to remember dreams and enhances realism Shirt of the night lets you detect enemies and provides night vision Shirt of arms may turn from decorative kingly shirt to plate mail at will Shirt of delight allows wearer to change and exude any scent they can imagine Shirt of panic allows wearer to blink away 1d6" if back stabbed or surprised once a day Shirt of heroism makes you immune to fear and adds +1CHA Shirt of many colours can cast sleep once a day including on yourself Shirt of the Bard extends a song range by 3" and lets them last +1 round after bard stops Shirt of splendour add +d4 CHA for ten minutes/day and casts light spell one/day Shirt of Paradise creates illusions of luxury and vice in a room d10 minutes/day Tunic of spiders, cast insect swarm 10 miutes/day as level with spiders pouring from shirt Tunic of the pirate makes the wearer able to perform acrobatics in rigging on boat Tunic of the snake looks scaly and lets you turn into a venomous snake o minute/day Tunic of the sun can cast light and burning hands each once per day Toga of Imperiousness lights up with a light spell whenever wearer makes a speech Bodice of the witch allows wearer to levitate holding a common tool one hour/day Bodice of the holy harlot makes wearer look more busty Bodice of the salmon lets you turn into a salmon one hour/day Bodice of the birds lets you talk to finches and summon them with any music skill Bodice of demonic power, conjure up a succubi or incubus monthly but without control Gloves of knitting let you knit as if skilled and if already can then doubles speed Gloves of the siren, can animate and give you a massage rubdown for one hour/day Gloves of the beast allow punch to inflict d6 damage and can harm magic beings as +2 Gloves of the healer allow +1 HP per person per day when attempting first aid Inferno Mittens protect your hands from any heat like petting a salamander or baking Mittens of power let your punch inflict a d4, damage = inches of stone smashed through Mittens of strangling let you inflict a d6 damage on any wrestling attack or manouver Aprons of defence +2 AC from front only, resists stains and heat of oven or furnace Apron of charming casts charm person per day Apron of hammers keeps within it weightlessly a set of small tools and a hand weapon Dress of the goodwife, protects modesty by turning invisible ten minutes/day Dress of fish wife, can breathe on water and float at will, never smells of dead fish Dress of the Sphynx, consult the riddlers of the ages with weekly commune spell Dress of the iron maid acts as chainmain +5 AC with no movement penalty Skirt of the rainbow provides feather fall at will Skirt of the wind fairies allows wearer to jump +3" anytime Skirt of the elves allows you to dance for eight hours a day unharmed Robes of night - improve ability to hide or see at night, become a shadow if you die Robes of the hermit as +4 Ringmail no move penalty, create food and water one/day Robes of the holy keep wearers moist in holy water that burns undead to touch Chain of Ganilon used as a war flail or a bolo, two lage balls connected by 1" long chain Girdle of piousness unable to be undressed against wielders will, protected by a god Girdle of gender change a popular magic item shunned by conservatives Girdle of the Elves +1CHA, skin and teeth shinier Belt of the Dwarves wearer works 12 hours digging, crafting or carrying without harm Belt of the Hero +1 STR and AC +1, wearer comes to prefer bare sleeves Warbelt of the Crusader, carries 1000 coins mass inside in pockets as if weightless Iron Corset of the war queen adds +2 AC on any other armour Spider Corset allows wearer to create 10" rope three/day from spinerettes War Corset inflicts d4 to any who touch wearer ten rounds/day Cape of prediction +2 AC unfortunately ever month 1in6 chance summons a time demon Cape of gliding, fly across as far as height you fall, DEX save to avoid harm Cape of shadow makes you invisible in dark if you don't move Necktie of fowl mastery can summon a d6/day chicken to crow sized birds to eat Collar of slavery keeps victim charmed and complaint as spell when put on Neck Ribbon of Celestial ones Resurrects wearer once a decade (roll d10 years since) Imperial Head Ruff head can fly off on own for up to 10 minutes/day speed 24" Scarf of the assassin, stretch to 10 feet, become rigid and be used as ladder or scimitar Scarf of the sultan makes up to 100 extra magic silk scarves per/day last 10 minutes Scarf of the Magister, woolen coloured item can stretch to 100 foot long or back to six Rogues Jackets, ornate gaudy number +2 AP, hides a lockpick set and dagger Jacket of the hunt, wearer can track and speak to hunting dogs Jacket of tears, user inflicts +1 damage on any attack and sheds tears every life taken Travellers Surcoat, worn over armour but the wearer changes heraldry design at will Great coat of the marshal, ignore bad weather and can march 12 yours/day War masters coat, +1 ATT, pockets contain a sheild, hand weapon, 12 days iron rations Coat of the merchant has twenty pockets that hold 2lb objects with no mass Fools Jerkin with hood takes d6 less from fall damage, can charge into any two colours Woodsmans jerkin, pockets contain bow, twenty arrows, dagger, hatchet with no mass Dwarf Jerkin, +1 CON +3HP +2AC used by elite dwarf emergency labour crews Skullcap of thought +1WIS, often comes with horns of some kind, improves hearing Bonnet of power is a cloth tied on hat, wearer can call flame strike once per month Headband of mystery +1INT, detects copper in amounts of over 100 coins Coif of the holy allows wearer to cast bless three times a day Hood of dread, wearer sees in dark, can change face for ten minutes/day Cap of Jauntiness, cast charm person once per day and +1DEX Hat of Jubilation can twice a day produce tea, cake and fruit for 12, large and decorative Mask of Night allows night vision, makes face unrecognisable, and changes your voice Veil of Illusion can cast phantasmal force once a day for as long as you can concentrate Wig of Regal Locks, bonds to scalp till death, change colour or length up to 5 foot FILENAME: EMO_OSR_RandomStrangeCrypt.ipt Header: Random Strange Crypts Wikipedia on crypts and burial vaults: "A crypt (from Latin crypta "vault") is a stone chamber beneath the floor of a church or other building. It typically contains coffins, sarcophagi, or religious relics" In more modern terms, a crypt is most often a stone chambered burial vault used to store the deceased. Crypts are usually found in cemeteries and under public religious buildings, such as churches or cathedrals, but are also occasionally found beneath mausoleums or chapels on personal estates. Wealthy or prestigious families will often have a 'family crypt' or 'vault' in which all members of the family are interred. Many royal families, for example, have vast crypts containing the bodies of dozens of former royalty. In some localities an above ground crypt is more commonly called a mausoleum, which also refers to any elaborate building intended as a burial place, for one or any number of people. The last sentence is the main point for me. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-random-strange-crypt-table.html
prompt: Show me: {Specific Crypts|Make A Crypt|Crypt Locations|Exterior Decorations|Security|Inside The Crypt} Specific Hauntings use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeACrypt ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Location[@CryptLocations]& Exterior Decorations
[!{1d3} ExteriorDecorations >> implode
]
& Security
[!{1d2} Security >> implode
][||||
Traps]
& Contains[@InsideTheCrypt]&
table: CryptLocations //This is if you have heroes seeking a specific crypt from records for a relic for instance. Under common church or temple Under a great cathedral or high temple Under a family house or castle Under ruins of a church, house or castle In a family estate or property In a tiny plot of land in cramped urban area In a lonely out of the way roadside churchyard In a great necropolis In a quiet village cemetery In a lonely windswept isolated place table: ExteriorDecorations Water feature fountain, horse trough or pool Pair or more of columns Statue often of dead or religious Bench possibly with sheltered porch Decorative archway Carved with poetry and scriptures Carved with relief art of family or great deeds Holy symbol of interred's faith Overgrown with vines and vegetation Buried mostly into earth with door visible table: Security //1in4 chance of being trapped also Stone wall around crypt Iron bar fence with locked gate Solid metal doors with quality locks Stone door sealed and difficult to open in secret Secret door entrance Crypt contaminated with poison gas or disease A watchman or hermit or local watches over it Defilers are cursed by godly or wizard magic Has a strange animal protector like a big black devil dog Has otherworldly entity protecting it like ghost or demon table: InsideTheCrypt Inters a single sarcophagus and 1in4 with a pile of bones in corner Niches or shelves in walls with {2d6+6} mummified bodies A feature sarcophagi with sealed holes with coffins or shrouded bodies inside A feature sarcophagi with funeral urns of ashes in niches or shelves A feature sarcophagi with more recent coffins stacked around chamber A feature sarcophagi with shrouded mummies laying in floor against walls A feature sarcophagi with skulls on top of bones in niches or shelves Walls and ceiling covered in bones, feature skeletal mummies dressed standing upright Large underground chamber with columns, paintings, relief art, shrine and sarcophagi A large complex with many chambers with different styles in each chamber table: SpecificCrypts The Miser's Crypt\nFilled with traps and scattered with bones of his poor descendants who reanimate and attack any trying to rob his cache of copper coins. The Weeping Virgin's Crypt\nEveryone knows the tragedy of the virgin who died of the plague. She was interned here then awoke from her coma, weeping for days before death. She is now some kind of haunting spirit. The Virtuous Maiden's Crypt\nLoved by locals she died of sickness but really she had a vampire lover and she feeds off local virgins. The Wizard Crypt\nAll fear the old man wizard but he was rich. Now he is a mummy who awakens to read his books. The Good Mayors Crypt\nWell known and attractive. The Mayor had bone golems interned with him as guardians. The Old Captain's Crypt\nDecorated with sea themed carvings is well known in area. What people dont know is he worshiped sea demons and if disturbed will arise with his fish folk brides to protect his collection of exotic trade goods and furnishings. Brave Hugo's Crypt\nHas a statue of Hugo and was built by his adventurer friends. One fiend a rogue now leads a band of evil murder hobos who live in the crypt with their ill gotten loot via a secret door. Karizon the Transmuter's Crypt\nHe studied shape shifters and now crypt is home to a family of doppelgangers and their pet mimic. Azul the Shadow's Crypt\nA evil rogue and crime lord some say served the demons of living darkness. Now shadows dwell here. Artan's Crypt\nA trader was buried with many exotic items including his idol collections. One idol contains a wicked spirit who has summoned imps to dwell here and they use as a base for their soul buying operation. Mistress Shastra's Crypt\nHas been cursed by the spider goddess and now it is full of cobwebs and giant spiders. Bartan's Rest is a where jolly local sherrif was interned by grateful admirers but he was actually murdered and the angry revenant didn't know who killed him so now he kills travellers by night and murdered the local bandit gangs. Sir Torin's Crypt\nA goodly knight was buried with gems from the crusades, if disturbed his armour and sword arise to fight. Ahmon DeTaint's Crypt\nWhere an aged respected knight was burried after a sudden illness. Actually he was poinoned with chaos tainted troll blood and on death trolls burst from his corpse and are now insane with hunger. Locals hear screams from within by night. Dame Zeldra's Crypt\nA famous rich widow inside she is a ghoul queen and gnaws on her poisoned husbands bones. She is keen to eat new men and get out. Lord Drodon's Crypt\nWith oriental ornamental tiles from a far off land is a striking sight. Some hear music from inside and the Lords faithful bard had his throat slit and was swalled inside. Now undead the bard lures in victims to kill and eat or tell him stories. The Brothers Crypt\nWhere two brothers, the last of their lines was burred. The twit brothers now undead enjoy dueling and see newcomers in the tomb as practice. Bloodbeard's Crypt\nA famous bandit and pirate who was pardoned during the war. Now his beard is alive with demon blood, and is a great hairy snake like hell beast. Blarg's Crypt\nA bad local man who obtained wealth by unknown means. Actually he worked with evil goat men and now they live in crypt attempting to raise him as a goat man hero with blasphemous rites. People hear bleating by night. Oorod's Crypt\nA scholar and astrologer who died mysteriously of a broken neck. It is known by all e was intered with his astrology books and his telescope. The invisible horror he spied in the stars by accident killed him and now dwells here, strangling and draining local animals of blood by night. Madnaan's Crypt\nA religious scholar whos crypt has been defiled by demons who live in crypt and use as a base of terror. Madnaan has been risen to high status by head church since death and seek adventurers to cleanse the tomb and recver his remains to be used as relics. Kiroth's Tomb\nA lumber trader was killed by elves. Since his death the arrow heads inside him have turned his corpse into an undead tree man who by night murders humans and plants trees. Flunn's Crypt\nA famous womaniser was cursed by local witches, now he prowls the night killing and eating is former buddies. Takar's Crypt\nA celebrated tavern keeper and sherrif, sounds of celebration like music and laughing are heard within, his enemies who's crimes he exposed are furious and want someone to stop his otherworldy fun but locals dont mind it. Branahan's Crypt\nCarved with scenes of witches cavorting with familiars. This champion of witches saved many lonely old women from angry mobs. An expert on witch lore who maintained that stuff was long ago. Still someone built and decorated this crypt. Noodle's Crypt\nA famed tailor who served the rich and amased a fortune which he used to collect strange relics and lore. Some say he was also a wizard who made magic garments. Murder hoboes attempting to rob crypt found dead with eyes and mouths sewn up. Jaybee's Crypt\nA warrior who's sword Blackrazor was feared and never seen since his death. With it he travelled across he world seeking adventure. Calivar's Crypt\nA doll maker and collector who modeled many famous heroes, gods and beauties. His crypt has been eyed of by rival collectors but they are put off by the ice emanations. One thief's frozen corpse was covered in tiny bites and scratches. Teray's Crypt\nA esoteric wizard who preserved old ways and reputed to be a plane shifter. Collected many compendiums of planar lore and some say there is a gate in his crypt. Bloody Jack's Crypt\nA scholar specializing in the study of corrupt, tragic, cursed and gloomy kingdoms. His studies of grotsque rulers and nations earned him many enemies who were not flattered. Many who wished not to be exposed have sent various horrors to watch his tomb and protect it's secrets. Crypt of Satarias\nA devil-worshiping depraved sorcerer and high priest of the old ones. His depraved cult interned him with his many vices, so robbers assume crypt full of treasure, drugs, evil relics and an undead harem. Zacarim's Crypt\nA famed scholar of dungeon lore involved in many great feuds in the magic collogeum of Shadelport. His infamous burning of the house of Ftar and other incidents made him an intriguing figure and subject of false rumours. Some say he is a vampire who dwells in the crypt with his mostly all female adventures guild. Gareg's Crypt\nA former dairy merchant his crypt is surrounded by high quality statues. Some say he was interred with one of the gorgon sisters as a guardian. Perdustin's Crypt\nA scholar of otherworldly and dungeon lore he died in his cross breeding monster labs. Thouls now use his crypt as a lair terrorising locals. They have been killed many times but uncannily return again and again. Johan's Crypt\nWas a traveling sage who after a single night of dreams in a haunted lich house never slept again. Some say even in death he will not sleep. Terimshotz Crypt\nFamed for his dilapidated old manour and collection of dungeon and adventurer maps his crypt built from the burnt stones of the infamous spirit haunted manour. Arnar Khem's Crypt\nFamous pugilist who famously battled monsters. Starting from early days asa pit fighter became noted for killing goblins with one punch. Then worked up to beating other monsters like flumphs and bugbears. Possibly died in cage match vs gelatinous cube and pool of green slime. His crypt paid for by fans had many fallen monsters interred with him. Jensen's Crypt\nPioneering settler in area when still frontier, led a wagon train of freaks and desperate outcasts to area long ago. Local murder hobos sing about his exploits with local monsters in campfire songs. Some say crypt filled with odd relics found in old days but his many descendants in area keep an eye on this run down crypt. Gussell's Crypt\nFormer sea captain who was missing for years apparently on a ghost ship and lost in strange lands. He was buried with strange relics from his travels and barnacle encrusted sea ghouls and frog men have been seen around this place at night. Sister Nurel's Crypt\nA stern nun who fed the starving who converted to her faith and left rest to die. Shunned by her her god her revenant dwells inside. Emaciated dead and skeletons surround her barred chamber attempting to eat her while she prays for forgivness. Occasionaly they do but next day all returns as before. Lady Orla's Crypt\nSpent her life hunting and torturing and killing those who killed her family. She never found them all and never found rest in her grave. Lady Bathra's Crypt\nMade poor children into cosmetics for the rich and cursed by common folk, bloody footprints and broken mirrors have been found nearby. Zandara's Crypt\nThe famed beauty was leader of assasins guild. Followers tortured an old priest to give her final rites then they killed him. A bloody cult leave her offerings and prey for her to grant them knowlege. Those who try and stop them are murdered. Ulrain's Crypt\nA young bride some believe was murdered by her husband. Since her burial his families graves have been violated. Their gnawed and broken bones scattered around the area. Dandachar's Crypt\nA former mercenary who enjoyed burning orphanages and selling children. Now small shambling figures have been seen around his crypt trying to break inside. Pelorian's Crypt\nA lady wizard who's rivals had her tortured for witchcraft so they could steal her spellbooks. Several local wizards have been found dead with their eyes gauged out and their fingers missing. All their books and wizard paraphernalia has disappeared. Her now empty burned out tower overlooks the crypt. Debrahar's Crypt\nA lady adventurer who was killed by a succubus. Some say she is now a fearsome wight who howls at the full moon. Maggar's Crypt\nA former master hunter who guided decadent nobles to hunt exotic beasts and maidens. Wolves have been seen digging around the crypt and locals debate if he was a demon or a werewolf. Mother Krang's Crypt\nShe ran abusive orphanages and charity donations made her rich. Demons granted her a deal for eternal life and now she is an undead horror who must eat children to live. Bones litter the area around her resting place. Her coffin was the largest ever made in the region. Vorad's Crypt\nA notorious pimp and slave trader was killed by a paladin for enslaving nuns in his brothels. A she devils has raised him as her undead consort and his screams are heard every full moon. Nerrella's Crypt\nA lady necromancer who robbed many old wizards before one was prepared and took her body when she killed him. Inside the crypt she toils making new undead to torment the area. Dr Varashdig's Crypt\nHe was a great surgeon and wizard who collected remains of evil doers from gallows across the country. He sewed them into hulking great flesh golems to guard his body from necromancers. Zahdran's Crypt\nA mean money lender and pawnbroker, killed and robbed, his spectre rattles coins in crypt and moans to attract victims inside. Lodan's Crypt\nA forester well regarded by those of old and new ways, overgrown in vines which attempt to entangle intruders, if opened bears from the forest come to defend his body. Piazan's Crypt\nA famous seducer and dandy has been arising from the dead to seduce other inhabitants of graveyard. He is now a ghoul often found making love with other undead but also jealous lovers of his partners have been arising and causing trouble. Undra's Crypt\nCovered in holy symbols and hidden truth id shr died giving birth to a were wolf, Inside she is a wight with undead wolf servants who dug their way in. Her son will seek vengance on those who defile her grave. Zhuel Family Crypt\nA clan of rich infamous fiends who lost everything through vice and villainy. Insied the clan are ghouls still carrying out their depraved lusts. Westington Family Crypt\nA good family crypt but tainted by burying last son alive, he is now an angry spirit and has reanimated kin as skeletons to punish his clan, if he is stopped the clan will est in peace. Black Brotherhood Crypt\nCrypt of a fraternal order linked to crime and vice, inside shadows lurk. Sisters of Varsha, a holy order of nuns actually actually wicked ghoul clan who eat and abuse young men. Krunrel Family Crypt\nThe Krunrels were infamous hunters who even killed unicorns. Since death tey have become wights who hunt and skin villagers, only willing to convert high born to undead to dwell with them. The gods hate this clan and few remain in poverty. Taban Clan Crypt\nA family of merchants who collected exotic foreign idols. The undead clan will buy and sell grave goods to the living at night which is deplored by proper undead. Hulnarj Clan suspected of being assassins were rounded up by king, killed then pardoned and buried. The undead now hut and kill the descendants of their humiliating murder. They are hard to find now so expanding vengeance to the living now. Orvrak's Crypt\nA cruel rich man who operated mental hospitals for profit and opportunities for surgical and magical experiments. His spirit forms a monstrous pale worm-man thing that catches the living to torment in his crypt. Madam Merto's Crypt\nShe was accused of killing and eating all the women on a small island colony so she poisoned herself and was spared a trial. Now she appears as a seductive slightly older phantom widow who kills any woman near her men. Maabda's Crypt\nA famous witch woman who some say still flies over the village at night spying on gossip and selecting victims to curse and udders to blight. Castolya's Crypt\nA noble woman who ran orphanages and hundreds of babies. Most think well of her but the story of a child who escaped her hidden witch torture kitchen still is told by locals. Missus Vrinpreen's Crypt\nKnown as an exponent of proper speech and manners, she would have her servants flogged to protect them from vice. Now people are still are polite near hearing distance of her crypt at night. A few uncouth types have been found half eaten. Belgorra's Crypt\nHigh mother of a sorcery sect who was perpetually magically pregnant. Recently cultists have come offering sacrifice to her. Strange half man half mutant horrors have been found of late and resemble missing local men and several have been killed by farmers. The cult say she will arise and spawn a race of super witch children. Calperthia's Crypt\nWas a successful merchant and council member. Well respected some were always trying to destroy her victories and slander her. Poisoned, she was buried and a gang of hoodlums paid to vandalize the crypt vanished. She is a wight queen fueled by vengeance against her enemies. Her growing pack of undead men make her stronger. Mayerth's Crypt\nCarved with pendulous brested maids, satyrs and wine gods, dedicated to a popular barmaid who served from child to over a hundred. A few dead fool grave robbers have been found here drowned in beer with happy expressions. Zuulya's Crypt\nA local fortune teller and mystic who was donated this crypt by her patrons to keep her secrets silent. It has been encrusted with many religious idols and symbols and repulsive to magical beings including spell casters. Sister Trayun's Crypt\nA martial artist who protected the village and killed 47 bandits at the cost of her life. Students of her style come to the crypt and prey and protect the great Sister's remains. Zonrang's Crypt\nWas a large spoiled daughter of wealthy mine owners. She hired gangs to beat any woman prettier or had nicer shoes or things. Choked on a potted doormouse, and took twelve men to carry her body to the burial. Occasionally a local beauty is attacked by a great undead toad demon thing locals have named after this crypt. Lord Hulrun's Crypt\nA petty lord who traded in slaves and used humans as sadistic playthings. Murdered by his daughter who fled to ignominy, his resting place has reported haunting of spirits and rites of angry slave cultists. Local priest has been meaning to re sanctify the crypt. Hurran's Crypt\nA gentleman on his travels who was loved everywhere he went. Was murdered and locals who owed him money purchased the crypt. They were even buried around the crypt. It even has a coinslot and people come here to drop in a coin for luck. Ullrann & Bridge Crypt\nSome say it was from before the lands former known occupants. Ullrann was a necromancer clan who used it for several hundred years. They were exhumed and cremated and returned to the newly refurbished crypt for the up and coming Bridge clan. Anyway the place is a mess and cursed undead battle here and enter the crypt freely and down to it's underworld. The Old Crypt\nA megalithic black stone slab crypt with aeons of weathering have worn scratches from a dragon almost gone. Cultists attracted by strange dreams get chased away by locals often. Inside a tiny angry elder god thing writhes in fury trying to contact and control mortals. It knows it is vulnerable to harm from heroic or spell casting mortals. Dr Zaruz's Crypt\nWhere the good doctor (a wizard too) was interned with the star stone that fell from the heavens. He and the stone glowed as they were sealed in a lead coffin placed in the crypt. Master Ruun's Crypt\nHead of a crime syndicate of martial artists that terrorised city blocks for generations. The masters replacements have been interned inside as well. These superior bad juju zombies practice every night then return to meditation by day. Scarlet Sisterhood, a band of wealthy devil worshiping fighting lady murder hobos were buried here in a suicide pact as their leader died. They are vigilante revenants hunting bad husbands and slave owners. When they slumber together they share memories in between solo missions delivered to them by an underworld goddess familiar. Arnk Zuu's Crypt\nA mysterious eastern wizard who aided the grand fleet with good weather and destroyed enemies with storms. He was sealed in alive very sure he would meditate himself into a state beyond flesh and live forever. Zorg Larg's Crypt\nSon of a famed brutish mercenary who married an orc! Zorg was killed when young by a party of murder hobos. The criminals were sacrificed calling demons by orc witches, who also enchanted Zorg and his armour. Half orcs come to leave him turnips. Sirilliram's Crypt\nA reputed elf adventurer murdered by a secret admirer. The folorn maid wails at night killing homeless persons and drunks sleeping here. Baazrok's Crypt\nBaazrok was the token Dwarf lover around these parts who got best trade deals because he offered to pay dwarves royalties to use technology stolen by humans. When he died the crypt was carved and sealed by his friends with traps to punish any who would harm the structure. A stone golem comes out to repair damage and seasonal maintenance. Local kids say that is when to sneak in. Cragmarv's Crypt\nExecutioner, torturer and right hand man of many powerful men. Died drink driving off a cliff, his patrons built into his crypt a complete torture dungeon so he would never miss home. Now his spirit possess bodies of preferably a fit male human and kidnaps people so he can keep up torturing. Kahrdril's Crypt\nA man obsessed with the ancients who sent expeditions into the underland. His body was never recovered but his crypt and grave goods were prepared, and his favorite slaves were sacrificed ready for him. Turns out people say they were actually dark elves. Captain Sally's Crypt\nLady privateer who was infected by black demon ichor and used a mimic as a heart before she finally died. From house maid to pirate queen she was a popular subject of biographies, paintings and saucy prints. Hundreds of ruined old pirates have come here and been found dead on the front steps. Zamon Gra's Crypt\nSupposed friend of the immortal Black Baron, Zamon was an unstoppable warrior turned necromancer who tried to claim the great sceptre of the goat headed lord of undeath. He was assassinated by is former friends and the necromancers guild. Yin Yuin's Crypt\nA exotic courtier of the east who served in the court administratum, and was a spy for many factions with many secrets. She committed suicide by entering the black crypt and had her soul eaten to preserve her secrets. A necromancer took the secrets anyway now she is a huge angry wight with the abilities of an assassin and martial artist. The Black Crypt\nHoused a noble warrior line who's clan was murdered by the Baron. They have been reborn as warrior wights and ghouls, angry and impotent. Durlan's Crypt\nWhere the great she-wizard was buried after her last spell duel. Nobody knows who the winner was but now the angry spectre of Durlan sucks the life from mortal spell caster who dares flaunt their power near her crypt. Kudras's Crypt\nThe snake dancer who kept performing into her 80s in the courts of the city. Some say she was leader of a cult of snake worshiping vampire lovers. Murderers staked her and her followers interned her in the Crypt then committed suicide.Gloomy teens into poetry often come here. Zirra's Crypt\nA famed mercenary woman who was friends to orcs and pirates. She was burred with her loot and orc witches placed magic wards and spells on the site. Mirnmorg's Crypt\nA jolly fat baker who invented a popular pie sold across the city. The pie king filled a huge pie shaped coffin and was sealed up with giant gingerbread men and dough golems with pretzel hilted swords. He was even mummified in pastry but non at funeral would try any. Smell of hot cinnamon buns lures curious loners to the crypt at night. Psuttzetta's Crypt\nA tall thin beak nosed girl who tried and failed to get married and died old with only her maids for company. Young men taking shortcuts home from the pub have been chased by a screaming corpse that bears a likeness to Psuttzetta 97 Fimgorn the wizard died in his inn room and the villagers split his stash and could still pay for his crypt. There was a bit of a surprise that he was a she when the cleric came to perform the rites and record the death. Fimgorn's spirit is inside mostly reading and writing his books. Ptormar's Crypt\nA trouble making political rebel who was sponsored by noble patrons till he was murdered by the state. His patrons paid dwarves to fill it with traps and elves to provide magical ones. Grechnap's Clan Crypt\nThe Grechnap Clan was an old rural slaving family who became paupers and canibals in the ruin of the manour. When that burned down they come here to wallow in thir accestors remains. They claim the dead will protect them. Old Wizard Holwey's Crypt\nA unpopular rural wizard killed by a mob of hill people. He was intered with the remains of his former wives and tiny coffins of his sons who all died before manhood. Locals entombed him from fear with his spellbooks that survived the burning. FILENAME: EMO_OSR_EverydayDeaths.ipt Header: Everyday Deaths Common deaths are tragic but seen as ordinary. Useful if you need a cause of death for a family back story or some reason. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-everyday-deaths.html
table: EverydayDeaths Gored by a bull Run over by carriage Fell of horse Bit by diseased dog Attacked by stag Mauled by bear Eaten by wolves Gored by wild boar Trampled by cattle Stung by bees, wasps, spiders or snakes Starved to death from famine or poverty Died of old age in bed Fell down stairs or off roof or out of bed Homeless and exposed to weather Killed in house fire Accidental food poisoning Stranger robbed and murdered Domestic violence Arrested by law taken away forever Stack of crushing crates fell Struck by a mallet or work maul Crushed by a barrel Wall collapsed Wagon out of control crashed Murdered by Bandits Murdered by workplace bullies Executed for causing an accident Crane dropped load of goods Loaded wagon toppled over Murdered by gangster over protection racket Killed in a bar fight or sport match Killed fighting over found treasure Murdered in market place for small change Guards killed rioters to break up a mob Executed for a crime in public Murder hobos killed and robbed for no reason Killed for urging others to ignore crime syndicate Found murdered nobody knows why or who Killed by neighbor over quarrel Disappeared looking for treasure Accidentally killed self with weapon Limb cut off in work accident and bled to death Fell and impaled on fence Tree fell on top Fell into staked wolf pit Accidentally consumed poison Fell in water and drowned Set alight and burned horribly Choked on dust or toxic fumes Smothered by grain in silo Imprisoned falsely and died in prison from torture Rounded up with a gang and all put to death Taken as a hostage and murdered Joined a cult then executed Insulted noble and beaten by servants Paid thugs killed to gain land for some schemer Hunted by a nobleman for sport Accidentally went on private land and killed by game warden Died from troubling old war wounds Refused to testify against friend and tortured to death Died while drunkenly staggering in town Died of organ failure after life long alcoholism Died of drug abuse Lynched by commoners for debauched behavior Lost all money and killed by loan sharks Caught in act of awful sex crime and executed Caught molesting farm animals and burned by mob Caught grave robbing and killed by mob Caught with private prison cell and captives, executed Caught committing adultery and killed by mob Died of plague Killed for leaving quarantine house Operated on by quack Wasted away on fake healing tonic Died from septic wound Limbs amputated but still killed by gangrene Committed suicide Died in madhouse Died in leprous colony Died in hospital care over months Testing magic items Accidentally summoned planar creature Killed in crossfire of dueling wizards Accused of witchcraft and burned Killed by witchcraft, everybody sure Disappeared but later seen as a zombie Killed by spell caster for some offence or accident Turned into animal and eaten Killed by magical guardian or trap Humanoids robbed and killed Killed by supernatural horror in public Eaten by humanoids or cult Sacrificed to local monster by authorities Flying horror swooped and snatched away Thing from waters grabbed and dragged into depths Some beast burrowed up from earth and snatched them Sacrificed by humanoids or a cult Creatures from the depths raided and murdered Found a monster lair in odd place Killed by monster in own home FILENAME: EMO_OSR_GothicDungeonDressing.ipt Header: Gothic Dungeon Dressings These are intendeded to furnish castles, palaces, manors, churches and large state buildings. But really for dungeons. The more decrepit catacombs version of table more run down, possibly crude, with lots of dead. If a description calls out for an open courtyard or windows then there is a cave ceiling or built dome in place above instead of a sky. It could have a deep shaft from above and some light. Gothic dungeon rooms A-Z goes well with this. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-gothic-dungeon-dressings.html
table: GothicDungeonDressings Great Barbican with heavy gate and guard rooms and tower or ceiling height Heavy reinforced oak door with metal rivets, a lock and bar Solid door with metal lock Arrow slits or fortified battlements for archers or crossbowmen to shoot from cover Murder holes with [|hot oil|hot lead|burning oil|boiling water] Hidden guard post where guards watch and may ambush or signal help Prison cells Prisoners cage or gibbets Torture dungeon Courtyard with parade ground for soldiers or staff Stairs [||||||(bricked up)] [|leading up|leading down|split level room] Two grand stairs that go to same upper level - usually offices or bedrooms Hole and ladder [|||(sealed up)|(with trapdoor)] leading [|up|down] Hall has a high vaulted roof with flying buttresses and artworks, possibly stained glass Room has a high dome possibly with windows or artworks A great shaft above (or inside a tower), or huge pit below A huge candelabra dominates the room, supported by chains or ropes Bell chamber actually runs several levels above and below with ropes and mechanism Incredible mural on ceiling by best artists of time Organ chamber is an architectural bellow powered organ built into high ceiling room Wall is variegated with buttresses making niches High ceiling, buttresses and flying buttresses with windows to a hidden upper level Ornamental stone arch over door with some holy design Relief carved memorial archway around door depicting afterlife or creation or war scenes Huge triumphal arch with interior split into two floors, well fortified panic room An open courtyard with columns around the outside A great column with engraved monumental relief art of some event A classical theatre with a semicircle of steps around the stage Cloistered open courtyard with covered walkway around the outside A ceremonial bridge so persons can walk under a priest, mostly useless but fancy Podium for a speaker with book stand and stone step seating Stage with seating for rituals, presentations, performances or choirs Small lecture theatre with room for secretaries desk and a number of scholars A dais with engraved woodland scenes and creepy staring animals Statuette of saint of beast in a niche Blood stained old shrine in a niche Pedestal displaying armour and weapon of a righteous soldier or cleric Pedestal displaying an ancient urn or statuette or art object Altar with significant religious scenes engraved, often some urns and candlesticks Statue of mythic creature over altar with braziers or fountains A great statue of a [|robed figure|knight|noble|merchant] Rows of mummified bodies built into niches with clergy regalia Rows old statues of pious old priests and saints from the past Engraved sarcophagi of an armoured warrior in order dress Busts of scholars and war leaders on plinths Collection of even more ancient stone statues and border stones Ugly faces or skulls up high in corners - [|alarm|surveillance|cast spell|speak] One gargoyle part of a feature on plinthor two guarding a doorway Rows of gargoyles perched around a courtyard on shelves A gigantic gargoyle or a gaggle of exotic looking foreign looking gargoyles A huge relief battle scene marble runs across a wall A carved font with stone seats and a cup on a chain Stone benches in niches for prayer with carved scenes of pious heroes and clergy A huge marble fireplace with carved scenes of mythic history Rows of thin columns part of flying buttress every few meters on side of room A stone screen formed with interlocking holy symbols carved in stone (& a bit of glue) A stone screen carved to look like beasts or interlocking animal horns A stone screen carved to look like vegetation or with vegetable themes Intricate stone lattice screens around an open courtyard Stone semi transparent screen carved with incredible skill A glistening series of small glass works depicting local founding families and donors A glass depiction of creations and heavens Hundreds of candelabra filled hall with elaborate equipment for servants to help light Stone head with mouth for doorway, high ceiling to make art have more impact High dome with giant stone figure carved into walls or remains of huge machine cogs Crumbling mosaic vaulted high ceiling with ancients symbols a bit odd by modern tastes Apocryphal painting of local saint doing something strange Great shutters in ceiling can open or close for ventilation in very high ceiling Huge mural depicting the dawn of humans and their relations with gods and non humans Variegated dome high up with gold and silver leaf Huge throne on dais with rug before it usually entered through a courtyard Artful canopy in covering high ceiling over a locked reliquary on a dais Huge royal bed for visiting high priests or kings, 4d6 layers with canopy and columns Stage with locked book case chained on a reading stand, often valuable Huge [|mechanical|chemical|magical|slow impaling] torture apparatus A great kitchen fit for barracks, noble or rich monastery, huge spit roasts and ovens Monk cells often small niches and hidden in clusters or inside structure of building Store rooms full of boxes, art work, furniture under sheets, dusty and dark Trophy room with museum of mighty deeds of local faith objects that prove the miracles Artisan work benches for crafts or scribe projects, samples of goods on hand Painted heraldic creatures on walls Painted stars and night sky on walls Painted gloomy underworld mural on walls Paintings of martyrs suffering on canvas Panels depicting the gods birth, childhood and later life on wall Painted scenes of the end times or underworld on walls Paintings of cult heroes in frames with prayers written on frames Tapestry of the dawn times Tapestry of gifts being presented to church and king Tapestry of kings victory over old bloodline Mozaic of the religions founders on floor Tiles on floor include maps Mozaic of animals in wild or fish in water Bricks forming crude 8bit holy symbol pattern Long carpet in colours of nobility or church Huge carpet of abstract symbols actually remnants of older faith Carpet includes map of [|the world|the local countryside|the complex|catacombs] Crypt entry built into alcove wall as artwork, shiny stuff inside Well shaft for [|drinking|bathing|rituals|garbage (with possible monster)] Trap door in [||floor|ceiling] - conceals [|spy hide|prison cell|crypt|secret complex] FILENAME: EMO_OSR_ColossalDungeonDressing.ipt Header: Colossal Dungeon Dressings This set designed to be for a sprawling prison complex, but also a mental asylum, a workhouse for the poor, poor hospital or slave labour. It also includes lots of torture and architectural scaled devices of cruelty. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-colossal-dungeon-dressings.html
table: ColossalDungeonDressing Hall lined with small cells behind thick doors with for slots Hall lined with barred cells easily observed Hall with a giant open cell Hall with cell pits with locked barred lids Hall with rows of manacles or leg irons Hall hanging with small cages and gibbets Hall with walk way around deep pits for prisoners Half submerged pits with rocks to sit on with leg irons Hall strewn in garbage, bones and scraps from prisoners Hall with rows of small cages without room to sit or stand Courtyard with bare rock where lone prisoners left exposed Courtyard with sunken floor and walkway around for madmen Courtyard with nameless grave pits for dead inmates Courtyard for exercising inmates or a few hours a day Courtyard with battered tables and shambling beds Courtyard where guards drill and have target practise or shooting squads Courtyard full of stores and building materials Courtyard where prisoners chained to large rocks and left exposed Courtyard with flogging frames Courtyard with gallows or chopping block A ornate gatehouse with gargoyles and governors offices and residence above A gatehouse to control movement between prison sections A gatehouse with observation area to watch adjacent courtyards and cell blocks A gatehouse with records office and guard station A gatehouse were trolleys (food or laundry) moved through and searched A gatehouse with bathhouse where prisoners are controlled while bathing A gate with store rooms for clothing, bed linen and other goods A gatehouse with infirmary where basic medical needs like pulling teeth met A gatehouse with guards armoury and murder holes A gate house where keys kept and made Watch tower for guards to see grounds Solitary prison tower for isolated prisoner Solitary tower with luxury cell for nobles or rich guests A punishment tower with gallows and stretching apparatus A guard tower with best marksmen on duty Walkways for guards and marksmen to cross sections of prison faster Walkway used for storage of junk Walkway between areas left alone due to hauntings Walkways up high for guards to spy into various areas of prison Walkway granting views over several courtyards Torture room with fire pit, iron braziers, cauldrons and chains Torture room with stretching and impaling apparatus Torture room with great wheel for breaking men Torture room with iron maidens and spiked beds Torture room with torture chair with clamps and implements Torture room with well used for dunking and water torture Torture room collection of severed heads, limbs and bodies in gibbets Torture room with tiny dark locked punishment boxes Torture room with dissection room with seating for important persons to view Torture room benches for restraining victims with collections of knives and implements Weaving workshop with looms and spinning wheels, piles of cloth, wool and spindles Woodshop where prisoners make wheels, carts, doors and work on prison repairs Metalshop where blacksmith and helpers make bars and chains A kitchen and bakery where workers cook prison food or goods to sell A laundry with well where prison washing and commercial jobs handled A basket weaving workshop with piles of dried vines and finished baskets A tailoring workshop where inmates sew clothes and sails in dim light A stone working pit with rocks to be cut or broken into gravel with mallets A ceramics workshop with clay, wheels, pots, bricks and roof tiles made A brewery where prisoners make grog possibly without permission A hospital foe quarantining disease carriers A medical delousing area with chemical baths and powders Wing of small cages or cells for the worst insane inmates A medical operating room and laboratory for normally illegal experiments A surgical room with multiple bloody benches and rusty tools Dental chairs with pliers, tongs, hammers and rope A medical area for staff and guards, clean with stocked alcohol cupboard A room of stores for medical supplies including chests of artificial limbs A apothecary for making medicine possibly unofficial and run by mob or guards or both Row of beds with straps and manacles for ill prisoners unfit to work Secret passage for staff escape Secret storage room with weapons and booze Secret panic room to hide from riots Secret prisoner dug tunnel under concealed loose stone Secret cell with dead prisoner, possibly haunted Secret tunnel partly collapsed with dead inmates Secret panel into crawl space between walls and get into basement or catacombs Secret door into crawlspace where you can spy on many cells Secret compartment with tobacco, soap and a knife Secret compartment used as letter drop Flour mill cranked by human labour several stories high with grain silos Huge portcullis gate apparatus with hand winched crank Huge machine to simulate person being torn apart by horses Huge crushing apparatus with spiked platform for victim Room with crushing spiked walls or ceiling Room which can be flooded with hand cranked pump and reservoir A apparatus that kills men loaded into crushing wheels and they come out zombies A rotating wobbling disk with randomly popping up spikes for prisoner death matches A room where restrained victims are flooded with bugs or snakes or rats A room where prisoners run gauntlet through traps and loose monsters Scriptorium and current records room Document storage room with records to earliest days of prison Staff kitchen and mess room Office for section chief or governor Barracks for staff or bedrooms for officers and wives School for staff children often taught by good behaviour educated inmate Library with plenty of religious, penal theory and stories of reform and torture Prison shrine and priest office Theatre where semi reformed put on talent shows and plays Morgue where special prisoners bodies like magicians remains kept under lock FILENAME: EMO_OSR_CatacombDressing.ipt Header: Catacomb Dungeon Dressing This is for decrepit underground cemeteries built under churches, ruins, cities and dungeons. Roll a few for a small complex or roll as a theme for new areas opened up or levels. I've been playing with the Zac S. system of placing several courtyards about and some other features like from my pre-keyed locations or from a table. Then I connect them with shapes based on letterforms for passages and perhaps add some more rooms where lines terminate or meet. Ive done a few and has got me doing the whole chaotic complex thng. Normally my stuff is too sensible, rigid and boxy. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-catacomb-dungeon-dressings.html
table: CatacombDungeonDressing Piles of loose bones and Piles of loose old coffins stacked up Piles of mummified bodies Piles of stacked skulls and bones sealed off passage Barred cell with body on plinth with heaps of dead flowers Skeletons assembled as art works with symbolic robes and tools Bodies on plinths in rusted cobweb covered armour and tabards of holy order Skeleton with scythe actually a trap if passed Skeletons in robes posed praying or holding lamps Cases of mumifie children Mumified bodies standing upright in niches Skeletons laying sideways in niches Small sealed niches where mumified bodies inserted head Shelves of coffins Shelves of mummies Niche with graffiti from past Niche with bars and ancient gilded skeleton Niche with huge bladed pendulum trap Niche with swinging battering ram Niche with spiked bars block passage and possibly impale someone slow Rows of sarcophagi with fine carved line art or former heroes Entrance to much older tomb with older art and different symbology Great stone sarcophagi with carved figure of great leader Smashed sarcophagi robbed and vandalized Sealed stone door to chamber full of sarcophagi Huge holy symbol seals crypt entry Upright sarcophagi with carved likeness of once important occupant Crypt carved with figures in middle of room sealed with bars Open sarcophagi with open coffin inside no body Hole in wall to sealed tomb patched up with skulls and mortar Wooden trapdoor [||||||(locked) leads to [|wood ladder|stone footholds|rope|rope ladder] A heave flagstone trapdoor cover, with iron staple wall ladder to another level Iron bar lid locked or built in, situated in floor or ceiling, possibly a drain or air vent Open shaft connecting upper and lower levels for goods, possibly with rope and winches A secret iron ladder in shaft to other level A well shaft which cuts through several levels or even into a cave or underground stream A secret spiral staircase to other level Steep stone winding staircase Grand stone staircase with skull and death symbols carved in stone Tiny cramped srairs reaching into depths of crawlspaces within walls Grim archway actually a concealed portcullis trap Ornamental archway with skeletal death statue harvesting souls Arch with bars covering entrance to tomb Pillars either side of barred stairs to tomb Grim Reaper life size statues with scythes or sickles either side of door Door arch is a huge crude brutish face with door for mouth Rows of pillars and buttresses Archways with skeletons chained hanging by limbs or tiny cages Archway gate with locked iron gate with bars Archway gate with portcullis and hanging chains Bejeweled mummified body inside Glass case on plinth Small caged shrine with old boxes stacked inside Stage with stalls for robed singers and very acoustic ceiling Dais with holy symbol in stone Dais with ritual altar Dais with caged sarcophagus Dais with ritual font surrounded by skulls Dead adventurer shoved in open panel in base of plinth with statute Podiums with mummified monks, some are holding crumbling old books Podium with scroll shelf for records of burials, candles, wax, quills and dry ink Rough hewed coarse stone walls Smooth dressed stonework Glazed brick walls with strong earthy red and black colours Crude brick walls with some patterns forming simple symbols Carved scenes of skeletons, the reaper and the underworld entrances and demons Carved scene from creation or other important religious event Gargoyle pair guarding a door or crypt Doorway carved as entry to [|hell|primordial garden|heaven|judgement] Carved grotto with water flowing from spring or well A great carved mythic beast like a sphinx or dragon or divine beast Family scene mural Underworld mural Graffiti covers walls some dating to ancient times or secret cults Painted scenes of agriculture, farmland and landed class wealth Mythic feats of religious heroes mural Mural of funeral scene with weeping mourners Tapestry of conquest over the old people Tapestry of coronation of long ago ruler Tapestry of heretics being rounded up and stopped Honour role of names who helped fund catacombs Floor covered in bone, rat dung, bits of bodies and garbage Floor covered in chalky white bone meal and dirt Ancient worn cobblestones, some areas smooth worn by foot steps and water Water covers some lower floors and areas where drains blocked Roots burst through walls, ceiling and floors in places Water drips through from above forming streams and slime Sewerage and water has turned area into awful stinking mess Fungus and mould everywhere with bad air, shrooms & floating balls of slime in pools Crumbling and prone to collapse if doors slammed or loud noises Mozaic tile floor depicting underworld of funeral Everywhere lit by magic candles and torches or glowing skulls All the dead and faces in art look tormented Find some remains with same face or inscription of similar name Tiny goblin or gargoyle or gremlin faces peek out from architecture everywhere Huge sealed ornamental gate with magic symbols and ritual altar Dead whispers heard often get worse as skulls and artworks or phantoms join in Doomed phantoms re enact past tragedies or wander about depressed Cobwebs from huge spiders are thick here with mummified bodies in spidersilk found Spacial anomalies make it hard to map or find the way out easily Spores cause dreamlike hallucinations and religious visions FILENAME: EMO_OSR_PettyUndead.ipt Header: Petty Undead Petty undead are the sort that don't cause most adventurers problems but might ad a bit of colour. For low level or zero level you might make them fill a whole adventure. Possibly just hopping around a necromancer lab or in a tainted graveyard. Some might come from funeral urns or canoptic jars. Good for grisly Reanimator action. Basic Stats Most have only a d4 HP Armour as a unarmoured person +1d4 Some with * symbol require silver, cold iron, normal fire or magical item to harm Some have no attack or only inflict a d2 or d3 or most often d4 All can see in the dark and sense life There are some references here to undead insect magic a rare specialization for necromancers. They keep queens alive and nurture eggs and larvae then make them undead when hatch into adult stage. In past they made great hives towers and were known as feared Insect wizards. In human times their magic has become less known. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-petty-undead.html
table: PettyUndead Phantom head*\nSevered non corporeal phantom head appears mouths silent words. Moaning head\nSevered zombie head which comes to life when living hears and moans. Chattering skull\nWhen disturbed hops about biting anything alive in sight, often in set. Foul Cranium\nSoft squishy rotten head that spits diseased phlegm at living in sight. Fire Skull\nA flaming screeching flying skull that illuminates and guards dungeon06 Slime Skull\nIf disturbed by life will vomit a yard wide pool of acid every round in front. Laughing Head*\nA form of phantom head but laughs with jollity if disturbed by living. Drowned Hand\nBlue rotten waterlogged severed hand that leaves a dripping trail. Clutching Hand\nZombie hands left in high places that drop onto victims and grip them. Grasping Hand\nCrawling hand sneaks on sleeping and resting victims to strangle. Flaming Hand\nFloating burning phantom hand that tries to set alight victims. Pugilistic Fist\nFloating zombie fists punch victims often appear in groups. Jilted Hand\nFrom a spurned suicidal lover, attacks opposite gender especially with rings. Spectral Claw*\nFloating glowing phantom hands reach inside victims body. Rending Fist\nSkinless swollen hand that tries to batter self into victims body. Putrid Claw\nRotting slimy hand that touches. Wizards Claw\nWizened hand covered with tatoos can cast a d5 zero lv Wizard spells. Mummy's Hand\nBandaged desiccated hand that crawls and drains moisture from living. Wraith Hand\nA shadowy phantom hand that drains life on touch. Plague Hand\nCrawling pox marked hand, touch drains a CHA point, week/point recover. Bloody Torso\nLimbless and headless torso that hops and bashes living victims. Hungry Torso\nRibs open like a horrible mouth and intestines drag victim inside. Angry Bones\nA collection of loose skeletal parts that hurl themselves at victims. Shambling Gore\nDripping mound of ground flesh and bones that crushes victims. Shambling Eyes\nMass of all seeing eyeballs, try and force selves inside a victim. Tongue Fiend\nMass of crawling tongues that attempt to grapple then smother victim. Gut Buster\nAnimated intestines that strangle and spray stomach acid. Gutsack Horror\nFloating digestive tract, floats or bites or grapples, explodes on death. Gastric Fiend\nFloating gas filled stomach with eyes sprays acid or stinking gas. Hopping Fiends\nThese hopping purple legs kick intruders, usually found in heaps. Scalp Horror\nA collection of scalps with animated hair tries to strangle victims. Shambling Ash\n mound of cremation ash which can blind and choke victims. Stabbing Fiends\nArms or legs with sharp bone protruding from stump used to stab. Phantom Heart*\nNon corporeal heat beats loudly when living come near inducing fear. Bloody Heart\nHorrible hopping bloody gristle that tries to enter bodies of the living. Clotted Horror\nAnimated pool of blood that leaches victims blood to increase mass. Shadow Heart*\nNon corporeal shadow that eats light & attacks with tendrils of darkness. Putrid Heart\nThis crawling slimy horror attacks with strangling diseased arteries. Orphan's Teeth\nA mass of rotten teeth that crawls and gnaws living things. Grey Horror\nUndead brains that drip acid and crawl like slugs to drop from above. Beggar Bones\nA crawling crippled skeleton with useless deformed legs. Crawling Carcass\nZombie human body cut off at waist leaving a trail of rotten goop. Zombie Baby\nThese horrors often crawl in city sewers, they can leap and bite. Zombie Orphan\nThese undead feral children usually attack in a pack but flee if losing. Spectral Baby*\nPhantom babies cause fear with a touch and can bite. Spectral Orphan*\nLost children cause fear with a gaze or can drain blood by touch. Skulk Claws\nJoined skull, shoulders and arms, attack with a two scratching claws. Torso Apparition*\nGlowing and bloated phantom from waist up, bites and grabs. Bloated Carcass\nPulsing torso sack full of gas, explodes with stinking or diseased gas. Skull Snake\nSkull with spinal column which crawls and bites. Zombie Rat Ball\nA group of slowly crawling ferocious rats with fused tails. Death Rat\nA undead giant rat, as a giant rat but with undead abilities. Death Dog\nA undead stray street dog, often found in graveyards feeding on dead. Gore Hound\nSkinless savage dog fights as a berserk in negative HP. Puss Hound\nWhite dripping stinking undead dog with a diseased bite. Bone Dog\nThese suddenly leap from piles of bones assembling into skeleton dogs. Phantom Dog*\nThese spectral hounds howl by night and leap through people to attack. Necro Owl\nEvil owls attack those visiting graves with flesh shredding claws. Spectral Owl*\nPhantom owls can turn invisible and claws ignore non magic armour. Nightmare Owl*\nThese shadowy owls call a victims name instilling fear. Ghost Fish*\nEspecially hate fishermen, swim through air or through flesh to drain life. Necro Fish\nUndead fish dwell in water of all kinds and can jump to bite those on land. Snake Skeleton\nThese bone snakes can bite or stab with their tails and crawl quickly. Nerve Snake\nForms from spinal nerve tissue, bite causes ghoul like paralysis. Putrid Worm\nRotten slimy snakes that can spit acid, leave stinking trails. Sting Worm\nThese horrid snakes have a bite and paralyzing tail stinger. Shadow Cat*\nCan run through walls and attack by ambush with life draining touch. Crypt Cat\nSeemingly normal cat but up close can see fatal wounds, fierce and sneaky. Phantom Cat*\nFollows loudly screeching, blinks away if attacked, bites from ambush. Mummy Cat*\nDesiccated, bandaged and often bejeweled cats cause disease by bite. Shadow Rabbit*\nBring dread to rabbits but will attack humans with shadow touch. Necro Hare\nHopping evil terrors can be seen dancing by night, jump and bite. Grave Squirrel\nBig black rodents that rob graves for flesh, often attack in packs. Slime Squirrel\nWet stinking critters leap at foes then explode into a small stinking cloud. Grave Hog\nDeadly grave flesh feasting hedgehogs shoot bony spurs often from cover. Grave Toad\nLarge toads are former necromancer familiars, bite and know d4 cantrips. Shadow Bat\nShadowy creatures fly through corporeal bodies and drain life force. Blood Bat\nSkinless bats that drip blood and attach selves to victims to drain blood. Stench Bat\nPutrid bats leave a trail of stinking odor behind them to bite those overcome. Bone Beaver\nBuilds dam from bones dug from graves for material, bite or slap attack. Gore Beaver\nBuilds dams from corpses to collect pools of blood, bite or slap attack. Doom Drake\nBlack and grey ducks that attack in flocks. Night Raven\nUndead ravens some mutter abusive phases when they attack with pecks. Necro Bee Swarm\nNocturnal bees make evil honey potions & guard them from thieves. Necro Termite Swarm\nMostly build hives and at wood but can attack from below. Necro Crab\nA undead crab from the deep, can grapple or nip 2/round,+1 on right claw. Necro Ants Swarm\nGreat diggers can attack from below and some kinds can fly. Necro Locust Swarm\nEat every bit of meat they can find, and skeletonise the living. Necro Wasp Swarm\nDwell in evil hive, victims killed arise as zombies. Hell Fleas\nThese are just like blood sucking fleas but normal treatments don't stop them. Protoplasmic Horror\nGelatinous mass of necrotic organic matter that crushes living. Ectoplasmic Fiend*\nSlimy mass from beyond crushes victim, carries dead to other plane. Miasmic Cloud\nA stinking vapour that spreads disease but flees any threat. Shadow Mist*\nA small shadow being that lurks in shadows and drains life away. Putrescent Slime\nA rotten mass of dead tissue surrounded by stinking gas cloud. Proto Phantom*\nRemains of a unborn soul with no distinct features that drains life. Shroud Phantom*\nGlowing sheet phantom with a chilling touch, has no memory of past. Screaming Phantom*\nTranslucent human dressed as burial, scream causes fear. Grave Phantom*\nTranslucent human dressed as burial, attacks if had a weapon. Jack-o-evil*\nFlying carved pumpkin stuffed with human brains, shoots sparks from eyes. FILENAME: EMO_OSR_StrangeMemorials.ipt Header: Strange Memorials This table is about curious memorials which might just be curiosities, local colour or simply exist to inspire adventurers to loot them. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-strange-memorials.html
table: StrangeMemorials Headstone with names of a family sharing a large grave together Headstone with names of a patriarch and many wives Headstone with names scratched off and witch hex marks added Headstone with name, rank and military insignia, relief carving of a heraldic shield Headstone with old names scratched off and a new one engraved over the top Headstone with engraving of gloomy underworld scene Headstone with symbols of a guildsman Headstone with symbols of an obscure cult Headstone with images of owners business Headstone with a dragon or other monster carving Headstone with images of saints and religious stories Headstone with symbols of wizardry or alchemy Headstone with relief engraving of town or city Headstone with carvings of skulls and skeletons Headstone with landscape scene Headstone with engraved large leaf patterns Headstone with carvings of laurel wreathes Headstone with skull and crossbones Headstone with engraved national flag Headstone with urn filled with flowers (1in6 fresh) Headstone with sundial Headstone with carving of woodland animal Headstone with astrological symbols Headstone with relief art of grim reaper Headstone with carved flowers and love poem Headstone with carving of helmet and war poem Headstone with engraved crescent moon and possibly stars Headstone with sheaf's of wheat Headstone with carved bowl of fruit Headstone with a weeping angel Headstone with carved gargoyle on top Headstone with carved books Headstone with carved doves Headstone with carved triumphant eagle Headstone with engravings of instruments Headstone with carved urn for lighting a fire in Headstone with carved human hands Headstone with carved cornucopia with fruit and grain Headstone with carving of a holy templar knight Headstone with carving preying monk Headstone with script in unknown language Headstone with carving of winged hourglass Headstone with carving of scythe or sickle Headstone with carved lantern or oil lamp Headstone with carving of a dog or cat asleep Headstone with carving of a bell Headstone with carved embracing skeletons Headstone with carved gloomy face Headstone with carved hands holding carved memorial scroll Headstone with carved winged skull A statue of deceased in fine clothes A statue of a shrouded figure with hidden face A statue of an angel A statue of a cherub A statue of a holy person or saint A statue of a naked woman A statue of an equestrian A statue of a sleeping couple A statue of a sleeping knight holding sword A statue of a grim reaper playing a bone organ A statue of a sphynx A statue of a wise and wizened old person A statue of a wizard with a distinctive hat A statue of a devil with a trident A statue of a woman with a baby A statue of a terrified adventurer with equipment A statue of a woman holding snakes A statue of a warrior on guard holding weapon A statue of robed woman holding a brazier bowl A bust on a pedestal or block A stone pyramid A stone sphere A stone archway A stone fountain A stone horse trough with plaque A circular or square pedestal An ornate column A large stone skull A stone engraved cylinder A stone table with inscriptions on surface A large obelisk carved with many names, memorial to war or plague A very tall thin pointy obelisk A black obelisk with an angel holding a sword A tall grey obelisk with circular base and metal sculpture on tip An obelisk surrounded by headstones within an iron fence A squat obelisk with a funerary urn on top An obelisk with a statue of a bare chested woman holding ritual implements A large obelisk with sphinx statues A tall green obelisk engraved with arcane symbols Twin obelisks side by side A featureless ancient worn black monolith A crude box of sheet slate from ancient times A black monolith with elder sigils scratched out with modern symbols Iron cage over a sarcophagi to keep robbers out or something in? Statues of gladiators or soldiers in battle on a stone slab A crude dolmen, three menhir support a horizontal slab A cluster of prehistoric menhir, some toppled over A huge boulder with patterns engraved on surface A worn squat stone figure thought to be a gnome or dwarf, actually an ancient god A huge tree grown over a sarcophagi visible between roots FILENAME: EMO_OSR_Sarcophagi.ipt Header: Strange Sarcophagi This took longer than I thought and entries got increasingly carried away. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/02/d100-strange-sarcophagi.html
table: Strange Sarcophagi Simple Sarcophagi of crude stone with wooden coffin within, inside is a dead were swine in rich clothing, possible it may reanimate due to tainted soul. Carved with simple likeness on stone with painted coffin lid, amid dust of occupant is a smoking imp who offers you youth as long as you live in return for your soul. Crude stone box with good coffin within, body inside awoke after burial and gnawed off own hands before asphyxiating. Carved stone Sarcophagi with underworld scenes, coffin inside has body clutching diary of souls decent into underworld. Stone slab Sarcophagi sealed with silver and a holy rowan wood coffin, if Sarcophagi opened seconds later vampire leaps out to attack. An ornamental carved Sarcophagi with large oak coffin with fat town elder corpse in remarkably good but emaciated condition, they have become a ghoul from an evil life. A fine carved marble lid with city scenes on it, a carved coffin showing life of rich old merchant, inside corpse has been dismembered and stuffed with holy symbols and herbs. Fine white stone slab Sarcophagi with elegant painted coffin, woman within was poisoned by traitors and in her anguish has become a banshee or howling spirit. Stone coffin with bronze bound coffin, inside is a metal golem body with wizened severed head inside helmet welded to body for a head, construct arises as a mindless engine of destruction. A stone Sarcophagi with multiple traps, metal locked coffin inside has more, wizened old person inside on bed of thousands of copper and silver coins and IOU's. Marble Sarcophagi with carved statue of knight laying in prayer. Wood coffin within has carved scenes of heroic knight. Inside a skeleton revenant with a magic sword defends himself from defilers. Huge heavy but plain slab, inside is a dazzling gilded wooden coffin, inside a mummified body of a noble with a sword and scepter which will arise as a superior mummy angered by defilers. A grey slab carved with heraldric designs of forgotten wicked house. Inside locked coffin is an attractive fresh noble body which begins to wake, seems confused and dialect dated. A rough cut stone Sarcophagi with a crystal coffin inside, inside a beautiful crowned woman actually an imprisoned lich with an illusion of beauty, if released she will humiliate any men with magic and summon her undead dwarf heroes to start a new kingdom. A marble Sarcophagi with scenes of court life, inside a fine coffin of a king with painted life like features and semiprecious stones, inside is a jester dwarf skeleton and a jug of grog. A fine granite Sarcophagi, inside the decorated coffin has been picked clean, inside body has been smashed by looters looking for hidden treasure. Possibly spirit of noble seeks help recovering loot or is an enraged undead. Thieves might have destroyed the undead already. Sarcophagi decorated with carvings in several languages, inside the decorated coffin is the inhuman remains of a shapeshifter staked through the sternum with a cold iron rod. Stone Sarcophagi carved into giant coffin with serene face of noble, inside is a metal coffin with silver and small gems. The coffin is magically locked and cursed and the noble within has a jeweled scepter and a magic weapon and a crown. Simple stone sarcophagus with a plain empty crate scrawled with curses inside. This is a distraction, the real coffin is concealed underneath and is of a short lived noble whos' body was hidden from enemies. Inside he body in fine dress and was hastily burried, holding family tree and legal documents a threat to a current important family and means to finding true heirs. Spirit might implore discoverers to help justice. Elaborate diorite Sarcophagi with a lead Sarcophagi and five more wood coffins each locked and cursed (oak, ash, pine, rowan, cedar). The body inside covered in semiprecious gems and silver and holds a long lost minor relic. A carved stone Sarcophagi with religious scenes with coffin of a high ranking cleric inside holding a magic weapon appropriate for religion, a shield, chainmail and tabbard. A spectre arises to punish robbers or unbelievers. A sarcophagi carved with holy symbol with a plain coffin inside, contains a plain skeleton in a shirt with humble holy book preaching poverty and abstinence from luxury. Heavily defaced sarcophagi with old version of holy symbol, inside is smashed coffin and desiccated body parts. Shreds of heretical holy book from long forgotten divergent sect possibly of interest to scholars or surviving sect members seeking a revival. If the seal of this sarcophagi is broken an angel will appear with a flaming sword to slay defilers or at least will chase them away. Will open humble wood coffin and carry away saints corpse and scriptures to safety. A major religion hates defilers with some calling for death to the vandals. This stone sarcophagi was carved by locals and the coffin lovingly carved by local craftsmen and commoners. Inside a humble clergy member loved by the common people. The church will investigate desecration of this sarcophagi. Sarcophagi with holy images on outside but the coffin carved with demons and skulls. If lead seal broken a blast of scarlet light and a demon emerge sent by ascendant evil cult leader who hid from the world. Sarcophagi carved into shape of church and the ornamental coffin in shape of high altar with gold leaf and mother of pearl. Inside desiccated holy leader with remains three younger bodies in white shirts. Inside stone crude sarcophagi is another stone sarcophagi but carved with woodland scenes then a wooden coffin made from a large carved log. Robed leader of nature cult with a magic staff and sickle. Magical healing potions, seeds and berries in pots and the remains of several small and medium animals. Stone sarcophagi carved with astrological and holy symbols, inside an engraved brass coffin with locks magically sealed. Inside a robed diviner with star charts, crystal orbs and other valuable trinkets. Possibly even something magic. A stone sarcophagi sealed with lead, inside is a black lacquered coffin with evil holy symbols and several guardian wights. Inside the evil high holy person's remains are a specter with priestly spells . Treasure including money, evil books, unholy water that heals undead in clay jars and several magic items. Plain stone sarcophagi but inside is a gilded wooden coffin carved with esoteric symbols featuring eyes, Some seem to watch intruders. If opened the robed skeletal sorcerer awakes and blasts robbers, contains gold and magic rings with eye symbols. Stone sarcophagi painted into a crude skull with a black coffin inside. Wizened bloated body sack has an enlarged skull and rib cage. Bursts open with a young demon inside using like a cocoon. Great sarcophogi has snake designs with a snake carved coffin within, inside is remnants of a snake cultist with some serpentine features rare in humans. In his arms is a book from the reptile age and a snake staff or rod, poison traps are popular choice in such cults. Stone sarcophagi with strange designs, inside is a metal riveted shut heavy coffin with angry toothed maws and tentacles etched on the lid. If opened tentacles, a toothed maw and eye stalks burst from the cult leader. Among remains are gold coins and book in secret cult language. Large stone sarcophagi with star and sun symbols, but some symbols have eyes and mouths. The plain stained coffin has a gold sun disk on the front. If seal tampered with brightly glowing superior ghoul king climbs out shooting beams of light and surrounded by glowing nimbus. Grime encrusted sarcophagi reeks of fungus, the coffin is carved with goblins and mushrooms. Inside are eight strange black cabbage like pods that once exposed, each shoots out a goblin armed with a club and shield per round until pods are destroyed. Remains of a goblin shaman are flattened in the bottom with bone fetishes and exotic spores in pots. Granite sarcophagi with mysterious spiral runes, The coffin is unusually wide and if opened strange purple mists pour out and a standing robed non human wizard of olden times appears. The strange being will demand obedience telepathically, hiding its true face behind a strange mask. Smooth carved sarcophagi with a meal coffin within with a large rotating calender disk on the front. If right code dialled up the lid opens and a handsome cult leader emerges from a thousand year slumber. He has a box of silver and is keen to establish himself and hire body guards. He is careful to esquire if anyone remembers his "misunderstood" crimes from his last awakening. Stone sarcophagi magically moulded like clay into shape of robed sorcerer. Inside a lead coffin is a painted human shaped coffin in a more detailed likeness. Inside the wizened corpse holds a box filled with black lotus resin and other forbidden drugs and gold weights with a brass scale. Stone sarcophagi carved with symbols of one element or quasi element) sealed in lead, Inside is a wood coffin coloured and inscribed with images dedicated to an element. Inside the cult leader wears robes with silver coins, a cult boo and some minor elemental items. If the body is disturbed an elemental spirit will pour from the dead's mouth and attack. Inside this sarcophagi is a coffin made of force with an intact perfectly preserved corpse with treasure only a powerful magician could breach. Inside the plain sarcophagi is a huge lozenge of amber with a preserved robed body with copper treasure and a small bear familiar. Inside the sarcophagi is a huge rough carved coffin. If opened an ogre mage inside awakens and attacks, he will escape if threatened with powers. Has gold, gems and a valuable porcelain tea set. This blue grey stone sarcophagi is unlike any local stone and insideinstead of a coffin in a statue of a hero turned to stone long ago. If revived will be greatfull and knows of long lost treasure hidden in places now built over by civilization. This stone sarcophagi is well sealed and th heavy coffin is sealed with lead. Inside is a mass of worms which form into a robed humanoid wizard from pre human times. Instead of spell books it incorporates living book worm colonies into self. Keen to eat wizards books and study modern spell casting then unleash an age of terror and madness. This purple hued strange stone sarcophagi came from another world. The strange metal coffin inside is highly polished and blank. Inside a blank faced forgotten wizard corpse in good condition wearing an old theatre mask. Inside a metal bound book are flailed faces turned to removable leather sheets. This sarcophagi has strange designs carved on it and inside is a crude spiral wood box and the car from a chariot and cremated horse skeletons. Inside the box are the bundled remains of a prehistoric leader and their slave lovers. Bone combs, seeds, boar tusks, stone weapons, copper tools and a few magic trinkets are inside. Inside this large sarcophagi decorated with gladiators is a large ornate coffin and the remains of skeleton gladiators. They will spring to life and defend their former master. The master's body in the coffin is large with a twisted spine and deformed legs. A collection of fine bronze and iron weapons with coffers of silver is in a box as the bodies pillow. This russet stone sarcophagi was a former vampire's resting place. There is dirt in the bottom of the coffin, several changes of clothes, ornate bejeweled sacrificial knives with a journal of victims which solves generations of local murders. If the vampire returns will seek revenge on those who inconvenienced it. If opened this rough surfaced sarcophagi contain a giant bean pod. Shortly after exposure to light the pod opens and strangling vines and venus flytrap mouths grow, seeking to turn area into a domain of monster plants. Vegegoblins will hatch from a later generation of the pods who worship the plant's spirit. This coffin has deep carved warning runes and if opened the bronze coffin inside begins to heat and smoke, releasing a blood drinking bronze golem with the ashen remains of an elder chaos wizard stored in its chest. The golem is made in the form of a heavily armoured horned knight ad glows cherry red in battle. This lichen- and slime-encrusted sarcophagi has within a rotting pool of filth which bubbles to life if disturbed. Shambling horrors begin to emerge then finally a slime encrusted lich with a cloak of lichen emerges to call the slime lords from the abyss. This ancient sarcophagi carved with worms and skulls hold the remains of a priest king inside a sealed rusted iron coffin. The crumbling rich robed skeleton arises and begins to spit glowing green maggots at any who do not bow down in terror. This smooth fine gained dark stone sarcophagi is lined with human and goat skulls. The coffin is painted with cavorting goat folk dancing with skeletons. Inside the bloated goat headed mummy arises with his sceptre. He will summon goat men from beyond and will strike defilers with his rod cursing them with transformations to goats. This sarcophagi is carved with jolly feasting townsfolk. Inside with decayed remains of food of a wood coffin bloated and about to burst. Eventually it explodes with a rampant undead pig demon that once was an important official in human form long ago. This sharp smooth red granite sarcophagi begins to bleed from the seams when seal broken. Inside an angry undead blood wizard awakens with spells to drain blood or conjure bloody elementals and gelatinous blood golems. His treasure is a fused mass of silver coins and potions in jar of magically preserved blood that acts as healing potions for living or dead. This stone sarcophagi has shining species of mica among grey rough surface. If opened a rainbow reaches from inside to the sky and a vulture headed demon in a magical spectacular coloured robes emerges to kill or enslave mortals. Its various magical powers are rays of coloured light that transform and mutate victims. This sarcophagi has a crude angry faced warrior woman carved into it and inside is a very attractive painted wood coffin depicting a warrior woman with a sword. If opened the remains of an armoured evil warrior maid and demon consort lies. If her silver stash or evil inteligent sword are touched several four armed warrior demon women appear to taunt and kill intruders appear. Stone sarcophagi with carved healer symbols on the lid. Inside the coffin is carved with scenes depicting a healer who came to heal sick near a falling star stone then died with much lamenting by locals. Inside the coffin a black stone looking blob arises and attacks, eating metal and flesh. It was once the healer but died and was reborn by the tainted meteorite. A simple but large sarcophagi with a large wooden crate and dried mouldy carrots and hay inside. Inside the crate is a pantomime horse with two zombies inside who arise and attack. There is also a demon soul contract with bloody pantomime horse prints on it. This sarcophagi is oval shaped and very heavy. Inside is a copper plated coffin depicting fish men. Inside is a mummified fish man human hybrid with spears, nets and strange gold objects with cult markings. Any who steal will have curse of the fish folk on them. A square marble sarcophagi with religious designs, with a huge crude plain wood humanoid shaped sarcophagi then a final gilded coffin within with a serene face. Mysterious chimes sounds when the inner coffin is exposed. If opened loud bells sound and the thieves writhe in agony with bleeding ears and noses. When bells end they will see the remaining glowing spirit depart and the gold relics turn to ash. Followers of the faith will see the thieves faces in dreams and send inquisitors to hunt them. This featureless stone sarcophagi has a very heavy lid and a lead seal. When opened inside is a nailed shut wooden crate. Inside an angry insane flesh golem will awaken if the sarcophagi lid is moved. Also inside are the partly burned notes on the golems construction and the regrets of its creator. A small crumbling sarcophagi with floral mosaic designs. Iside a black wooden plain coffin with a mystic sigil on it. If opened the crumbling remains of a holy oracle teller in ritual robes holding divination tools. The body and robes begin to crumble to dust when exposed and all hear mysterious laughter. Potions, drugs and scrolls are inside but a nightmare from the underworld comes to torment the thieves in their dreams in order of who lead the group or opened the coffin first. The nightmare will continue unitl battled in the dreamlands or the thieves atone for their sin. A stout stone box sarcophagi with geometric patterns. Inside is a coffin with a realistic painting of a wizard. Inside the wizard has some magic items and gems. His bones crumble to fragments. Later a revenant reforms and defiles the thieves ancestral graves. The thieves ancestral spirits will haunt their dreams with wailing until safe. This sarcophagi of grey rock has holy symbols and a blessed silver and cold iron seal. Inside there is an ornate coffin depicting a goat man cult. The coffin suddenly drops away revealing a burning pit which lesser devils begin to climb through. This grey-blue rock sarcophagi has dwarf holy symbols. Inside is a fine coffin carved with dwarf mines. Inside if the wealthy robed dwarf friend and his gold for the underworld. If violated the criminals find all their metal goods begin to tarnish and suffer serious rust in 24 hours. This elegant greenstone sarcophagi has a line engraving of trees and elvish symbols. Inside is a beautiful carved coffin. Inside there is a rich robe laying on the velvet interior and a chest of silver coins. Elf seers have visions of the thieves and send increasingly worse summoned creatures. This black rock sarcophagi has a plain coffin within with a wizards symbol on the front. If opened there is gold, magic items, bejeweled grooming devices and the skeletal remains of the wizard. A wraith arises, informs the intruders it will find their graves and defile their bodies and kill their offspring in the future, then it will vanish in a puff of smoke laughing. This crude sarcophagi has sighs of being opened and has had a large rock left on top. Inside their is a painted coffin with a madly grinning face and several skeletons with crushed pelvises inside. If opened an insane undead hermaphrodite sorcerer arises and attempts to capture and defile the intruders. If unable to win it escapes and tries to torment them through love by tormenting their sweethearts or shape shifting into a desirable mate who needs rescuing. Has several magic items. This black sarcophagi is covered in the symbols of long forgotten necromancy. If opened a stone coffin within begins to create an animated skeleton every round. This black diorite sarcophagi holds a black ans silver painted cofin within. A former master of a secret necromancer school. his spirit arises as a spectre if his remains are exposed. Several ancient scrolls and a book are also found. This ornate black marble sarcophagi contains a necromancers remains and is guarded by six evil shadows. The body has long ago walked off seeking its fortune but did leave some treasure. This large crumbling ornate brick sarcophagi contains a folded and packed funeral carriage with skeletal horses driven by a sorcerer skeleton. If the seal is broken and the lid removed, the carriage bursts free and attacks. It will flee if pressed taking the coffin to the underworld. If opened the remains of of a necromancer rumble to dust. This cold to the touch grey sarcophagi when opened releases a breeze and snow flurry. The coffin is unmelting ice with a skeletal robed necromancer clutching his book while adorned with gems. If the coffin is broken a violent snow and hailstorm erupt over the area for a day and a night. Ice ghouls appear and hunt the defilers wile the spirit of the wizard is in the plane of cold extorting the lord of evil ice and death to strike the grave robbers. This black sarcophagi if opened releases moaning shadows and makes the area as dark as night for the next day. The jet black wood coffin is guarded by the shadows in a wolf like form. Inside the necromancer has poorly sorted notes on summoning of shadows. This black stone sarcophagi has carved tentacle patterns. Inside is a sealed pressurised metal coffin. If touched shadowy necrotentacles arise from the earth and attack. Inside is the mummified necromancer and his books which rapidly decay into dust leaving only gems behind. This sarcophagi is almost seamless and difficult to open with clerical holy symbols carved on the lid. Inside is a cheap wooden coffin sealed in bees wax with more holy and warning symbols. If the coffin is opened a crumbling skeleton with some bone disease signs crumbles. Over next few days locals and grave robbers begin to be struck by plague. Within a week clerics and nobles take action and seal off the area. Among the bones is a scroll detailing the evil necromancers torture and execution and how he swore revenge. If the bones are burned and blessed the plague will end but any attempting the ritual attract diseased rotting undead who seek to ruin the ceremony. This ancient sarcophagi has a smooth panel where locals leave coins and at night a ghost takes them and the donors have dreams offering strange advice. Inside the sarcophogi with a simple dark wood coffin are thousands of coins. If disturbed the ghost will attack and if driven off it will haunt the thieves dreams until esoteric means stop it. This triangular shaped stone sarcophagi has skulls carved around the outside. Inside it is filled with skulls mostly covering the rich black lacquered coffin with silver handles and fittings. If the coffin is opened the skulls begging to hop about angrily biting intruders. The necromancer's body is headless and holds a gold plate offering a reward and power to any who replace his skull on the skeletal body. This angular sarcophogi has strange geometric textural patterns that seem to ripple if looked at from periphery. The green opaque glass coffin has a relief elder octopoid demon god with jade eyes. Inside the skeletal remains of a wizard with his fish folk consorts. A terrible blasphemous spell book and a set of corroded bronze tablets are in a locked chest with gold coins from pre human times. This stone sarcophogi is star shaped and its base sinks deep into the earth. If seal of strange grey clay broken opened a great stench is released causing vomiting and retching. Inside is a stinking muddy hole going deep into the earth with vile vapour rising from it. Inside evil sentient landsquid horrors perform evil rituals. Some are wizards and others are priests. When the seal breaks the squid are free to menace human kind again and begin to eat locals. This shiny black basalt block is covered in intricate serpent man script and a puzzle must be solved by touching the sigils to reveal the sarcophagi seam. Inside is the dark purple coffin is the remains of an old wizard holding a shining dodecahedron. This artifact allows comunication via dream travel to the otherworldly castle of the old ones on he edge of the universe. The will teach the user spells in return for using the operators body for a night a month. This crude cyclopean sarcophagi crumbles if any attempt to open it is made. The stone coffin contains the remains of a hunchbacked wizard holding the onyx statue of a squat evil toad god of elder times. Copper disc's with a lost language describe the fall of a long forgotten dynasty of wizard kings. The idol sends the holder dreams and teach strange spells best forgotten with terrible consequences. This yellowish stone sarcophagi has carvings of masked dancing figures in tattered scalloped capes. Inside is a beautiful white alabaster coffin carved with a masked figure about to remove their mask. If opened yellow mist floods the area and a bloated white maggoty undead wizard arises who calls more dead to arise and insectoid demons from the stars. Inside are thousands of gold coins with unrecognisable alien script. This oval shaped sarcophagi has locals gossiping about the otherworldly music sometimes heard from here. Inside is a coffin with strange designs and brass clamps with strange hexagonal locks. Inside is a swirling vortex to another world without gravity where formless spirits drive men mad. If entered may be able to escape if has a rope or throws a mass in opposite direction to return. This old sarcophagi is carved with ghouls feasting on victims. Inside are gnawed skeletal remains and a dank pit into a network of ghoul filled tunnels. They have amassed a treasure trove of grave goods. This old sarcophagi has eldritch markings erased by more recent holy symbols. Inside is ancient crumbling coffin, worm eaten useless spell books and the remains of a crowned wizard and a mound of old coins. The wizards ghost will posses a grave robber, preferably a minor follower who can slip away later and will be seen later as a rich powerful new wizard in the area. Possibly it will build a dungeon and return to breeding abominations, raising the dead and summoning elementals. This strange sarcophagi is seamless but if the strange designs are studied a secret door might be found. Inside is a dusty staircase into the depths and an old lantern. Down the 77 steps the explorers enter the land of nightmares, ocupied by strange demons and non human wizards from forgotten prehuman races. This stone dome sarcophagi made from rocks and mortar has been built by an angry mob long ago. Inside is a crude wooden box with a terrified grimacing wizened corpse in a long black coa and tall hat clutching a partly burned book. If clothing removed the corpse is revealed to have scaly skin, bristly black hair and tentacles growing from its waist. This unusually wide sarcophagi depicts a man and woman side by side and alchemical symbols. Inside a cedar wood painted coffin with more realistic depictions of the couple in alchemist robes. Inside is a fused at the hip male and female corpse of an alchemical hermaphrodite. Piles of gold and alchemical ingredients and recipe scrolls are in a large chest at their feet including the process that made the fusion and claims of the marvelous powers such an union grants the participants. This red granite heavy sarcophagi is carved with a grinning face. Inside is a red wood coffin with a chaos star on the front. If opened a crazed clown leaps out and tries to explain how it has seen beyond and returned with great wisdom. The creepy jester will increasingly grow bizzare in conduct challenging notions of alignment and morality, The more time spent in his company the more listeners' alignments shift to chaos. He will go on to form a cult and cause upheavals in local politics in the name of freedom. This sarcophagi smells of mould and if opens it is filled with black and purple toadstools growing in the wrecked remains of a coffin and skeleton. There is some treasure and spoiled jars of wine and a scroll tube describing the death of this former underland explorer. Over next few weeks new strain of fungus appears in area, some helpful and some hostile. Some even grow and hatch into goblins and mushroom folk who worship the mushroom goddess. Some places like old basements even develop into grotto wonderlands of fungus. This old crumbling sarcophagi if opened reveals cheap coffin holding a twisted corpse that has chewed off and scratched of his own fingers. Anyone exposed to opening may be exposed to a disease causing them to arise as zombies on death. Over days it spreads and zombies arise that spread the disease further causing a zombie apocalypse. This sarcophagi has remains of mosaic tiles featuring rich robed women but the faces have been smashed off by vandals. If opened a delightful scent of incense rises from a staircase going into a small luxurious chamber. Inside are attractive and friendly servants who offer drinks and sex. They claim to be imprisoned here by a wizard who abuses them and they are very grateful. Of course they are shape shifting undead looking for mortals to kill out of misdirected vengeance. When killed or kissed they return to rotting corpses but at least their jewelry and fine glass perfume bottles and makeup cases and grooming tools are intact. This sarcophagi is decorated with maritime scenes of ships. Inside with a plain coffin are hundreds of dried stinking fish. In the coffin is the remains of a rich sea captain with his mermaid lover. Scrimshaw whale teeth, strange idols from afar, huge sea shells, poor quality pearl strings, old sea charts and other strange exotic things from the couples adventures. Robbers will be cursed by the fish gods and unable to eat fish ever again. This sarcophagi is magically locked and trapped. Inside the coffin is an adventurer from olden times with chest of mixed coins, treasure maps, a mummified donkey head, several minor magic weapons, several cursed magic items, strings of goblin ears and several huge orc skulls. The adventurer might be a robbers ancestor and their spirit will be upset. This sarcophagi moulded from mortar has rat hols in the sides. A swarm of rats inside attacks if opened and their master, an undead wererat, bursts from the coffin. All carry disease but the wererat carries high quality thieves tools, a sack of silver and copper, a collection of saucy paintings, a tin of black lotus resin and a collection of ivory and gold pipes. An idol of the rat god allows the god to witness the robbery and rats will constantly cause trouble for the robbers until the god is appeased. This crude carved sarcophagi leaks green fluid from within. Inside the coffin has many toads sitting on it that hop away as opened. The coffin is slime covered and badly warped. Inside the coffin is a badly decomposed body clutching a strange key. If the key is touched a toadlike chaos demon appears and demands a tribute. If granted a valuable offering the demon will grant them a random strange chaos mutation. If the gift is very valuable the demon ensures it is a useful ability. The key can be used to make bargains with the chaos frogs but the deals get worse and allow them to enter this plane more easily every wish. This stone sarcophogi has scenes depicting a god's mythic quest. If disturbed by attempting to open it a gruff voice from with speaks: "I wouldn't do that". If thieves persist the night feaster a demon of divine vengeance appears to punish thieves. If they surrender and beg forgiveness he will only scar them. If defeated the god's followers will be alerted. Inside the sarcophagi is the remains of a brilliant saint the god has earmarked to make into holy relics. An imp will appear and offer to buy the corpse. FILENAME: EMO_OSR_Hermits.ipt Header: Strange Hermits I assume most hermits are male here but feel free to adjust. I will do a hag table for the ladies later. When we are old we can all play Hags & Hermits. Hermits are mostly holy (or pretend to be, or are at least thought of as holy by the locals). Some are actually dangerous frauds. Hermits often know things and are invaluable as sages or teachers. Some can be horrible villains. Good for source of adventure, training, aide, mentors and information. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/03/d100-strange-hermits.html
prompt: Show me: {Strange Hermits|Make A Hermit|Where Do I Find Hermits?|Hermit Livelihood|Hermit Dress|Hermit Dislikes|Why A Hermit?|Hermit Secrets|Strange Hermit Quirks|Quick Hermit Types} Strange Hermits use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAHermit ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Hermit Type[@QuickHermitTypes]& Wears[@HermitDress]& Lives[@WhereDoIFindHermits?]& Livelihood[@HermitLivelihood]& Dislikes[@HermitDislikes]& Secret[@HermitSecrets]& Quirks
[!{1d3} StrangeHermitQuirks >> implode
]
& Why a hermit?[@WhyAHermit?]&
table: WhereDoIFindHermits? In a hole On a pole In a tree In a bush In a ditch by side of the road In a tower[||||||, bricked up] In a well crafted cell In a crude piled stone hut In a humpy of woven sticks scrap In a cave In a grotto with running water On a ledge on a cliff face Under a tree In a wild beasts lair In a well In a shrine In an old tomb In a ruin In a forest On a mountain top table: HermitLivelihood //or roll D10 for common ones 2:Donations from travellers and pilgrims 2:Fed by local church 2:Fed by local folk 2:Gathers food and goods in the wild 2:Gathers scraps from local farms for chores 2:Makes [|baskets|shoes|wood goods] to sell 2:Labours, [|cutting wood or stone|carrying water|gardening] 2:Earns money as \a [|guide|watchman|porter|gatekeeper] 2:Earns coin as \a [|scribe|sage|artist|healer] 2:Animal friends bring food daily Hermit uses magic to call divine food Hermit no longer needs food or drink table: HermitDress Stark naked Filthy old loincloth Clean loincloth A scratchy hair shirt A plain cloth shirt A shirt and hooded cloak Tattered moth eaten robes Coloured robes Clean but coarse layered robes Faded old worn Clerical vestments Animal skins Monk cossack table: HermitDislikes Local children or youths who tease him Sinners who live unquestioning lives [|Violence|Those who live by death] Mainstream organised religion Improper [|morals|alignment conduct] Anyone who disturbs hermits [|Local gang|Bandits|Humanoids] Those who abuse gifts like beauty or magic [|Supernatural spirits|Phantoms|Demons] who taunt him at night Unjust rulers or authorities Displays of wealth and status table: WhyAHermit? Atone for sin Fled a tragedy Questioned authority Broke taboo Sect decimated Avoiding temptation Lost a struggle for position Questioned faith Discovered blasphemous secret Solace from other people Orders from hierarchy Had visions table: HermitSecrets Knows of a local dungeon Knows secrets of local evil Knows local comings and goings Knows local version of legend Knows of scandal evidence Knows location of a lost thing Knows the formula for a [|potion|drug] Knows long lost truth of history Knows of strange location Knows why a location haunted Knows \a [|rare|unique] spell Knows of other planar beings table: StrangeHermitQuirks //d3 each hermit Covered in caked on filth Overgrown toe and finger nails Long hair and beard on the ground Painted all over with mud Diseased skin Face and hands painted with symbols Tattoos all over Missing teeth A wizened staff Holy symbol necklace Collection of bead necklaces Collection of skulls Snakes, owls or some other small pet Dog, goat, deer, mule or some medium size pet Lion, Wolf, bear, horse or some large animal pet Long Eyebrows Shaved head Vile smell of unwashed An Idol or shrine A holy book Wine bottle Calligraphy set Old pot Begging bowl Pipe and stash tin Fishing line Lantern Wide brimmed hat Tattered old banner Flail or lash for holy self abuse Smell of frankincense, incense or scented oil Holy water sprinkler for blessings Fishing rod and bucket Bag with bread,onion and cheese Holy water flask Gourd Instrument, probably flute or bagpipes Hand bell Shepherds crook Sickle Scythe Brazier Fragment of old religious artwork Item from pilgrimage to holy place Basket Ashes in funerary urn Bundle of skeletal remains of predecessor Stone Tablet Religious Scroll Scarified from [|war|torture] Scrawny with sagging skin Apparently blind with white eyes [|Blood shot red|Brilliant blue] eyes Missing limb Missing eye [|Nose|Ears] cut off Missing fingers Exotic and foreign Floral garlands Ornamental piercings Locked in [|manacles|yoke] A large vegetable Surrounded by birds Surrounded by vermin Surrounded by flies Smell of honey and flowers Singing birds follow Cant' speak, [|has no tongue|vow of silence] Face covered by [|mask|hood|veil] [|Broken|Old discarded] templar weapons Ring with noble crest seal Humble tasty honey cakes or pies Loaves of bread Huge skewered roast honey locusts Bowl of porridge or groats Tea set with herbal tea Talks to invisible friends (spirits or crazy?) [|Paler|Darker] skin than typical Covered in [|freckles|spots|warts] Hunch backed Club footed Has palsy Has terrible breath Tempted by pretty young people Tempted by vice Foams at mouth Sickly and seemingly near death [|Stutters|Lisps] Has great inspiring nobility Knows a secret technique Always jolly, laughing and knows good jokes Protected by invisible entity Has a minor saint relic, [|hidden on person|in relic box] Weather seems to respond to hermits mood Strange music sounds when hermit met Does not sleep Feels no heat or cold Has a halo, different shape for each alignment table: QuickHermitTypes Wild Man Wanderer Madman Wicked cultist Charltan Holy recluse Loner monk Heretic Prophet Magician table: StrangeHermits Balshebbar\nChaotic\nFilthy Insane cannibal who hides grisly feasts in an old well.\nTeaches how to sustain self from cannibal diet, concealment and wilderness survival. Baraney Crungle\nChaotic\nFilthy crazy squirrel eater with squirrel cape.\nTeaches secret .language of squirrels, hundreds of recipes including a plague cure. Old Zeravny\nGood\n balding bearded pauper who watches hills for bandits and worse.\nKnows the mountain trails and many of the humanoid dungeons and bandit hideouts. Kubal the wise\nNeutral\nA tattered robed old bearded man with mice and birds in hair.\nKnows many secrets of nature and animals, bird friends tell him gossip from afar. Lazlo the wild\nChaotic\nA fierce wild man who flings feces at intruders in his glade.\nKnows secret entrances into secret dungeon and tunnel complexes. Zarb Bardabing\nChaotic\nLaughing madman who lives in a tree stump.\nHis friends the trees know many secrets forgotten by younger beings historians. Tulnab Dingle\nChaotic\nRobed forest philosopher with lichen covered beard.\nKnows location of secret magic herbs and the unicorn glades and secret elf outposts. Fard Brinditch\nLawful\nStern wild philosopher with his animal friends.\nOccasionally comes to fringes of civilization to preach against corruption of humankind. Old Bear Grillson\nNeutral\nA wildman in a bearskin who prowls woods living as a beast.\nKnows many secrets of survival and hidden caves and lost things in the hills. Cardjad Frawlthistle\nNuetral\nLives under a bridge and advises travellers about routes.\nIs fluent in ways of trolls as he was enslaved by them and some say he lives like one. Krall Tinwhistle\nNuetral\nWanders across land with but a staff, shirt and begging bow.\nKnows names and gossip of adventurers and murder hobos across the land. Pwrall Bugrump\nNuetral\nTravels across land examining mysteries of wells.\nKnows of subterranean water ways and strange wells across the land. Zabab Graal\nLawful\nWanders the land as a homeless old man looking for true heroes.\nSeeks heroes to train to recover a holy relic guarded by traps and moral tests. Nopka Thuze\nNuetral\nRamble around country side gathering herbs and treating the sick.\nHappy to teach others herbalism and knows some secret recipes for strange ailments. Arden Truel\nLawful\nWanders the land seeking gifted students to teach literacy to.\nTeaches reading, writing and the classics to poor, sometimes helps fund scholarships. Shamden Bogtrotter\nChaotic Good\nA drunken jolly fatman who wanders tasting grog.\nActually he is is looking to find wicked cultists and adventurers he can provoke to kill them. Zolran Trone\nLawful\nA crazed old man looking for supposed long hidden evils.\nLooks for strange cracks in earth and long hidden places, also needs adventurers to search. Manderbrog Bafflegab\nLawful\nIs a gibbering wanderer who talks too much.\nActually he seeks the truly wise by hidden phrases he can share his secrets with. Jaleb Bharji\nChaotic Good\nA strange foreign man who is tolerated as a tinkerer.\nWhile skilled in fixing things, secretly he searches for lost relic from his distant homeland. Banthra Karg\nChaotic Evil\nWanders land giving dungeon maps to heroes.\nActually he is paid by dungeon lords to send ill prepared unskilled adventurers to deaths. Kybold Ming\nChaotic Good\nLives in filth on fringe of village talking to self.\nActually knows technique to see invisible things in spirit world and protects village. Korben Lax\nChaotic Evil\nWas been on run for murder for years and keeps moving.\nOffers to teach students and lures to death traps, often uses bandits or humanoid allies. Mandiger Folx\nChaotic\nFormer adventurer who tells rambling stories in return for beer.\nSome of his stories contain truth and he knows many dungeon locations in region. Olag Blag\nNuetral\nLikes to badly play crude instruments and busks for his daily keep.\nActually is a bar and spy, often tries to manipulate adventurers to investigate humanoids. Borag Mog\nNuetral\nCollects cats and lives in filthy shack with dozens of them.\nActually can teach how to speak cat and trained several youths in thievery. Plugly Gilthwapper\nChaotic\nLives in shack in garbage heap making things from junk.\nSkilled at tinkering and many handicrafts, also kows movements of local humanoids. Plunkwhistle\nChaotic\nDrooling old fool who falls over and people pay to stay away.\nHe knows common scriptures and many forgotten ones no longer popular. Bobbit Crunktadger\nChaotic\nHas been locked up as public menace and keeps escaping.\nActually he is a skilled escapologist and former agent of the high holy heirophant. Zebran Draab\nEvil\nPretends to be harmless and helpful old fool.\nSpies on peoples comings and goings then performs horrible murders framing innocents. Brog Gelb\nNuetral\nA hard working wandering labourer, shunned for his madness.\nKnows techniques for great endurance and long distance running. Polka Zin, a dancing old fool who talks to graves an carries a skull.\nActually can speak to dead and tries to help dead resolve issues so they can rest in peace. Oolran Bor\nChaotic Evil\nActs as a teacher and adviser to poor and down trodden.\nActually recruits them into the embrace of the mad frog god cult. Master Zeringer\nLawful Evil\nWise holy man who helps who helps find hidden witches.\nEncourages mobs to persecute women, pretends to be kind and reasonable, serves Hell. Barnaby Zellwien\nLawful Evil\nOld man convinces locals to destroy "evil" pagan relics.\nIn reality these relics and monuments have trapped evil beings he seeks to release. Giles Cockleby\nChaotic Evil\nHelps farmers while introducing them to demon cults.\nSeems like a kind helper of common man, actually cult leader on mission from evil god. Master Kithreon\nLawful Evil\nSpends time indulging in luxury, vice and wickedness.\nSpreads corruption and vice with cash he gets from a local dungeon lord from Hell. Kalandor\nEvil\nA popular attractive healer who gives medicine to the poor.\nExpert in brewing addictive drugs, perverts commoners to join drug cults. Modorian the Wonder Worker\nChaotic Evil\nUses his blessed powers to help commoners.\nActually a sorcerer who dupes pious into joining his inner circle a demon vice cult. Fenwick Marsh\nChaotic Evil\nA local marsh guide who sells fish and heals the poor.\nA fish cultist who charms women and offers to restore their virginity with his holiness. Karzan Brimble\nEvil\nWarns commoners of unhappy spirits and helps battle undead.\nActually creates undead and cons people into making cash offerings to appease dead. Doctor Grimblebee\nLawful Evil\nKindly old man helps many with personal problems.\nActually he is desperate to buy souls for Hell in a deal to get his own soul back. Gimble Thorn\nNeutral\nHelps the poor with inexpensive healing potions he makes.\nActually a fraud using narcotics to make dupes feel better, moves on if any suspicious. Paddra Thune\nNeutral\nThis kindly healer sells charms to protect women.\nActually he seduces them leaving a trail of illegitimate children, former baker from city. Nunria San\nNuetral\nKindly advises local business men with his astrology skills.\nA fraud who manipulates commodity prices and cons suckers to buying them. Paldor Than\nNuetral\nCollecting donations for a wondrous new church or monument.\nActually a shameless con man who spends money on booze, gambling and prostitutes. Tolun Nitron\nEvil\nRecruiting young men to join his merry rebel band in the hills.\nInstea of freeom fighting the victims are press ganged into being poorly paid bandits. Zobra Tor\nEvil\nTravels about aiding farmers with his agricultural wisdom.\nAlso encourages some to grow illegal drug crops and evil spell components. Old man Thorsby\nNeutral\nTravels to help commoners with his livestock advice.\nWorks with thieves who steal best animals in county after he moves on. karon Meldham\nNeutral\nSells lucky and charms an offers personal prophecies.\nA former trinket crafter from city who sells work to country rubes as magic. Illior Turan\nLawful Evil\nVisits communities and has a knack for finding witches.\nActually blackmails women for sex and tries to grab land of old women with little family. Loran Despule\nLawful Evil\nKindly old man selling city apprenticeships for children.\nActually he sells kids to sweatshops and slave traders and cults. Sanpa Gnodstrom\nLawful Good\nA once important cleric in hiding from church authority.\nHas knowledge of ecclesiastical scandals, regions ancient ruins, and fallen angels. Tozer Rundok\nChaotic Good\nWild bearded scholar deep in mystic contemplation.\nAvoids distractions while trying to understand secrets of his holy clerical texts. Kozak Braan\nGood\nPrays in is cave for worlds salvation, avoids people but will heal sick Abstaining food and water and trying to prey self to death but angels keep restoring life. Padrial Zemna\nGood\nWears faded patriarchal robes of banned sect but helps the needy.\nTeaches secret doctrines no longer part of modern church including new spells. Porius Lecta\nGood\nFormer cleric adventurer now living in stone hut in hills.\nWill put on old armour to help needy or foolish young adventurers out of there depth. Zamna Thorg\nGood\nGuides road travellers and knows how to avoid bandits and trolls.\nKnows local bandit lairs, troll holes and other dungeons and caves best left alone. Golrod Stang\nGood\nFormer judge from church court, locals still seek for judgement.\nExpert on church lore ans cunning extractor of truth from commoners, well respected. Salma Stern\nGood\nFormer priest of now rare sect destroyed by tyrant decades ago.\nSect knew many secrets of cults and local demons an elder gods in the region. Asran Varp\nGood\nFormer teacher lives in isolation to prey and still offers advice.\nRetired due to temptation teaching holy virgin sisterhood, tries to avoid looking at women. Rolgan Thark\nGood\nFormer inquisitor who had innocents killed with weak evidence.\nExpert on atonement rituals and now dislikes judging others, will fight obvious evils. Brother Rolgar\nLawful\nSurvived his orders destruction and now avoids humanity.\nHis sect had known many secrets of cosmic law and the mysteries of overspace. Brother Weltron\nLawful\nFailed his orders leadership challenge now dwells in a pit.\nWise in the ways of medicine and natural philosophy which he scribes in his journals. Brother Sannel\nLawful Evil\nRemoved from his sect for wicked plots and theft.\nHe secretly trains bandits in esoteric fighting arts while pretending to be a wise scholar. Brother Hroldar\nLawful\nA jolly wine maker exiled from order for drunken revelry.\nHe still makes wine in his cave but now it use ceremonial only, but he will teach others. Brother Dzelrak\nLawful evil\nFrom a sect fallen to devil worship and burned by king.\nHe now pretends to be a kindly teacher and tries to dupe heroes into finding evil relics. Brother Tralorn\nLawful Good\nLives in ruins of his order, the last of his kind.\nSeeks new students but cant find truly disciplined ones but he keeps searching. Brother Latan\nLawful\nHunts signs of chaos, corruption and evil but is getting old.\nTells tales of his old battles but villagers don't believe in the power of chaos now days. Brother Phebus the lightbearer\nLawful\nHe guides nigh travellers and fights undead.\nHas knowledge in finding undead and the taint of their evil in graveyards. Brother Selinor\nLawful\nLiving off nuts and berries living in a cave, tired of humans.\nActually keeps a minor relic in cave and knows where there are several more in dungeons. Brother Flaius\nLawful\nSeeks atonement for burning church building, helps travellers.\nWas a famous scribe and calligrapher, has been writing several books with his cat. Camus Faran\nLawful\nExiled for unusual interpretation of holy texts, has pet snakes.\nKnow the language of snakes and obsessed with their every mention in holy books. Zoran Kerax\nChaotic Evil\nWild man has written additional scriptures justifying murder.\nLives in a cave full of skulls, writes on flayed human skin, kills visitors, deceived by demons. Alleous Toran\nNuetral\nLives in harmony with beasts, disapproves of church buildings.\nSpeaks many animal languages and is superior animal doctor who helps farmers. Wallen Gorb\nGood\nWas tortured by goblins now prefers solitary life in prayer.\nKnows goblin ways and underground tunnels through mountains, keeps set of goblin idols. Talen Rael\nNuetral\nSits on top of ruined column and fed by locals, fantastic long beard.\nBelieves everyone should live like him and lived like this for decades, was a skilled healer. Varran Klator\nNuetral\nDriven from church for seduction of youths and nudity.\nPreaches fornication and preaches in nude as god made him, locals throw rocks at him. Balrezar\nNuetral\nSpends time praying god unmakes the universe as it is a mistake.\nExpert on creation, dawn age and the elder races before man, seeks spell of annihilation. Tolrad Brathe\nGood\nExiled for arguing church give all money to poor, lives in ditch.\nOpposed to greed and property ownership, hunts bandits and thieves who rob poor. Erod Sunn\nChaotic Evil\nSpreads corrupted church beliefs and demon worship.\nAlways smiling and works at corrupting local faith, killed several priests and keeps skulls. Marren Bor\nGood\nAdopts orphans who live in stone huts preying and living simply.\nLocal church leaders don't approve of his archaic doctrines about nature of divinity. Master Terran Vorr\nChaotic\nDwells in stick hut having mystic visions, fed by locals.\nHaving visions of apocalyptic changes to structure of the universe and cosmic threats. Zogorra Than\nLawful\nIn hiding to contemplate if the angel who gave him tablets is true.\nComposed a new potentially heretical book of prophecies and new insights into doctrine. Horzel Mishma\nLawful\nHas been scribe of secrets told to him by possibly rebel angel.\nHas been keeping in hidden trunk all his writings with gold "angel" gave him for copying. Paleb Drule\nNuetral\nPeople pester him for future visions an he has had a gutful.\nHides in mountain with animal guardians now, might share presight for great purpose. Kural Pradshem\nGood\nCurrently hiding in wilds and tormented by demons nightly.\nUndergoing tests from the angels, forthright in all dealings, fears demons might hurt others. Terewel Knorrad\nNuetral\nHiding in woods having terrible visions about a local killer!.\nActually he is a werewolf and is the killer, he is a fine poet but demons attack his spirit. Prawlogg Skren\nChaotic\nSpreads exiting new teachings inspired by angels!.\nActually serves chaos frog demons of limbo preparing cult for a visitation of the frog gods. Horlog Blanb\nHas made a prophecy of the fate of the kingdom\nSome say he is just daft.\nHe has had his doubts but now is sure angels inspired visions, everyone must get ready!. Azrag Truell\nChaotic Evil\nGossips about hidden enemies, betrayals and family secrets.\nActually a demon in disguise stirring up small communities and provoking murder. Curdmas Trey\nGood\nHiding in isolation in ruins in hope angel voices return.\nHas been given specific knowledge on demon and evil cults, they hunt him every night. Simony Magaros, Teaching he is new incarnation of god from his cliff shrine.\nActually a sorcerer into drugs and vice using spells and drugs to pretend he is a priest. Honoriad Trast\nLawful\nFormer inquisition master now a quiet wandering healer.\nAculay member of secret order battling planar intruders and finding heroes to fight chaos. Calabus Corimm\nNuetral\nWell known and loved for aid to farmers and commoners.\nActually a druid who avoids conflict with urban priesthoods to keep helping commoners. Marastad Galum\nLawful\nActually a wizard but but strong in faith, lives in a treehouse.\nWorking in his study and identifying evil beings in the area secretly up to no good. Zortell Madden\nLawful\nA former templar who roams back hills hunting evil.\nActually seeking to recover a relic entrusted to him and locating area dungeons and lairs. Korgax Ran\nChaotic\nFormerly a barbarian who converted and joined priesthood.\nOccasionally comes from hills to form a posse to exterminate local bandits and humanoids. Sirriax\nNuetral\nA helpful but shy hermit well liked by villagers for driving away monsters.\nAcyually they are an elf using a false bears to keep an eye on humans. Kozrax the Dwarf\nA short angry hermit sick of people who lives in a hole.\nActually he was a very short man\nProperty of royal court and escaped, sick of big people. Morzigan Truel\nLawful Evil\nA mighty hermit who has sealed many dungeons with spells.\nActually helping dungeon lords on his faction and impeding those who refuse to join. Korzarrim Skyrax\nLawful\nA stern preaching philosopher who lives in bramble bush.\nCynical of human good being able to save world, preparing own strange ritual to save world. FILENAME: EMO_OSR_DungeonVermin.ipt Header: Dungeon Vermin (revised little guys) So today's d100 is a revision of this: elfmaidsandoctopi.blogspot.com.au/2012/12/dungeon-dwellers-little-guys.html I have long meant to fix this; my animal project has sped up since abandoning stats every entry. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/03/d100-dungeon-vermin-revised-little-guys.html
prompt: Show me: {Dungeon Vermin|More About Vermin} Dungeon Vermin table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutVermin [#{rep} MoreAboutVermin2] table: MoreAboutVermin2 1:Some average stats for quick use but special animals exist to break these standards and can be more dangerous.\n& \n& Tiny\n& Bugs, mice, frogs, lizards, finch, cricket, under a foot length\n& HD 1hp AC +5 some might inflict 1hp Mv6\n& \n& Small\n& Chicken, smaller dog, goose, cat, duck, monkey, crow, owl, under a yard in length\n& HD d4 AC +4 some might inflict d4 Mv9\n& \n& Medium\n& Sheep, goat, pig, large dog, miniature pony\n& HD d6 or d8 AC +3 some might inflict d6 Mv12 1:Note:\n\nMost dungeon vermin can sense in dark or have penalties halved\n& Poison is often mild, +2 to save, or +4 for smaller specimens, and only a d6 or so damage table: DungeonVermin Dungeon rat swarm - {4d6} 1hp rats in a swarm more aggressive than regular rats 1dam to victim/round, 1 victim every 6 rats. Dungeon Giant rat - d4 HD, travelling in group of {d6}. Dungeon Hog Rat - 1HD as big as a pig, solitary as the eat smaller rats. Dungeom Bear Rat - 2-3 HD often fill whole drain or tunnel and chase food into corners. Ball of rats - ball of {3d6+4} entangled rats with fused tails attack as small creature. {d3} Dungeon King Rats - 1-3 foot long 1d4 HP, 1d4 bite, diseased, good food and hide. Dungeon rat mutant - bizarre specimen with wings, scorpion tail, bald, green, intelligent. Plague Rats with red eyes and black fur. Mice mostly flee on site or run past. Mouse Swarm with hundreds of mice. {1d6} Dungeon Hens and Cock, 1d4 HP and damage - wild, feral or somebodies livestock. Dungeon rabbits - 1d3 HP 1d4 attack if cornered, uses dungeon as thoroughfare, possible feral food beast. Dungeon Cat - usually flee but may be curious and follow. Dungeon Dog - medium size, [|stray pet|{d6} watch dogs on patrol|feral dog pack of {2d6}] - territorial, will have allies it can howl for. Dungeon subterranean swine family with sow, boar and adorable piglets. Dungeon hog lost from herd eating some lovely muck. Boar who eats dungeon rubbish and agressive of territory. Dungeon cow, stinking miniature shaggy cows with mildew covered hair, gang up, trample and butt. Goblin miniture tunnel goat eats all kinds or rubbish, will butt and fleee threats but will let you milk it if you have food and it is a doe, buck more agressive. Dungeon hedgehog - 1-3 foot long eating bugs, grubs and other critters, good eating, harmless. Dungeon bobcat, normally cautious but curious. Ferrets - a lost pet or hunters beasts gone feral in a family of {1d6}, chase mice and rabbits. Dungeon weasels, large ones attack and suck d4 blood per round, small packs. Badger hunting or using area as thoroughfare, mounds of earth might have remains of beads and potterey they uncover on digs. Jackal or fox looking for scraps, possibly see parents with {1d6} young, will flee. Dungeon monkey, evil little men, steal stuff and fling shit. Ghost bats cause fear when they leap out in surprise and demoralize people, nast bit, pussum sized. Vampire bats swarm about draining a HP per round and possibly spread disease. Screeching bats in hundreds cause confusion and alert local monsters. Dungeon toad - looking for bugs, puffs up if sees bigger things, possibly poisonous, size and attitude of bull terrier, makes good leather. {1d6} dungeon froglings or toadlings - large 1-2 hand size frogs or toads. Dungeon gecko - hides above doors, camo blends in, may hide near door frames, bites or squeaks loudly then flee if startled, eats bugs, is tasty. Dungeon turtle - slowly wandering turtle looking for bugs, might stay near water or drainpipe, tasty, looks tired and resigned to fate, linkboys eat them. Dungeon Lizard - one to two yard scavenging monitor lizard, attracted by smells of blood or rations. Dungeon Adder, sneaky biting snakes with mild but painful poison, might even swarm. Dungeon Python a constrictor up to 18 feet long. Dungeon cobra or rattler with lethal bite and bad attitude. Dungeon Salamander or Newt, squishy and poisonous, large ones bite hands or feet. Discover you are crawling with leeches - 1hp damage. Huge lamprey like leech drop from above or ide near door frames to attack the cling and suck blood. Trap tooth rock grubs, burrow and attack from ground with trap like jaws, STR to pull free or DEX to avoid ig you know they are there. Dungeon maggots - good bait and good eating for some, 1HP and bite for 1 HP, {1d10} maggots probably on some corpse or some dung. Dungeon Earth Worms - up to a foot long come from its hole to eat some rubbish, good bait. Dungeon giant worm - up to a 1 yard worm with a 1d4 HP and bite. Dungeon sting worm pops out of ground or wall with paralasys sting. Dungeon grubs - {2d20} grubs attack for 1hp then live inside host as a parasite - when worms exeed HP victim bursts, 1d6 attack a person each round. Dungeon thread worms - {2d6} sticky threads attack and cling to victim from wet patch on ground or near food or rubbish for 1hp per worm then live inside host as a parasite - when worms exceed HP victim bursts open. Termite swarm infests wooden objects to eat. Chirpers increadibly noisy cave crickets, may congregate near scraps and bite, mosly make alarm if scared warning local monsters. Dungeon dung beetle - collects dung and rolls away and stores in nest neatly. {d100} Cockroaches - may get into party stuff and lay eggs. Dungeon mosquito swarm - swarm inflict 1hp per round for 1d4 rounds then leave. Dungeon fleas or ticks - infested area spreads to party, lose 1 hp per day till treated, with weekly disease check. Fly swarm of stinging flies or wasps that crawl into eyes, ears, nose, may blind and smother. Giant tick bite then suck 1d4/rnd, diseased. Dungeon giant mosquito - 1d4 HP, 1d3 bite then suck 1d3 per round till dear, diseased. Cave lobster (Dungeon Yabbie), usually hide near drains or water on in puddle, nip for surprised then flee to water if prey dangerous, delicious in butter and garlic. Giant wasp - {1d6} large stinging cat size wasps with clay nest. Dungeon giant flies, {1d6} in group, aggressive hit and run hand to small dog size. Ants or termites, footlong builder or mining ants or a single grumpy dog sized ant or termite. Inch ants, multiple bites cause 1pt wounds and mild poison. Dungeon scorpion - up to foot long, aggressive often in groups. Dungeon centipede - up to foot long 1d4 hp, Poison+2 save, angry if disturbed nest or while eating. Dungeon camel spider - foot long creatures look part lobster. Paralyze you with venom then eat 1hp for 1d10 rounds, others may join in meal, attack sleepers unless desperate. Tarantulas, many hand size or lone larger, poison inflicts urge to dance till exhaustion. Dungeon rat eating spider - a 2 hand size spider with necrotic bite dam 1d6+2 damage save vs poison for half - not hostile but might be startled and defend self. Dungeon red back spider - black orb with scarlet eye mark on back builds scraggly webs under benches, furniture, goods left against walls, holes - poison aggressive with nest. Dungeon trapdoor spider - blends into stonework bottom few feet of wall or in doorways for skilled ambush. Rope snakes like to hide among rope or look like coils of rope. Torch bugs fold up to look like a torch when scared, if you set them alight they go crazy. Lamp Spitter shoots spit at open flames, dousing candles or lamps. Biggest can douse a torch, if irritated they jump on your face. Lockspiders hide in locks and poison anyone rude enough to use a key or lockpicks in their homes. Leatherworms, infest leather goods and weaken them. Blue Gel, ball sized glob drops onto wood or leather goods, ruining them rapidly. Flying Squealers are magical winged piglets from another plane, they are adorable, eat your food, fly about shitting and squeal if spooked. Dungeon Squirrel, dog size, aggressive, eat carrion and all kinds of dungeon waste.. Dun Jelly, eats sewerage and feces, some keep them in latrine pits, sometimes people step in them and slip and stink after. Baby fire salamanders live in fire places and forges and if left without fuel will wander off to start a fire, feeding them fuel or fire magic heals them, cold or water or sand hurt. Explodestools - [|{d3}, 1foot diameter|{d4}, 3foot diameter|{d6}, 10foot diameter|{d6}, 10foot diameter|{d12}, 20foot diameter]. Green Mold, creates stinking cloud if disturbed once a day. Tentacle from drain or water grabs your foot will give up if hurt or cant drag into hole. Faeries, sprites, pixies or brownies pinch stuff and play tricks on rude or oafish boors. Flying monkeys screech, steal stuff, grope people and fling shit. Shrieking mushrooms scream if disturbed allerting dungeon monsters. Walking mushrooms, kinda adorable to some and possibly delicious. Stirge owls, blood sucking dungeon owls. Undead hand or other body part or undead small creature like a rat zombie. Baby carrion crawlers, 1d4 HP one sting save vs paralysis +4, left the nest in a group of {1d6}. Baby trapper covers single floor stone usually near doorway[|||, in group of {1d5+1}] - 2d4 HP grab then crush for 1d4 per round, surprise. Baby cave fisher - sits above doorways, try to eat party pets or hobbits, 2HD, entangling fisher line 2x1d6 lobster claws when victim close. Small piercers 1d4 dam. Baby purple worm 1d4 HP 1d4 bite or stinger - kill and eat now or else. Baby jelly or ooze or cube eating some dungeon rubbish. Baby mimic 1d4 HP grabs then 1d4 per round crush, disguise as doorknob, gem, dagger. Gremlins play cruel pranks, pick pockets, hotfoot, steal food, cut rope, hole battles, etc. Lost familiar creature may be shy or just follow or be friendly. Rat or weasel or cat looking but actually a imp or brownie or other small curious shape shifter. Spherical one eyed furry ball follows party, makes cute noises and eats party victims. It is a baby beholder; if scared it has a single flash strobe, Save vs blindness for 2d4 rounds -1 to hit for 1 hour after. It usually flees and goes down a hole, very fast and harmless at this age but most get eaten. FILENAME: EMO_Gamma_BunkerPettyProblems.ipt Header: Petty Bunker Problems and Gossip So this is a table for smaller shittier problems you might face weekly in a bunker or generation starship or isolated base. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/03/d100-petty-bunker-problems-and-gossip.html
table: PettyProblemsInTheBunker Leader growing senile and increasingly crazy Leader demanding unreasonable personal attention and servitude Leader corrupt and accepting bribes and services for privilege Leader clamping down on personal freedom and choice Leader increasingly paranoid about enemies Leader concerned about traitors from with bunker Leader adopting harsh and arbitrary punishments Leader appointing overbearing officials Leader [|ill|engrossed in his own problems] and organisation suffering Leader is being duped or misled by dubious adviser Several workers down with flu Someone important has medical crisis Medical [|supplies|skills] needed Mold or fungus making health problems Doctors working on treating medical mystery Several workers pulled from duty due to mental problems Accident hospitalizes some personnel Worker reproduction or cryopod problems Medical tech ethics dispute (cloning, reproduction, genetic mods) Debate over patient priorities Food production failure, food supply shortage Armament or ammo shortages Fuel shortages Improvised materials and repairs failing Water or air filters having problems Technical information lost Vermin eating supplies Storage facility damaged by [|flood|cave in|contamination] Light bulbs, toilet paper, paper other common goods hustled on black market Water supply reduced [|Construction material|Tech parts] shortage Power outages Attempts from unknown outsiders to enter Collapse of a section trapped some occupants Sewerage flood Toxic gas vented into some areas Flammable gas leaks Elevator or internal transport fails Main Door frozen Surveilance system tampered with Panic about surface conditions Riots over goods shortages Accusations of [|murder|cannibalism] Witch hunt for traitors Fear of [|disease|contamination] Crime and corruption on the increase Faith in mission or survival low Suicide increases Citizens seek to escape Killer hidden among population Workers strike for better conditions Security prompting a coup Family dynasties struggle for control at any cost Science staff tired off backward oafish elites who cut their funding Criminals plan a take over for more vice and corruption Ideological zealots stirring up unrest Demagogue winding up workers with talk of equality and fairness Military faction need bigger barracks and more food as they take all the risks Law and order faction tired crackdown on petty rules [|Religion|Cult] wants bunker to go in new direction Rumors of bunker purpose a lie, demand secret agenda exposed Rumors that conditions outside are a lie Rumors of secret infiltration from outside force Rumors that leaders corrupt and have secret luxuries Gossip rampant and bullying driving some to suicide Gossip about contamination and safety covered up Gossip about private lives of leaders sexual exploits and vice Gossip that complex doomed, panic and dreams of escape abound Stories of [|creature|maniac] lurking in complex depths Stories of supernatural phenomena - [|ghosts|people with ESP] Establishment of black market economy and currency Gambling running rife and causing problems like violence Secret fight club league or other dangerous blood sport Underground sex industry linked to corrupt officials Personnel being killed in dangerous physical challenges Gamers taking things too far by acting out dangerous fantasies in real life (mario carts!) Addictive [|game|fan fiction zines] distracting important workers Kleptomaniac scavenger hunts all the rage Drug abuse rampant and safety compromised [|Gangs|Cults] forming, dividing community Rust and corrosion rampant, things falling part Software bugs make computers inefficient Air temperature too cold, ice forming in some places Air temperature too hot, hot spots in some places Air too humid, dripping water, condensation and water damage Machines and computers acting funny Funny odors and bad air some sections Food production areas [|declining|diseased] Vermin loose in some sections Stuff growing in some sections that shouldn't be Mental health crisis among essential staff being investigated [|Manpower|Skill] shortage solved with clones, androids, cryopods or other tech fix Slimy trails found Disappearance of person alarms Graffiti increasing and common is some areas Terrible practical jokes getting more serious Vandalism running rampant in some sections Something important missing Eugenics club advocates [|modifying personnel|creating worker drones] Someone is stealing [|power|lab supplies] for some purpose FILENAME: EMO_OSR_MagicMods.ipt Header: Common Magic Mods for Weapons and Boots Rather than have just a skill or spell to make items, I have lots of spell to be cast with a ritual or a specific spell for every enchantment is interesting and keeps wizards on top of enchanting tree. Could be broad like enchant armor, enchant shield, enchant boots. Or specific like enchant bracers of defense. If you don't have enchant weapon but an enchant for a plus of some kind only the plus harms the being not the basic metal or wood of item. Weapon Enchant also increases material strength to that of quality steel and can injure beings immune to non magical weapons or normally vulnerable to silver or iron. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/04/magic-and-mods-for-boots.html elfmaidsandoctopi.blogspot.com/2016/04/common-magic-and-mortal-mods-for-weapons.html
prompt: Show me: {Common Weapon Mods|Common Minor Weapon Enchantments |Rare Major Weapon Enchantments|Common Boot Mods|Common Magic Boots|Rare Magic Boots|More About Magic Mods} Common Weapon Mods use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] endtable: table: MoreAboutMagicMods [#{rep} MoreAboutMagicMods2] table: MoreAboutMagicMods2 1:Magical plusses and number of uses per day/week are based on the creator's level: & table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& LevelPlusses / No. of uses per day/week& 1 - 41& 5 - 82& 9 - 123& 13 - 164& 17 - 205&
1:Common Mods can be done by a very skilled craftsman.\n& Common Magic requires the 3rd level version of Enchant.\n& Rare Magic requires 6th level version of Enchant.\n table: CommonBootMods Hobnail Soles non slip on mud or grass, 1/2 DEX on hard smooth surfaces Soft soles +1 on sneak rolls Waterproof +1 save Reinforced +1AC +1 save vs some threats Steel cap +1 kick damage Knee high Thigh high +1AC if no other armour Heels +1 Mv Points +1 kick hit Spurs for riding Gators - can attach to make footwear act as higher boots and increase water or grass resistance table: CommonMagicBoots Stealth - makes all sneak skills easier and removes dificulty penalties on surfaces like gravel False Trail - leaves false track d4 1=backwards 2=small beast 3=humanoid 4=monster Jumping - can jump as if had a run up from a standing position height up or double height across Climbing - improves climbing skills and removes dificulty penalties on surfaces like glass Riding - makes beas calm and compliant removing penalties for difficult riding rolls Kicking - extra kick attack d4 Dancing - dance as if skilled or removes removes penalties for impressive moves Speed - +25% move rate Levitating boots allow to cast levitation once a day Feather fall boots - once a day can fall one drop unharmed table: RareMagicBoots League leaping - once a day can leap a league in one round of 3.5 miles Haste - once a day caste haste spell Spider Climb at will can walk up 90 degree walls onto ceiling as if on ground Beast boots - put them on animals hind legs, makes bipedal and able to tal Water walking boots can walk on calm water, rough requires dex check or sink Air walk boots - a ten min turn per day Faerie Boots - can plane shift once per week to faerie land Teleporting Boots - once a week to a known location like home, wearer only Fire walking boots - unharmed by normal fire, -1 per dice from magic fire Stone Walking Boots - can walk through stone or earth one round per day table: CommonWeaponMods Reinforced +2 saves from damage Quality - (roll o1 craft) +1 hit Light - weighs less, moves easier than normal Hook - can entangle person or weapon Spike - -1 to opponent's AC Throwing - no penalty to throw yards in STR Heavy - 2 minimum damage dice instead of 1 Hand Guard - weapon can be used as a buckler instead of weapon Silvered or cold iron weapon harm some foes Poison Well - keep a charge of venom in handle table: CommonMinorWeaponEnchantments Weapon Enchantment - can harm creatures immune to non magic weapons Reducing Enchantment - double the normal plus, but loses a plus each use until it's nonmagical +hit as per superior enchantment +1 better not cumulative with superior weapon +damage only as per superior enchantment, not cumulative with superior weapon Light - gets 1' of light per maker's level, if maker is at least 9th level, can grow and shrink light or turn on/off Nemesis vs specific species or race - doubles + from other enchantments vs target species Cursed - will curse user or make them have penalty or other strange effect if not permitted user Conditional - only a certain type or alignment or race; can use as a security device Superior weapon - +1-5 hit and damage One use only, but can make multiple weapons 1/lv; used for making ammo mostly table: RareMajorWeaponEnchantments Detect item/substance/species/enemies - pick one per plus Sentient Weapon - has a d6 of INT WIS CHA per + on level chart Slayer - on a +1= on hit roll 20 victim loses limb, increase dice range with +, by +3 is vorpral head cutter Wounding +1 = point of blood loss per round for 10 minutes Vampire - half inflicted damage heals weilder and makes them crave life force Elemental - +d3 damage - venom, spark, acid, ignite, chill or elemental fx Spell charges each plus is a number of spell levels and charges per day. Eg +3 = 3x3rd lv spell if had or 3x3 different 1st level spells per day Alignment bound makes advanced powers work only for set alignment and is monitored by planar powers who will send advice and missions, can detect opposite alignment if you are the right one for weapon Absorb levels of incoming spell per day equal to plus Can detect weak planar barriers and cut through them one per month per + FILENAME: EMO_Psychon_vsMars.ipt Header: Psychon vs. Mars! When the apocalypse hit old Earth and terraforming, bioforging and mindhacking technology was weaponised in the final war, Mars was cut off and isolated from Psychon. It has its own mysteries, space gods, and ruins. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/04/psychon-vs-mars.html
prompt: Show me: {Martian Tribes|Common Mutations|Common Ruin Types|Gods of Mars|More About Mars} Martian Tribes table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutMars [#{rep} MoreAboutMars2] table: MoreAboutMars2 1:Mars is semi terraformed with a modified core, breathable to modified humanoids. Visitors need breather masks, drugs or chew oxygum. Gravity is less and people can jump double and lift double. Most NPC peasant martians have 3d4 strength. Movement rates are increased by 50%. 1:Forests of giant lichen, fungus, red weed, triffids cover about 18% of the surface. Cacti deserts, grasslands and swamps surrounding the colonists ancient canal system cover about another 30%. Fresh water covers 22%. \n\n& 6% of Mars, on the equator, is a city ruinscape where the sky elevator fell on a once-megacity of ancients. 5% is covered in machine ecologies where wild robots roam. Many are robosaurs; living beings struggle to survive here. Some abuse the machines for various purposes. 1:Once Mars was independent and even threatened Earth, its people and even all known life. The peoples of Mars were the first to modify themselves, with colonial nationalists defining their form by political unions. \n\n& Some Martians visit Earth by saucer to study, loot or prepare an invasion. Most Martians are lower tech and battle in the wasteland. 1:The sky has two moons. Phobos has a star gate to Planet Ariel, and a demon-invaded military base is on Deimos. A ring of 16 solar reflector squares orbits mars and helps illuminate Mars. Fragments of the space elevator and other orbitals remain in orbit also. 1:Various Martian Gods include Mars, Olympia, Spartan, Janus, Set, Nergal, Loki, Eris who all have heavenly orbital platforms and deep bunkers and servitor kaiju.\n\n& Gods of mars are mostly not nice and not welcome on Psychon. Even the space gods dont like martian gods. Martian gods try to hack systems of other gods and introduce martial life on Psychon. Gods are jealous and dont want more gods fighting for influence. Mars and Psychon gods send agents to visit each other. 1:Mars has canals and mighty caverns and cisterns as well as abandoned mines and canyons. Ruins of many civilization types exist.\n\n& Martian dinosaurs and sleeping kaiju were placed by Martian gods to feed the fighting folk of Mars. table: MartianTribes Green Men - the first tribe The Brainlord Tribe - mentalist magicians Cyclopeans - four armed one eyed tall men Brain Squid - evolved into tentacled sacks of intelect who are cyber linked to cyborg tripod bodies Reptile men - dino herder lizard and serpent men tribes Changelings - shapeshifters with various sub tribes Eldren - descedants of space elves, greys, and hedonistic eloi, generation starship tibes Morlocks - canibalistic dwarves who live in depths with bizzare machines and eloi farms Goblin Tribes - aliens from Tau Ceti stranded in solar system colonised and hybridised Beastmen - beast hybrid men, mostly mammals, such as apes, swine, dogs, otters and other furries Plantmen - hybrid plant men with photosynthetic skin symbiotes Silicon men - built by gods to explore universe or work deep underground Robot Tribe - machine people and synthetics like androids and replicants table: CommonMutations Antenna[||||||, concealable when not used][||||||; can smell as nose]. Wizards use them to cast gesture based spells components instead of hands. Some fern-like, moth-like or coiled like a butterfly's. Large forehead +1 1st level mentalist spell, or mentalist zero level cantrip for non casters [when]{1d3}>1[do]Shell-like[else][|Pointy|Reptile|Cattle|Cat][end] ears, hearing skill free Photosythnetic plant symbiote, half as much food needed, more than once you are shaggy Webbed fingers and toes, swim normal movement rate Gills for water breathing, also eye membranes, nostril and ear flaps Vampirism, craves living body fluids of unconcious or recently dead (or canabalism or eat dead) Narcotic scratching nails, CON+2 save or increasingly groggy then pass out if get a second fail Alternate reproduction such as egg laying, budding, parasitism, sexless pathogenic 10 Glider wings fall gently at 45 degree guided slow fall, skilled user can catch winds and do better Cyborg parts replace body part d6 1=hand 2=arm 3=foot 4=leg 5=eye 6=skull Plant or mineral or other species part like a limb or hand transplant Bulging brain -1HP +1 INT Glow in the dark 1"/lv Strange snout -1 CHA but gains scent, taste or track ability or noseless gets no CHA loss and no nose or smell sense Elongated prehensile tongue one foot long Tusks bump up dice of bite attack +1 (or teeth or extra jaws on tongue) Extra eye can see multi dimensional objects (undead, outer planar beings, spirits) Extra eye can see invisible or through illusion magic effects Extra eye can see multidimensional entities and can hit them (as if only +0 or one better than any plus of weapon) table: CommonRuinTypes Observation bunker Lab station Atmosphere refinery Colony complex Agri complex Space port Industrial complex Mining complex Bioforge facility Military base Renegade outpost Black lab complex table: GodsOfMars Mars - former military AI bcame supreme god of mars, enjoys violence and farming Phobos - the god of panic and fear aids tose who flee and scares enemies Deimos - the god of terror and dread has become a demon lord of chaos Eris - the godess of chaos and discord, patron of anarchists, queen of the gold apple Set - former security AI dedicated to subversion, infiltration and corruption, father of monsters Nergal - lord of disease, death and war but also of subversion and anarchy Spartan - bunker god who enforces martial dicapline, teaches eugenics and upholds slavery Janus - stargate gate god, driven mad by fall of space elevator, god of tricksters and performers Loki - lord of lies, deceit and tricks, aids rebelions, helps prisoners and fathers monsters, Venus - the wife of mars and sub AI to the planetary AI of Venus, godess of love and life Thanatos - the destroyer always trying to kill all on mars Eros - god of love who battles his brother constantly and help life be fecund FILENAME: EMO_Psychon_Gods.ipt Header: Gods of Psychon - Deus Ex Machina Most of these are in the Psychon book but some are new, and I promoted Typhon up. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/04/gods-of-psychon-deus-ex-machina.html
prompt: Show me: {Great Gods|Lesser Gods|Petty Gods|Space Gods|Elder Gods|Gods of Mars} Great Gods table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1} [@{choice}Intro]
[end]& [@{choice}] table: GreatGods Colosus the great god of the west the ruling god who always knows what is best Guardian the great red god protector of mankind and king of the synthetic life systems Pheonix - the grid all divine power uses, the cosmic balance, source of magical power Kernu - hunter and scientist magician, recycles departed souls for the godess in his data underworld Gaea - planetary terraforming and weather control systems that gods evoke to shape reality Wotan - the bad god, a blood thirsty war god worshiped by templars, inquisitors and fanatics Nergal - lord of famine, plagues and murder, he usurped part of hell to recycle wicked as undead Erishkigal - goddess of monsters and the sub worlds, queen of vampires and gates of hell Tiamat - goddess of deep and auroras, mother of dragons and sea monsters and chaos demons Minerva - protector and inventor, ruler of science and magic, she is telepathy and mental power Selene - lunar healing goddess of night and mystery, hospitals and paladin cults Typhon - the destroyer, father of monsters, bad weather and volcanoes, wrath of the mother table: GreatGodsIntro These great gods have multiple bunkers, space platforms, servitor AI's and kaiju. They connect with the great systems that support Planet Psychon. They are part of the infrastructure of the world. table: LesserGods Virgil - guide and protec tor of travellers, opener of the way Paragon the paladin lord of virtue Bool - wizard lord of maths and logic Alpha the bunker lord, protector of the chosen, protection from communists and mutants Takwon god of precision combat and targeting and identifying foes. faceless green god Lomax the hard working giant who serves the community and protects workers Atar is the god of simulated war and ritualised training. lord of resurrection and illusions Platon god of ethics, logic, data. philosophy and teachers of ultimate reality Socrates god of wisdom, questioning and heresy Sophia goddess of diplomacy, mercy and wisdom Valleeforge goddess of protecting plants and animals, and keeps a magic space ark Justice a giant green goddess of law and reincarnation who weilds a torch, book, sword or staff Segar the beserker and honour and battle, unconcerned with ruling or non warriors Koleko goddess of design, elegance, artistry and good machines Moloch god of bad machines, slavery, factories and sweatshops Loth goddess of the underworld datawebs, networking and subversion Kali goddess of renewal, rebirth, assassination and murder Zardon purges the impure, his great head comes to delver guns for food to his exterminators, Panatee angel of guns, monster killing and fornication Stokan angel of the sword, monster killing and tasty treats and feasts table: LesserGodsIntro These gods have own bunkers and satellites and active cults. They are major agents of change and struggle and often serve the great gods. They are impossible to completely wipe out with many back up systems ready. table: PettyGods Donarkong great ape god of bride stealing, construction and violence Morazio a leaping heroic tradesman who improves life with building and monster fighting Otto an evil laghing robot head, lord of the crystal maze and robots who hunt humans Centapedus a great machine centipede who guards fungus forests and goblin settlements Pandora goddess of feckless maidens and releasing ancient evils, people hope she stays away Pakumon eating god of the fruit and ghost maze, with tiamat spawned pakuspawn mini monsters Galagon lord of the bad robot plagues, has several brothers, some who fight and hunt aliens Defender hunter of mutants who carries the pure to his eternal crystal stasis fortress forever Maaria the good helps common folk and children, inspires goodness Maaria the wicked helps corupt rich and decadent vice, inspires naughtiness, is really an android Lorelei goddess of physichal love, seducer and prostitutes Maltor is the god of lycanthropy and were monsters who gives power to sinners Nanee godess of kidnapping children for own good to raise to serve her Barabee godess of grooming and trade and collecting nice things Wenadee godess of processed food and food service and Barabee's sister Legos god of building, craft and engineers Logos god of maths, logic and order Gargaz god of underworld dungeons, traps, ruins and monsters Atlas former great god now a fragmented mostly sub systems remain, helper of humankind table: PettyGodsIntro These gods have a single bunker or satellite and can be temporarily destroyed. It takes some time and cult support to return from back up, especially if mightier gods dont want them to reboot. Their plots are mostly localized to a hex. table: SpaceGods Ankor the star judge, asseses the fitness of life to be worthy of evolution or destruction Mazzigor the warrior who comes across the stars to fight evil kaiju and bad mecha Raydan great space god who protects Psychon from aliens and kaiju and elder gods Anu great star commander, father and teacher of the aliens and his city building cults Karzar the lord of darkness and conquest, master of transforming evil robots Kalidan the betrayer who planted evil desires in life to support his ideas of evolution Talos the fire warrior sends down his kaiju fighting form surrounded by a nuclear firestorm Commander lord of the good force, protecter of good men, aliens and robots Kronos the world eater sends refinery landers and mind controls agents to eat planets Star Warden, the great AI of a colony ship taking the chosen to the far away heaven Koran the evolver comes to uplift species to freedom, manifesting as a titan or as space monoliths Gian the life giver comes to plant seeds of life and mutation to barren systems table: SpaceGodsIntro Space gods are based in space and are not embodied in Psychon. The may manifest mecha kaiju or great sky chariots and land. Local gods might try to drive them away and the ruined bodies of past landings can be found. Some build monuments of stone or scratch huge insignia in the ground to encourage space gods to land. They are more likely to leave enigmatic artifacts or send servitor aliens. & & & elfmaidsandoctopi.blogspot.com.au/2013/11/aliens-saucer-men-and-space-gods-of_11.html elfmaidsandoctopi.blogspot.com.au/2013/11/aliens-saucer-men-and-space-gods-of_9.html table: ElderGods Cthulhu (K2LU) the great sea demon who is dead but dreaming, lord of the fish men Tsathogua the subterranean lord, the great shaggy frog god, lord of wizards Yig lord of reptilians, father of serpent kind Shudde Mayelle the great worm that crawls beneath the earth, god of telepathic land squid Iquatha lord of cold and the polar ice caps Zoth Amog a conical body of flesh with tentacles who is favoured by mutants Hastur patron of space wizards and evil magic, necromancy and summoning Ganatathoa the gazing god who is served by liogorr and Shumagorath the goddes of fecund nature and mother of monsters Yog Sothoth the god of gates and hyperspace, travel in space or time or the multiverse Nyarlathotep the god with a thousand faces (many are kaiju), lord of telepathy and lies Azathoth the blind idiot god, got of atomic power and the cosmos table: ElderGodsIntro These supposed alien gods persecute humanity and aid monsters and cults. table: GodsOfMars Mars, former military AI bcame supreme god of mars, enjoys violence and farming Phobos, the god of panic and fear aids tose who flee and scares enemies Deimos, the god of terror and dread has become a demon lord of chaos Eris, the godess of chaos and discord, patron of anarchists, queen of the gold apple Set, former security AI dedicated to subversion, infiltration and corruption, father of monsters Nergal, lord of disease, death and war but also of subversion and anarchy Spartan, bunker god who enforces martial dicapline, teaches eugenics and upholds slavery Janus, stargate gate god, driven mad by fall of space elevator, god of tricksters and performers Loki, lord of lies, deceit and tricks, aids rebelions, helps prisoners and fathers monsters, Venus, the wife of mars and sub AI to the planetary AI of Venus, godess of love and life Thanatos, the destroyer always trying to kill all on mars Eros, god of love who battles his brother constantly and help life be fecund table: GodsOfMarsIntro Gods of mars are mostly not nice and not welcome on Psychon. Even the space gods dont like martian gods. Martian gods try to hack systems of other gods and introduce martial life on Psychon. Gods are jealous and don't want more gods fighting for influence or godnet system control. Mars and Psychon gods send agents to visit each other. FILENAME: EMO_OSR_MagicFarmAnimals.ipt Header: Magical Farm Animals Farm Crawls are a riot. Send low level adventurers to farm of attacking farm animals. Zombie or mind controlled animals like D&D cows, goats, sheep, farm dogs, geese and other animals will earn respect. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/04/d100-magical-farm-animals.html
prompt: Show me: {Specific Magic Farm Animals|Make A Magic Farm Animal|Strange Animal Features|Strange Animal Abilities|Animal Goal|Current Escapades} Specific Magic Farm Animals table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAMagicFarmAnimal ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& [@AnimalSize]& Farm Animal{animal}& Size{size}& Stats{stats}& Strange Feature[@StrangeAnimalFeatures]& Special Ability[@StrangeAnimalAbilities]& Goal[@AnimalGoal]& Currently Doing[@CurrentEscapades]&
table: AnimalSize {size=='Tiny (under a foot in length)'}{animal=='[|Bug|Mouse|Frog|Lizard|Finch|Cricket]'}{stats=='HD 1hp AC +5 some might inflict 1hp Mv6'} {size=='Small (1 - 3 feet long)'}{animal=='[|Chicken|Smaller dog|Goose|Cat|Duck|Monkey|Crow|Owl]'}{stats=='HD d4 AC +4 some might inflict d4 Mv9'} {size=='Medium'}{animal=='[|Sheep|Goat|Pig|Large dog|Miniature pony]'}{stats=='HD d6 or d8 AC +3 some might inflict d6 Mv12'} {size=='Large'}{animal=='[|Horse, Cow]'}{stats=='HD 2d8 AC +3 some might inflict d6 or d8 or a d4 bite Mv18'} {size=='Huge'}{animal=='[|Bull|Ox|Draft horse]'}{stats=='HD 3d8 or 4d8 AC +3 some might inflict several d6 or 2d6 Mv12'} table: StrangeAnimalFeatures Part bright faerie, sleight and swift and unearthly beauty and night vision Part dark faerie, sleek and poisonous beauty gain night vision Part prehistoric stock, 30% more HD more aggressive and bump damage up to next dice Animals are intelligent and unified against unfair abuse secretly in league with druids Animals are undead and hostile, mostly zombie like but craving revenge on humanoids Crossed with humanoid breeds which are bigger and meaner and have night vision Holy beasts repulsive to undead and evil creatures, favoured by the gods in sacrifice Evil looking sly beasts with cruel natures blessed by powers of evil, extra damage All exotic throwback breeds from olden days with unusual qualities Animals are hybrid with other planes like elemental or diabolic Draconic or reptilian throwbacks with serpent taint Led by a horrible beast like a devil swine, demon or evil fey being table: StrangeAnimalAbilities Clever team tactics, traps and ambushes Priestly powers of a cult Sorcery abilities from planar bloodlines Druidic powers from a nature cult Strange mental powers in a telepathic link Mutated by chaos - mostly hideous and weird features Weaponized by law - magical or cyber weapons grafted to beast Local strange powers respawn animals if slain Fed on strange drugs or herbs or alchemical waste Crawling with hideous dangerous parasites Mutating into shoggoths, some fuse into each other and cross features Under the protection of a local spirit or fey being who protects them from harm table: AnimalGoal Serve a god or other planar power Works with a local magician Works with a secret society or cult Seeks increasingly difficult tasks Establish own kingdom or cult Recover a lost secret or item Find true purpose Uphold an alignment Seeking a loved one or friend or kin Searching for a worthy human to serve Wanders earth aiding others (of similar alignment) Seeks to expose and humiliate secret society or cult table: CurrentEscapades Find help for kiddies [|stuck in a well|lost in the wilderness|lost in a cave|who've been captured] Find help for an adult who is [|trapped|injured|sick|captured] Looking for a favored human With pet humans off to visit town or another farmstead Bad people pursuing the animal[||||||. Has a kid sidekick.] Solving a mystery with a few other animals or kids Out doing some normal animal in a contest Eating some tasty morsel dropped by the trail Lost on the way somewhere for holiday Mean horrible human seeks to claim beast and whip them Of to visit another animal, its [|mate|kin|friend|rival] Looking for a thing [|that's been lost|that's been stolen|, required urgently|for a gift] table: SpecificMagicFarmAnimals Macha the Big Brown Hen Outsmarts Mr. Fox, lays lots of big eggs, kills snakes, alarm cackles if evil near, keeps coop quarrel free. Ronaldo the Big Black Cock A fighting black rooster who cries out if enemies near, He stands 4ft high and has 10 inch spurs. Thomas the Turkey A bluffing puffed up coward who was taught sorcery by planar beings impressed by his mock bravery. He uses illusion magic and fear spells. Sir Quackalot the Great green drake. Bite is diseased. This duck hero battles mr fox, rescues foolish ducks. He will alert friends by flying around quacking angrily. Mother Duck A great white duck who cares for her young and outwits mr fox. Her foolish sister does opposite. Her wisdom inspires all with her virtue. Blue Arnold A handsome pigeon who leads his flock in flying circles at home or when he infallibly delivers messengers, he can crap in a human eye from hundred yards up and uncannily avoids predators and enemies. Screaming Molly A tiny but smart hen who outwits others. She doesn't just outwit mr fox she makes him kill her enemies the gets someone else to kill mr fox and his family. She also screams a horrible alarm cry that drives everyone mental. She hates snakes and dances on enemies graves. Glory Goosedown A great big goose saved his family and community by honking loudly and even breaking arms of attackers, On a natural 20 can knock a target over or break an enemy limb. Tends to scream for miles at any strangers coming near. Can lead a flock of geese in battle or flight. Granny Goose Tells stories inspiring wisdom and courage as well as inspiring listeners to live the good life (listening to her = save or one step alignment shift towards LG). Wicked people have stolen her then returned her later. Brainwashing people is more her thing than fighting. Glenda Goldrums A goose who daily lays gold shelled eggs worth d6x10gp. People like to steal her and heroes always rescue her. Everyone knows she wont lay if hurt or upset too much. She weighs 30lb. Bowser the Wonder hound saved many children from wells, inept adult criminals and children, great at getting help or dragging people to safety, understands human speech. Polly Ratter Can find vermin hidden anywhere and does max damage on mice and rats or related monsters, she is only one foot long and can squeeze in rabbit holes to fetch you dinner. Jiminy Whippet Can run faster than any dog or horse so is good for gambling but also chasing rabbits or sending messages. Jenny Terrier An efficient ratter but when fighting other dogs takes half damage and has +4 better AC. Small but able to beat most hunting dogs and will guard babies from rats. Rollo Wolfbiter A huge wolfhound stronger than a wolf and even will take on dire wolves (use stats for him) and can bite dog like creatures normally immune to non magic. Peggy Plugface the Pug princess is also a wizard. She can talk, cast as a 4th lv wizard and speak to all goblinoids who like her. She likes wearing hats and little outfits and cake. Old Crosby the Shepherd Can guard and herd livestock caring for them as a shepherd for weeks and can track stolen livstock, very shaggy and eyes not visible. Bullbiter Billy the Bull Terrier Can take on a bull and win though he only weighs 40lb, he is fearless in any fight which is a problem. Wears a suit of armour that injures creatures who bite him. Saint Barker A holy mountain dog who preys at every shrine or temple and bows to clergymen. Can find missing people, carry wounded to safetey, carry load of a miniture pony and often has a tiny barrel with a healing potion he can use on wounded. Gordo the Rat Hound Actually funny giant rat from city who people call a dog because nobody wants a giant rat in their house. Obedient, loyal and can carry ropes and climb walls on command. Fat Ginger A lazy greedy big fat cat the size of a large dog. Hates snakes, rats and dogs and will fight them. Expert at blinding attacks when attacking a face. Black Tom A sorcerer cat allied to powers of hell. He is quite helpful and will help master obtain wealth and power through lies and trickery. Suggests a devil-pact as answer to many problems to heroes. Pussy Willow A shaggy long haired cat size of a bobcat, She protects hearth and house and children and can magically blend into vegetation. Some say she has elf powers. Jenny Barncat Sits in barn and protects the animals and prevents vermin and fires. She has hundreds of kittens per year. Claude the Cat King Wears a tiny crown and cape and demands best chairs and cushions and laps to sit on. He can summon d6 kobolds for an hour a day who deliver a silver coin each and will serve as his footmen or guards. He demands posh food and is fussy. He talks but most people don't like what he says about cat superiority. Mrs Miggins' Big Black Pussy Nobody remembers Mrs Miggins but everyone knows her big black cat. It is always is refereed to as property of Mrs Miggins. It mostly sloths around eating smaller animals even small dogs when hungry. She looks after children and baby animals left in her care if paid in milk and a spot near the fireplace. Rusty Tom A cad who can turn into a charming richly dressed handsome man for an hour a day but mostly does it to crack onto ladies. He sometimes helps those who feed or look after him as a cat. Only talks when human and his hundreds of children are changeling cat folk. Bloody William A nasty tom has sharp claws that cause bleeding wounds (1pt/rnd for ten rounds). He is surly and cranky and does as he pleases. He does show gratitude to any who help dry him when wet, or feed him or keep him warm. He hates kobolds and can smell them from 100 feet away. Princess Fluffy A very fluffy white-grey cat, whose fur gets on everything especially black clothing. She is a bit pompous and sneezes when near magic. She is good natured and puts up with being dragged by children but not adults. She is good at detecting ambushes unless distracted by birds or mice. Zebidiah Sleek A big black and white crafty tom who fetches rats, snakes and even rabbits daily. Often the victims have a bit of life left in them when he drops them near his friends beds. He likes to sit on peoples shoulders and dislikes evil people on sight. Nanny Binx A former familiar roams the land turning normal farm animals intelligent. She encourages them to serve earth cults (she isn't religious) and to fight chaos cults who sacrifice animal souls to evil. She often follows adventurers and provides them with healing milk. She has many brave sons who kill chaos (see also Petty Gods Tome). Stinky Billy Likes to chew things and to pee on things he doesn't like. He is a bit rude and likes to butt people bending over for fun. He hates evil and has killed many small humanoids and driven off bandits from his farm. Black Buck An evil chaos goat who serves evil cults, witches and wizards and will join in evil rituals. He will protect other animals or humans earmarked for sacrifice and knows the secret of sending souls of slain to chaos gods. People might think he is a protector but not guess his true motive. Possibly local goat men covens are his spawn from his liaisons with witches. Geraldine Redhoof A ginger and black doe is a successful mother who can pull small carts and lets children and small humanoids ride her. She likes company and bleats if left alone too long. She can count and do simple sums by stomping her hooves and understands common. Grandpa Big Horn A shaggy grey goat with huge horns. He is pretty friendly but guards his territory and friends from uninvited guests. He has a knack for knocking foes over then trampling on them. His horns can harm beings normally harmed by magic and he senses invisible foes like naughty fairy folk. Zimulah Strange Nanny Has a strange stare some say has elf blood. She can detect elf hills, faerie circles and invisible faerie folk. Those she gives evil eye to make a save or get -2 all actions for a day. Her milk is mildly addictive and delicious, elves crave it and her owners with her aid develop relations with local fey folk. Nimblehoof A smallish white goat can climb and balance incredibly and likes to nibble on thatched roofing. Can stand on a walking stick, walk on hind legs for a bit and can dance. happily works with bards, performers and beggars to earn extra cash for a human friend. Greybeard Wizard Goat An ex familiar who has grown to huge size since masters death. He can carry a lightly encumbered person and can cast as a third level wizard if allowed to read a spellbook. Actually knows many obscure magic secrets and history but he cant speak common but understands it. He worries about his humans a bit and bleats if he thinks they do anything dangerous. Whitey Oddhoof A shaggy white goat who can detect poison and purify water and food once a day. He is pretty big and will protect other animals and humans from evil. Under the fur on his forehead is a holy symbol shaped birthmark which he uses to scare off undead as a third level cleric. He bleats to scold human doing wicked things like smoking or drinking too much. He prefers to wander and help people to being cooped up in a temple. Several priests follow him and try to return him to the church. Weirdhorn A strange goat black goat with odd eyes and twisted horns, obviously intelligent and prone to snaking off on own. He likes to find graves and can cast animate dead once per day. He can be helpful to a party, guarding a camp and scaring off intruders but the zombie outbreaks get a bit obvious after a while and he moves on. Occasionally he and his zombies destroy a farmstead. Making zombie farm animals is a favourite trick. He has dark fey blood and can understand dark elvish and common. Lola the Cow Produces enough milk to be milked three times a day and her udders drag on the ground. She is lovely and a bit dim. She occasionally damages property running to greet her handlers and her calves are all prize winners and docile. She has stomped several wolves and dogs flat. Brown Bessie A dewy eyed lovely cow who always births twins and produces finest quality milk products. Gods expect her to be treated well and to wander as she pleases. She chooses good pious farmers for several years at a time and has lived since the dawn age. As she is favoured by gods and impulses she is a bit dim and naive. Her lick cures 1hp once a day. Adolfo Blue A blue-grey bull who will fight monsters and humanoids who enter his farm. He senses evil and enemies and begins bellowing if they enter his territory. Locals parade him through town yearly as a heroic protector of people. Black Boris the Bull Tears up fences, gores strangers and loves to fight. He is perfectly marked and of great value despite his naughty ways. Some farmhands refuse to work with him. He killed a dozen orcs once and only a few farmhands. Ox Sled Billy A big dumb yellow ox, can pull three times more loads than other oxen and this applies to a whole ox team if he leads. He wont lead for anyone evil and loves good farmers. Elves dislike him for the trees he helped tear up. Immaculate Pete the Plough Ox Can plough three times the crops of a normal ox, is docile and loves pious ploughmen. He is grey with huge horns. He once chased a devil out of the village. Apirion the God Bull A perfectly marked sacred bull important in state rituals who reincarnates among the common folk every generation. He is black and white marked equally and may have holy birth markings that look like tatoos with scriptures and symbols on them. The bull can sense evil and chaos and has a noble demenor when participating in ceramonies. He has perpetual protection from chaos and evil and can turn as a cleric with his HD instead of level. He will protect weak and holy but they prefer to throw down their lives for him when recognised. Goremgax the Great War Ox Has ten horns and has huge muscles under his white hide. He is intelligent and warlike and is willing to pull the battle wagon of a king. Requires magical attacks to harm. Thul the Auroch A throwback to ancient times, several feet taller than any other modern cattle. He is aggressive and hunts enemies. He is difficult to manage but his ofspring ate several inches taller than other sires and he protects farm from enemies. Besides his huge size he is also a berserk who can still fight to -10 and gets +2 to hit and damage at this point. Nibura the Great Cow A huge jolly cow who's enormous udder produces beer. Her offspring are excellent quality. She is jolly and likes music and occasional drunkenly falls on some one for comic effect. Kings and priests desire her but she prefers the common life and escapes boring captivity. Endless parties keep her amused. Wooly Bah the Black Sheep An individualistic sheep who prefers the company of shepherds to sheep. She follows humans and ignores sheep dogs. She has saved numerous old and child shepherds from danger and is an expert at bowling over everyone who fails a DEX save when she charges through them. Diablo the Devil Sheep Of an old north breed with a set of straight and curled horns. His black wool can be plucked by hand. He can cast spells as a sorcerer and sneaks off to cavort with witches at night. Biggles the God Lamb Was found injured and has grown into a jolly bouncy larger lamb and has nor grown since. He gives everyone cheer and joy and likes to run along side his chums. He improves a groups moral and reaction rolls by +1. He is very delicious but gets reincarnated again to be forever young. Bindy the Adventurous Sheep A black and white sheep with black face and legs with white wool everywhere else. He is very good at sneaking and hiding and eavesdropping and often warns humans about terrible danger. She might even follow young adventurers and has save a few. Stormy the War Ram A huge grey woolen lump with huge coiled horns. He can summon a storm once a week and he is far stronger and hits harder than any mortal sheep. He is immune to electricity and skilled at controlling freefall and lands al light as a feather. He might allow a worthy smaller humanoid to ride him into battle who gets his immunities. He escaped a sky gods pen and incompetent demon mercenaries search for him. Molly Cloud Bah A spring happy sheep who can levitate and make leaps into windstreams to glide across huge distances. She comes from the plane of elemental air from the flock belonging to cloud giants. Non maggic missiles cannot harm her. She has carried children to safety before. Grey Donald A mighty ram who's wool is metal and can be knitted into chainmail that weighs as leather or can be made into iron or steal items. Mighty men crave him and he prefers a life of freedom with common herds. The Golden Ram Comes from the gods and is sent to save royal children from bad fates. He can fly and can carry two persons. He blesses any grassland he lives on. Usually the children grow up to sacrifice the sheep to thank the gods and grant the fleece to a temple. Evil beings despise the Ram and keep it to attract and kill heroes. Gods follow the fate of the ram and curse those who kill it without proper sacrifice rituals. Evil Thomas Was castrated and turned mean, injured several humans in "accidents". He is grey-black and very wooly. Will attenpt butt to any humane alone neat a cliff, pitchfork, well, etc. He will continue his secret murder spree till killed or wounds regenerated B. Betsy the Magic Sheep Can read and cast spellls as a fourth level wizard. She is piebald black-and-white with thin, scruffy wool. She was raised by a wizard and a druid and will use a spellbook if possible. Her students follow her and assist her. She was a tutor at the university but now mostly travels for adventure. The Great Sow A scary black tusked mother pig who must be paid in treasure or she eats her piglets and other baby farm animals. Her piglets are fine healthy specimens worth double normal, with large litters. She digs up small trees and holes where she pleases. The Great Glory Boar A gold bristly boar from elfland who taunts hunters and leads them to dangerous places. The boars children have gold bristles worth a d12gp each if shaven. The Hell Swine A great ugly pink pig who spawns pig beastmen and charms farmers into feeding him everything they have down to their livestock and families. Then the pig goes to a new farm. Guarded by pig beastmen. Glinda the Good Pig A crafty young sow who tricks wolves and negotiates with other animals to form mutual defence agreements. Jenny Fine Sow A huge 800lb mother pig who intimidates boars and produces record litters. She is a gift of the gods and has eater those who tried to steal her. She is best bribed with good food to steal her piglets. Often she refuses to move without a meal. Snowball the Boar A tin pot dictator of the farm who will subvert the farm will to serving him. He leads a gang and rewards them with human vices like beer and smoking. He enjoys murder and slavery but legitimizes it for the common good. Wiggly the Piggly wizard A large immortal piglet who has learned 4th level sorcery and can talk ans walk on hind legs. Prefers to wear childrens clothes, a shirt with hood if posible. He is always up for adventure. Pretty Petunia A dazzlingly beautiful pig, who is very vain. She likes to wear ladies hats and wigs and coerces other animals into being her servants. She gets star treatment and food which keeps her content. If not kept in haute headwear and food she storms off in a huff. She is unreasonably lucky as if the pig gods help her. Kulara the Witch Pig Can shape shift into a human and curse others with impotency. While human she has affairs with all the local farm hands. Her piglets are found across the county and always plump and healthy and clever. She can change her skin colour and alter her appearance to cause extra mischief. Large Marge the She-Boar A huge mother pig who has eaten three boars. She has also eaten four orcs, over a dozen goblins and a few bandits. She protects her turf and is very surly. She is happy for farmers to take away her piglets when a new batch appears. Farmers are wary of her but love her. Donald the Dungeon Donkey A dungeon vet and is fearless by donkey standards. He saved several parties who retired him but he like the murder hobo lifestyle more. He will fight small humanoids and wolves and will drag kind masters to safety or carry to local shanty town. He is sneaky for a donkey and follows cues and orders well. If party mean or dumb he escapes. Pretty Polly the Pit pony Now carries children of well to do farmers for fun, but she used to be cruely whipped and blinded by adventurers for a life killing monsters in murder mazes. After she saved a wizard he had her eyes healed and got her a cushy gig being adorable. She hates adventurers but will go down a pit to save children. She can fight in the dark and gets an extra attack more than most ponies. Old Bill the Draft Horse Always looks like he is almost ready to be made from glue, and he seems wheezy and tired. But he has been near death for generations. He carries heavier loads and has a gentle canter. He will kick and bite bandits. Farmers Ned's Horse Wears a distinctive farm hat, neckerchief and blanket. Te talks local gossip, weather, ghost stories and about his early life with rum runners and organised crime. Getting him to shut up is hard. He is aloud in the local pub. Black Racer the Fast Horse Is clever and kind but tragedy follows her wherever she goes. She has had many homes and is a bit sad. Actually several imps follow her tormenting her life invisibly. He runs like a race horse and is a loyal and clever mount. Mr Dumblebee the Stud horse Has a big attitude and roams the land to visit new mares. He lets humans hold him for a while as long as he is treated alright and he gets lots of sex. He will allow people to ride him to help him get about to more mares but he might do something embarrassing in public. Mike the Awesome plow horse Makes farmwork 50% easier and does all kinds of jobs. He is very strong, enjoys work and is a good listener who understands human speech. Old May the Wagon Horse Well-known hard working horse who has escaped bandits and wolves on the trail many times. She can pull a cart 50% faster when scared which can be hard on the wagon. She also caught local arsonist boy who burned a few barns. Flavia the Loyal horse An heroic mare who is an excellent slightly faster palfrey riding horse. She has great endurance and is an excellent jumper. She has even dragged wounded owners onto her back and carried them to freedom and plays dead well. Grey Danny A mean horse that sold it's soul to evil and now serves witches and evil folk. It hides in common farms but by night it's off to drink the blood of stable boys and babies. Has unusual powers from a nightmare bloodline, especially by night. Possibly will let an adventurer ride for a while for kicks. Old Man Barn Owl Watches the farm from the barn and warns of danger. Actually he is a druid living as an owl for decades and can cast spells still. Helps te farm and has a congregation of animals. Lara Harp Ear the Rabbit Loves music and comes out of the woods to dance. So far nobody has killed or eaten her. In her burrow is a small treasure hoard burred centuries ago. Occasionally she wears a bracelet as a neckband which has humans searching for her treasure. She is saving it for a special bard as gift from faeries. Jimmy Lark Hare A jerk joker who startles horses, teases people to chasing him into danger with old mine shafts and stealing bread and cake from farm houses. He wears i tiny jacket and scarfe. King Toad Sits in the pond eating rats and snakes. He can be coerced into talking of old days and things he has seen over hundreds of years. He also knows where trinkets he lost in the area as a prince are including a gold ball in the pond bottom. Mr. Fox An unwelcome visitor who lies and murders farm animals. All on the farm hate him and want him dead. He taunts people and seemingly teleports about the landscape (or has tunnels). Can talk with any species and will decieve humans or get food from them. Lord Finch Commands a kingdom of tiny birds who see and hear all in the village. They trade with the mouse kingdom. For cake or treats they will whisper secrets to your ear in a tiny chirping chorus. Boss Ratty A disgusting huge rat who talks like a seedy underworld villain and smokes. He lives in his trash palace and loves to scare people in toilets. He talks like he is well connected and implies he authority alot in hois stories. King Mouse Rules a mouse kingdom in the brambles and they trade with the finch kingdom. The collect interesting knickknacks and also hear all the village secrets. King Crow Leads the local crows who know where to find the best roadkill and seeds and crumbs. They also dine on the crossroad gibbets down the road. They will talk occasionally mostly to loners. The y arrange accidents to crow haters and contract other animals to make hits. Mr Snake Comes into town for milk but eats mice and rats so farmers leave him milk. He may talk and remembers the dawn age milenium ago. Hard to coerce and tells that some things not for man to know. The Winged Horse Had divine parent and will only allow person of correct alignment to ride, expects good treatment and very loyal to chosen one. bat winged ones more evil than bird wings, colours may vary. The Winged Bull Comes from the holy herds of the sky and comes to visit mortal cows. The Chaos Goat A horrible monster who crawled from its birth spot and now menaces local woodlands or even sewers or swamps. Has many strange chaos mutations and respawns from even scraps of flesh. Can hybridize with many species and can ruin a farm with one night passion. Charlie the Wonder Pig Can read and write, find missing children, solves crimes and find the best truffles. He dislikes attention and prefers the humble life on the farm. The Dragon Cow Has scales and wings and can breathe fire, but prefers to live with her herd and uses her powers to protect them. Most bulls fear her so she prefers dragon mates. Emperor Horse A great black handsome stallion with a peacock tail. Very loyal skilled warhorse who fights with master skillfully and improves morale of a whole army. The Magic Ass Curiously cunning, eats exotic human feed and understands language. Actually a human turned to a beast looking for freedom and a way out of this curse. Terrible Cat Lord Seems to be a black cat that protects promising witch children. Can turn into a leopard at will and can teleport through darkness. The Storm Sheep Can fly, summon storms and call lightning daily. Protects farm from threats. Her milk and cheese products protect consumer from lightning or electrical damage by half for a day. Bowser the Clever Dog Looks like a dog but really is a shoggoth in dog form. Occasionally eats some one or some live stock and happy to hide among humans. Call on dark elder gods only once a year. Will protect it's chosen home and "owners" from threats as they are reserved for the gods to devour body and soul. Most would never suspect the lovable old hound capable of murder and engineering disasters. FILENAME: EMO_Psychon_Languages.ipt Header: Language on Planet Psychon These are some tables to make hauntings. I think most monsters should be more unique and spirits even more so. Clerics might be sent to clear up some local hauntings. Once you get Exorcism spell you get even more busy. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/03/language-on-planet-psychon.html
prompt: Show me: {Languages (Other Than Common)|More About Languages} Non-Common Languages use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutLanguages [when]{rep}=1[do]& S=spoken version\n& W=written version\n& \n& Common S W - Common is the universal tongue put in the minds of everyone by the star gods since birth or when assimilated.\n& \n& Ancient S W - Language of the pre apocalypse times, many regional dialects.\n& \n& Eldren (Elvish) SW - Language of folk of low gravity orbitals, star explorers and utopian hedonistic bunkers.\n& \n& Morock (Dwarf) SW - Language of subterranean, ultra high density bunkers and high g space space travellers and miners.\n& \n& Goblin S W - Languages of most common breed of mutants made to fight and labour hazardous environments with little resources. Hobgoblin, kobold, bugbear are dialects. It is related to morlock and eldren.\n& \n& Giant S W - Language of these behemoths mostly mutated and bread for work and dumb. Rare giants.\n& \n& Ogre S W - Is hybrid of giant and goblin used by dumb ogres and the rarer ogre magi and high ogres.\n& \n& Orc S W - Is a hybrid related to ogre and ancient military code. They are bred for war and are mostly born from machines or spells fully ready to fight adult males. Orcs are bred to fight in chemical warfare and many carry gas asks and horned helmets.\n& \n& Troll S W - Used used by savage cancerous chaos ridden cave trolls or the sweeter common house troll who are more likely to read and make you something nice to eat.\n& \n& Machine S W - Mathematical language of binary, basic and fractal maths that machines talk in. Used by priests, robots, androids, cyborgs and AIs, it is the language of the space gods.\n& \n& Abumans S W but for each race has own. More related to animal or elemental or other planar languages.\n& \n& Changelings S W but for each race has own. More related to animal or elemental or other planar languages.\n& \n& Alignment languages used by other planes and priesthoods or wizards. Law and Chaos are most common with special types like Lawful Evil, Lawful Good, Chaotic Evil, Chaotic Good.\n& \n& Arcane W - A mishmash of obscure ancient and dead languages, psuedoscience jargon and occult gobildigook. To speak it if talented is dangerous and is how spells cast. It is the language that interacts with the data manifolds of the universe. Greatest wizards can cast with but a thought. Many specialize in one dialect to keep secret spells but translation spells are easily obtained. In most cases assume wizard has own dialect. It just isn't for normal communications of concepts. Sorcerers don't know what words mean, they are gifts of otherworldly beings, bloodlines and cult patron powers. Wizards use these to make magic items and new spells. Less useful for sorcerers but still interesting. Once 4th level arcane may be spoken safely and is a sign the user is able teach now.\n& \n& Animal S W - Species have own language but write with scent rather than words, Beast men abumans, druids, elves, some bards, gnomes and other might learn the secrets of animal speech with effort.\n& \n& Elemental S W - With dialects from all the prime elements of fire, earth, air, water and the para or quasi elements like lightning, cold, crystal, mist.\n& \n& Aliens speak otherworldly languages one dialect per species.\n& \n& Secret Languages are for secretive groups and dialects include theives cant, cult languages, druidic and more.& [end] table: Languages(OtherThanCommon) Ancient English Ancient Japanese Ancient French Ancient Chinese Ancient Germen Ancient Russian Ancient Spanish Ancient Hindi Ancient Latin Ancient (other) Eldren Morlock Giant Goblin Goblin/kobold Goblin/hobgoblin Goblin/bugbear Ogre Orc Giant Troll Machine Abhuman/Goat Abhuman/Lion Abhuman/Wolf Abhuman/Ape Abhuman/Cattle Abhuman/Deer Abhuman/Kangaroo Abhuman/Panda Abhuman/Hyena Abhuman/Rabbit Abhuman/Lizard Abhuman/Toad Abhuman/Fish Abhuman/Bat Abhuman/Newt Abhuman/Falcon Abhuman/Pigeon Abhuman/Chicken Abhuman/Lamprey Abhuman/Crab Abhuman/Spider Abhuman/(Animal) Abhuman/(Elemental) Abhuman/(Plant) Changeling/(Animal) Changeling/(Elemental) Changeling/(Plant) Changeling/(Planar) Animal/mouse Animal/rat Animal/finch Animal/cow Animal/pig Animal/dog Animal/cat Animal/sheep Animal/goat Animal/pigeon Animal/rabbit Animal/duck Animal/chicken Animal/goose Animal/spider Animal/fly Animal/scorpion Animal/snake Animal/bear Animal/possum Animal/raccoon Animal/skunk Animal/Eagle Alien (dialect) Cult (dialect) Arcane (dialect) Druidic Thieves Cant (one per gang) Fire Earth Air Water Metal Crystal Ice Lightning Smoke Vapour Magma Radiance Law Chaos Good Evil Lawful Good Lawful Evil Chaotic Good Chaotic Evil Nuetral Balance FILENAME: EMO_Psychon_Plagues.ipt Header: Plagues of Planet Psychon! Diseases of the Gamma Aeon are mostly leftover bio weapons, terraforming and population-altering plagues grown artificially. The worst of them compel you to consume goods that no longer exist outside of occasional ruins. Undead outbreaks from alien nanobots had been spreading since long before the final times. Some reprogram brains. Most get a saving throw or stat roll to resist, halve chances for more virulent versions. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/04/the-ten-plagues-of-planet-psychon.html
table: PsychonianPlagues Zombie Virus - turn into zombie on death, some strains 1in6 activate on near death. Fast Zombi Virus - - turn into fast zombi on death, some strains 1in6 activate on near death. Ghoul Virus - turn into ghoul on death - turn into ghoul on death, some strains 1in6 activate on near death. Wight Virus - turn into wight on death, some strains 1in6 activate on near death. Mummy Rot - every day save or lose CHA point, die when ay zero. Kyuss parasitism - infested with glowing worms, die in 24 hours and arise as Son of Kyuss. Gargoyle - body turns into cacoon for 24 hours, mineralizes and hatches as gargoyle. Skeleton plague - turn into wizened sleletal undead on death, some strains 1in6 activate on near death. Vampire virus- turn into vampire after a week of fever and 24 hours death, some strains 1in6 activate only after victim dies with no sign of vampirism. Spectral Plague - turn into non corporeal undead on death, some strains 1in6 activate on near death d20 1-6=Phantom 7-8=Shadow 9-10 Poltergiest 11-14 Spirit 15-16=wraith 17-18=spectre 20=Ghost. Colour shift flu - changes hair,eyes, skin, blood colour and taste of victim. Tentacle polyp - save each month or tentacled growth covers 5% of body till tentacled monstrosity that just wants to die 1in6 crawl into sea or swamp or sewers and live as monsters. Tumour buds - save each month or 5% of body covered in horrible growth covered monstrosity that just wants to die 1in6 growth develop baby face and drops off forming a angry baby clone, 1in6 of those the being doesnt seperate but develops own intelect and is abusive towards host. Tentacle growths - Sprouts a tentacle from a body part with own will, can be reinfected and develop more. Small mutation pox - develop a minor mostly cosmetic mutation, 1in6 replace a existing one if any. Mutation pox - develop a first level or random mutation. Chimera mutation hybrid features - develop bestial extra head, limbs, tentacles till insane monster save per month or new mutation, complete insane monster by fourth. Sphynx Fever - turns you into a quadrapedal mutant, later mutates cross species features, one new mutation per month after becoming quadraped and keep human face, after four mutation become a ridling obsessed carnivore. Shoggoth devolution - 24 hour fever save or body part begins squirming and changing and sprouting tentacles, save per month for extra body part infection. At four mutations become a insane cannibal sex maniac. Gorge fever - a 4 hour fever that increases urge to eat raw meat and have sex. Cyborgismic fever - save after week fever and craving to chew metal and plastic, if fail a body part develops a random cyborg feature or interface jack. Can get multiple infections. Brainborg - brain modified after craving for plastic for a week, save or die, if live brain now in a sealed pod can survive body death and be installed into a borg, 1in6 develops spider legs and scuttles to saftey. Robosapiens virus - painfully over week of eating metal and plastic turn into a robot. Carbon syndrome - turns victim into carbon statue after 24 hours of fever if fail a CON save. Bioplastic syndrome - turns victim into plastic menequin after 24 hours of fever if fail a CON save. Cyber parasites - painful cyber bugs crawl under skin, when you die they reanimate corpse as a cyber zombie. Android virus - painfully over week of eating metal and plastic turn into a android with metal skeleton and bioplastic organs and flesh. Akira syndrome - evolves painfully after 24 hour fever into tentacled evolving machine freak on killing humans spree. Tetsuo syndrome - evolves painfully after 24 hour fever into devoted soldier with a biological assault rifle in one arm that serves a cult or AI. Slaver virus - after a short hour fever if fails save becomes a biological drone in service to a AI. Gamma bed bugs constantly drained 1hp less per day and prevent natural healing from rest, itchy and prone to getting other infections. Psychon ticks constantly itchy -2DEX -1CON once infected and spread to others and beds. Chaos Crabs - tiny arachnids live in your skin, making it dry, scabby and thicker +1AC -1CHA. Blood worms infest internal organs -3 DEX, -d4 move (roll daily for speed penalty). Gutworms - need to eat double food, constantly flatulent and shit worms. Chlorophyl skin syndrome - overgrown with symbiotic plant tissue reduces need for food by half. Fungoidal skin syndrome - coated in hideous fungal threads adds 1d10 HP -1CHA. Clot jellies - 1in20 chance of death per round of stroke if exerting self. Rad mould - grows thick coloured fur all over, absorbs 90% of incoming radiation. Brain worms, attracted to predictors and risky situations that could kill you, resistant to fear attacks. Bio slime - disolves your flesh, wood, plastic and leather rapidly fatal requiring burning to remove. Yellow spores - grow toxic yellow furry mould on body and inside lungs, save every day or die from choking, 1in6 arize as yellow mould covered zombie. Plastivore bug - you spread a plastic eating bacteria using you as a host making you unpopular. Kemelco Fever - die after a hour of fever if fail save. turns you into high octane liquid fuel over 24 hours. Death Spores fatal mould covers in black fur in 24 hours if fail save 1in6 arise as mould covered ghoul. Psychonian Tetnus - targets wounds if fail save stops all natural healing from rest, then save daily or lose a d4 HP till cured or dead with horrible grimace. Gamma Gangrene - targets wounds requires amputation or will spread over body and kill host in 24 hours. Some body parts like head or torso cant be ambutated normally. Trojan plague - save or makes victim sociable and seek company, after 24 hours blossoms into horrible fleshy flower that spreads the disease via spores. Apocalypse bug - if fail save get headache and victim after 24 hours burst open into a frothing airborne plague mass. Assassin bug - makes fever but tailored originally to kill certain now rare genetic markers only found in ancients, 1% of modern victims make a save or die in a hour. Spamfeast virus - only eat products from packaging or purchased from one ancient food chain. Loyalty shopping virus - only buy certain goods from one ancient brand. Jingle bug - makes you hum and sing and whistle ancient add tunes, save to resist for a turn. Shopoholism fever - desire to visit any new shop and go to markets daily if possible. Mission fever - preachy about one religion of one modern space god or ancient cult. Colectaholic fever - collect one type of ancient toy or item with obsessive seal. Randaynn fever - makes you selfish, greedy and lose empathy for life not related by blood. Videoholic fever - urge to watch programs of a single ancient network or broadcaster. Patrioholic bug - turns you into fanatic party member of ancient democratic faction. Munchhousen fever - constantly worried about health and disease, obsessed with health products. Gambling bug - you want to gamble on any outcome and only feel joy when taking risks. Narcoholic fever - you crave consuming a particular drug or alcohol illegal to ancients. Klepto bug - you desire to steal small items from stalls or peoples houses. Vegan bug - ancient food terrorists made, infected can only eat non meat but can live off grass. Amazon fever - turns you into a female amazon dedicated to the sisterhood. Exterminator fever - unite with infected to cleanse world of impure, mutants and weak with guns. Pyro bug - turns you into a pyromaniac favouring incendiary weapons and burning down structures at least once a day or you cant sleep. Pimperholic bug - sleep walk and sell sexual services, try to deposit money to black account of ancient crime cartel, forget everything when you wake up. Firewall bug - some thing you can no longer think about, talk about or see (possibly a colour, type of threat, common type of thing). Babel virus - can no longer use or understand language until treated. Abuman flu - Turns you nto a type of abhuman after a weeks fever. Morlock flu - turns you into a morlock (dwarf) after a weeks fever. Eldren flu - turns you into a eldren (elf or eloi or grey) after a weeks fever. Lycanthrope fever - turns you into a lycanthrope after a weeks fever. Gigantism fever - Turns you into a giant after a weeks fever. Orc Pox - turns you into a orc after a weeks fever. Goblin pox - turns you into a goblin (d6 1-3=goblin 4-5=hobgoblin 6=bugbear) after a weeks fever. Hobbit Pox - Turns you into a halfling after a weeks fever. Changeling Fever -turns you into a changeling after a weeks fever. Morph Plague - turns you into a less common humanoid creature or monster after a weeks fever, each strain makes a different creature like baslisk plague for example. Sexmorph Flu - change sexual characteristics d4 1-2 opposite 3=sexless nueter 4=hemaphrodite. Frankenvirus - now receptive to transplants from anything safely by amateurs without rejection. Psi Virus - develop a psionc power (d6 a zero level cantrip once a day on a 6 get a 1st lv mentalist spell). Hemovirus - Changes your blood type (and possibly color and flavour). Sterilizer Plague - makes you sterile. Power Up Plague - increases a atribute by one, body runs hotter by a few degrees. Power Blast Plague - makes your body highly flamable and explosive. Hot Fever - makes you more atractive +1 CHA after 24 hour flu. Crome fever - makes you more positive and receptive to machines, implants, cyborgs. Bioblaster plague - explode like a gory hand grenaide after hour fever, some strains only explode the head. Ego Plague -overwrites peronality changes to an alignment. Citezen Fever - turns you into a patriotic ancient of specific nationality with knowledge of dialect of ancient. Hate Pox - makes you violently hate a ancient nationality will go besek on sight. Berzerker fever - makes you psychoyic kill crazy madman. Psychon fever -changes your reality, see everything different to everyone else (the past, a trip or a fantasy game or movie). Passive flu - makes you unable to initiate violence, 1in6 strains make you flee from violence. Slave virus - makes you passive and respond to orders. Drone virus - makes you a moron (halves INT)who likes to obey orders and perform labour for mediocre food. Red fever - makes you a communist, enforce sharing, kill the rich, seize means of production for the people!. Terror pox - makes you weekly perform random acts of sabotage and terrorism to all but one ancient tribe and not remember anything. FILENAME: EMO_Modern_JanitorStoreRoom.ipt Header: Janitor Store Room & Locker Content My players in ASE kept freaking out about the empty store rooms feeling like janitor rooms, and I realized janitors cover a pretty huge range of possible modern and near futuristic play so I joked about doing a table. Chad on my post about it started off a list of twenty which was the germ of this. Now I'm thinking of a secret society of janitors and their dungeons. Janitor quest? A dungeon janitor class who at 9th level gets a creepy boiler room and can invade your dreams? from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/04/d100-janitor-store-room-locker-content.html
prompt: Contents of: {Small Locker|Large Locker|Store Closet|Store room|Janitor Station} Small Locker use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when][{choice} >> At Station]>0[do]{station==' (central supply and meeting area, leading to some store rooms and containing several lockers)'}[end]& [when]{rep}=1[do]{$prompt1}{station}
[end]& [@GetLocked][@{choice}] table: SmallLocker {large=='no'}& [|Empty.|[!CommonLockerItems]] table: LargeLocker {large=='no'}& {numSupply==1d4-1}&
[!{1d3} CommonLockerItems >> implode
]& [when]{numSupply}>0[do]
[!{numSupply} SupplyItems >> implode
][end]&
table: StoreCloset {large=='yes'}&
[!{1d4} SupplyItems >> implode
]
table: StoreRoom {large=='yes'}&
&
[!{1d3} CommonLockerItems >> implode
]&
[!{1d6} SupplyItems >> implode
]&
table: JanitorStation \nContains / Leads to:& {container=='Large Locker'}&
[@{2d6} GetContainer >> implode
]
& {container=='Store Room'}&
[@{1d3} GetContainer >> implode
]
& table: GetContainer shuffle: CommonLockerItems shuffle: SupplyItems {container} [@GetLocked]:& {tbl=='[{container} >> replace / /\/]'}& [@{tbl}] table: GetLocked 7:(locked) 1:(unlocked!) // Most are locked // Small locker has one common object (odd might be 50% or 1in6 in looted areas) // large locker has d3 common objects and a d4-1 from janitor supply table // Store cupboard has d4 items from janitor supply table // Store room has d3 common and d6 items from janitor supply table // Janitor station - central; supply and meeting area has a d3 store rooms and 2d6 lockers table: CommonLockerItems {d4} pens A [|magazine|newspaper] {1d6} forms, folders and clipboards {4d6} rolls of toilet paper A personal music device {s=='s'}[|One{s==''}|{d6}|Pack of|Lighter and a carton of] cigarette{s} [|Male|Female] hygiene items [|Phone|Camera|Electronic game] A [|soft drink|pack of gum|doughnut|bag of chips] [|Uniform|A set of casual clothes] [|Backpack|Handbag|Purse|Wallet] table: SupplyItems Mop and bucket Broom Sponges of assorted colors, cleanliness and sizes Rags for washing, cleaning and emergency plumbing Feather duster Box of rubber gloves Scrub brush Roll of cleaning towels Brush and dustpan Bottle of floor cleaner Box of {1d12} bars of Soap Bottle of solvent for cleaning off graffiti [|G|G|G|G|G|Spray-on g]rease (for creaking hinges and wheels) Wood finish for VIP desks and furniture Rat Poison and traps Cockroach baits and poison spray Spray cleaner (often specialized to a surface like glass, plastic, vynal) Hand wash refill bottle Spray sanitizer Hammer and nails Wrench, nuts and some old pipes Plumbers helper Screwdriver set and box of screws Tool belt or tool kit Carpet or lino cutting knife Box cutter Cable ties [|Masking tape|Plumbers tape|Nonslip tape|Warning tape] Tape measure Electric drill Poison gas spray gun (for bugs) Light bulbs Broken switches, printers, fittings, odd cables Gardening trowel Pots for plants Potting mix Plant grow formula Spade or Rake, tiny if indoors Pruning shears Insect and snail bait Fungicide[||||||spray] Watering can Fake pot plants or flowers Aquarium ph test kit with fish food [when]6>{1d6}[do]Ladder[else]Multi-shapable scaffold system[end] Wheelbarrow or cart or trolley Tea trolley with tea and snacks 10ft of [|rope|rope|rope|rope|rope|chains], coiled [when]6>{1d6}[do]Crowbar[else]Bolt cutters[end] First aid kit Bullhorn and fire warden cap[||||||, also a fire axe] Weapon - [|flaregun|light carbine|bat|truncheon] Emergency radio Fire extinguisher Flash light (also a good baton) Fire or high pressure hose Eyewash station [|Fire|Fire|Fire|Fire|Fire|Bomb] blanket Emergency defibrillator[when]{1d6}>1[do], broken[end] Dust masks Safety goggles Gas mask Industrial thick elbow length gloves Thick rubber boots Emergency air mask Rubber apron ABC suit atomic-biological-chemical proof Radiation badges in lead foil bags Lunchbox Photos of family Pinups of celebrities Patriotic shrine Religious shrine Saucy trucker hat, apron or coffee cup [|Thermos of coffee|Soda can|Instant soup|Beer can] Huge tub of paste used as body builder supplement[||||||, contains steroids] Comic book Snackfood item and lots of empty packets Lockpick set (in the event of lost keys) Porno mags Bottle of spirits Creepy vids or photos taken by peeping tom Black book of phone numbers rated by love hearts Huge collection of stolen underwear [|Heroin kit|Bong|Crack pipe|Speed kit] Envelope containing cash and blackmail photos Locked box of smelly old sex toys Carefully wrapped up human body parts 16:[when]{large}=yes[do][!BigStuff][else][!SupplyItems][end] table: BigStuff Vending machine for [|beverages|snacks|hot meals|ammo] [|Micro buggy hauler|Micro buggy floor cleaner|Micro buggy for graffiti removal|Micro recycler bin] [|Sacks|Stacks] of [|garbage|recycled pellets of stuff|clothing|papers] Robot - [|cleaner drone|courier drone|maintinance drone|sexbot] [when]6>{1d6}[do]Small fridge[else]A combination lock safe[end] Stacks of drums or polygon cargo pods Stacks of plastic cargo tubs on wheeled pallets Vacuum cleaner Floor polisher Steam cleaner Circular saw Jigsaw cutter Broken hand dryer Paint spray gun Saftey, political and motivational posters [when]6>{1d6}[do]Flat packed boxes[else]Paintings and block mounted motivational posters[end] FILENAME: EMO_Psychon_Pubs.ipt Header: Pubs of Planet Psychon Planet Psychon is a troubled place and a tavern possibly could help or make things worse. It's been pointed out I had done this already - doh!!! elfmaidsandoctopi.blogspot.com.au/2014/06/d100-pubs-on-planet-psychon.html from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/04/pubs-of-planet-psychon.html
prompt: Show me: {Make A Pub|Pub Encounters} Make A Pub use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAPub ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Type[@PubType]& Decor[|[@TypicalDecor]|[@TypicalDecor]|[@TerribleDecor]]& On the Walls[@InterestingCrapOnWalls]& Typical Meals[@TypicalMeals]& Specialty Grog[@SpecialtyGrog]& Fun and Vice[!FunAndVice]&
table: TypicalDecor Rustic farmers pub Retro pre apocalypse bar Cyberpunk gang dive Fantasy dungeon murder hobo bar Space age sterile [|white|black] minimalism Garbage strewn ruin Concrete with rusty ancient boilers Wood and brass steampunk inn Creepy haunted village inn Frankenstein lab Industrial ruin converted into hip new bar [|Brickwork|Factory ruins, converted] table: TerribleDecor Glass bead curtains, hookas and pillows, curtained private booths Depressions in ground for sitting in with tables, coarse and dirty Lava lamps and psychedelic light shows, podiums and black light Dungeon rocky horror theme with a monster waiting staff Smoke filled dive smells of desperate old men, piss and vomit Weapons mounted everywhere with spikes and bloody effigies and fire Coloured lights, music, water features and fog Orange plastic and [|chocolate|stained] wood, dark and smokey Covered in huge collage of colourful ancient crap glued on every surface Red carpet and walls with gold framed mirrors, little tables, sofas and nude paintings Prefab panels recycled from ancients, all modular and functional and a bit dirtier Recycled buildings from military, refugee and bio quarantine camps table: InterestingCrapOnWalls Head trophies with stuffed monsters, dinosaurs and game beasts Old newspapers, comics, posters all pasted to walls Interesting junk with speculative descriptive plaques Pornographic pin ups, sex dolls and sex toys Tapestries and carpets with abstract and pictorial narratives Old maps with doodles and comments written on them Graffiti and letter forms to trash tags and throw ups Murals with landscapes, attractive ladies or other mood setting work Religious devotional items and narrative murals and relief carvings Old screens, circuit boards, wires and wrecked machines Cavernous rock walls with crude artwork scratched and painted Recycled bricks and old signs from local ruins Paintings including portraits and landscapes or abstracts Caged animals like birds or cats or weirder Scaffolding and hoardings Weapons, shields and armour Political graffiti mural with faction symbols Mirrors or highly reflective materials Aquariums with [|aquatic beasts|mutants] Projected video artworks, loops or replays table: PubType It's a local pub for local proper people like us. It's for scum and villainy mostly. Its mostly young men boasting lots and being macho. It's a dance and music place where young people like to meet. Old people who like a quiet drink and talk about turnips and the weather. Where older people hook up over bingo and quiz nights and half price schnitzel. Everyone drinking here met through [|church|a cult|a secret society|a minority group]. Multi species bar with aliens, travelers, mutants all welcome but no entry to one species. Mostly travellers come and go, regulars occupy the bar. Some kind of sex club later at night[||||||, actually a demonic sex cult summoning]. Dedicated to a god and welcoming everyone with hospitality. This is [|the community|a factional group]'s sacred meeting place, but outsiders are tolerated. table: TypicalMeals Honest working man's meals, cheap and big Home cooked peasant food Cheap and possibly toxic street food Pies, cakes and mostly baked goods Deep fried snack food [||||||(it's a franchise)] Sandwiches from local ingredients Synthetic food made from [|yeast|soya|algae base] Vegetarian treats[||||||, created from sentient plant folk] Meat [||||||(from sentient beings)] and lots of it A single food like potatoes or turnips cooked hundreds of ways BBQ grill ribs, kebabs, steaks, vegetables, haunch, whole birds etc. table: SpecialtyGrog One type of beer or grog Range of beer, ale, stout, ciders Wine from various fruits, berries and weeds Sap from secret tree Non alcoholic smart drinks and mocktails Blood based drinks, most just throw up first try Milk, milkshakes, smoothies, yogurt drinks, fermented milk Fermented hash, opium and mushroom drinks Fluids dosed with mood altering hormones (magical tears) Ancient post mix soft drinks Unpleasant spirits, fuel, cologne, formaldehyde and ethenol [when]6>{1d6}[do]A single highly specialized spirit[else]Many quality spirits[end] table: FunAndVice //(roll twice for bigger pubs) Singer[||||||, a trained bard] Prostitutes Drug abuse Gambling Animal fights Barfights Live torture [|Dancers|Strippers] Weapon and strength competitions Deadly games (Russian Roulette, reach in the bog beast log) Story telling Filthy jokes and stories you cannot unhear Glory holes Executions Duels Live sex acts [|Board|Board|Board|Board|Board|Addictive video games] Show old movies of the ancients [|Racing|Battling] [|crabs|rats|frogs] Debating local social issues
[![|2|2|2|3] FunAndVice >> implode
]
table: PubEncounters Old man from the wastes comes with a strange prophecey then dies. Two gamblers shoot each other. Two people fight then kiss and leave. Android assassin attacks bar patron. Waitresses have a fight. Barman and wife have a fight. Two petty gangsters of rival factions fight. Horrible parasite explodes from dying man. Woman stabs a waiter. Gangster insists on being allowed in with friends. Replicant hunter finds prey in bar and tries to terminate them. Man breaks out with a new mutation, many leave repulsed. Unusual monster species is in pub having day off killing murder hobos. Alien in pub, most think just a mutant or GM human. Supernatural seducer in disguise looking for a lonely victim. Lizard men listening to serpent man preaching about the reptile age. Solemn band of duck men barbarians sit and drink, easily provoked into berserk suicide. Tako octopus man juggling and clowning pretending to be drunk for coin. Man brings in a talking severed head he found, boy has it got plenty to say. A man comes in, sits and slowly turns into a [|frog|rat] before he can finish his drink. Parasitic worm pokes head from somebodies wound. Mysterious professor and sidekicks talking about some local threat. Guildsmen discussing how to stabilize good prices, local resource shortage. Off duty lawmen discussing strange case. Bounty hunters gaze over every one, checks wanted poster collection. Drunken mob debt collector is sure you owe his boss money (from a past life?). A man brings his small dinosaur to pub, well behaved if not teased. Druids meeting to discuss local imbalance in local species. Wizards meeting to discuss [|research|a lost recipe|familiars|apprentices]. Morlocks outraged that people object to them eating fresh human body parts. Eldren from strange tribe seeking who killed one of their kin. Farmer drinking and crying because animals took over farm. A drinker looks surprised then head explodes. Angry housewife looking for her [|husband|sons]. Amazon kills someone for touching her. Two headed mutant fighting with self, tries to get others involved. Droid comes in and plays help holographic message. Beast men of animal incompatible types argue then fight. Goblins insist they are old enough to drink, if refused go on tantrum rampage. Robot unhappy they don't serve pure ethanol or jet fuel. Man warning about androids, synthetics, replicates, clones among us. Local vigilante in costume with side kick questioning patrons about a case. Man with carpetbag offers to cure unpopular mutations or skin colour. Drug dealer offers variety of weird drugs you have never heard of. Mustache twirling gent offers cursed magic item for free. Weirdest cyborg mutant beastman anyone seen in ages. Barman offers free taste of experimental new brew. Tarantula in toilet, patrons come out dancing, can't stop until they pass out. Man sets up tiny tabletop circus from case with fleas, roaches or other bugs. Familiars complaining about wizard masters foul habits. Angy man tries to talk party into killing some one based on complete lies. Lawman showing latest wanted posters to patrons. Exotic travelling [|sex workers|dancers] make a visit, boss and goons protect them. Clowns come in and annoy everyone with stupid pranks until a fight starts. Ogre and exotic pet squeezes through front door then eats and drinks bar dry. Traveller has let gremlins loose in bar who quickly spread to everyone stuff. Character seems to be an adventurer's [|long lost parent|lookalike]. Coven come to drink after a ritual, usually moody and sensitive. Cultists come to recruit, will buy spiked drinks and offer to take new friends home. Halflings outraged at being refused service smash place up to show how adult they are. Halflings drinking heavily suddenly cover bar in vomit then leave. Shifty ape men hunting escaped human come for a drink and stare at humans. Geriatric turtle men discus their youthful life in dojo and past adventures. Strange wizard claims he can trade people hair with new spell. Local collecting for some charity for a recent tragedy. Children offering selves as slaves to those who kill parents murderers. Shapeshifting mutant prostitute uses esp to look like your dreams 500gp a night. Terrible band play a d6 awful songs before patrons beat them and smash instruments. Gang enter and push patrons out the way. Man selling pocket kaiju pets, promises they wont grow to city eating horrors. Goatmen looking for who ate their kids. Arrogant apprentice wizards come to look at what yokels do on a night out. Homeless old man looking for work and accommodation, will do anything for money. Man selling tentacle monster in a sack, no questions asked. Man selling alien monster eggs, claims amazing uses and delicious. Farmer showing strange relic he dug up in his field near old ruins. Morlocks with bound and gagged victim discussing best recipies. Priest comes in and abuses everyone for straying from gods programmed path. Old witch selling [|love|gender change|sleep|healing] potions. Cult seducer out flirty fishing for converts, take home to shack next to hidden temple. Farmers talking about mystery hole that dog fell down near fields today. Gang talking about a big heist using confusing fake names. Old prospector looking to sell mine map, a few monsters moved in he can't fight. Cocky bard puts on a show then looks for attractive lover for night. Mixed beast men plotting to help friends break out of wizards zoo. Men singing loudly over drinks. Man finishes last drink then kills self, no valuables just a treasure map. Battered adventurers come in to mourn loss of followers for the week. Dog men complaining about bitches and how snooty poodle men are. Cat men knights on a quest to kill wizard who taunts their village with a laser. Fish folk hybrids get drunk and sleazy offering anyone sex. Cultists talking about hunt for a relic that eludes them. Psychic reading minds for profitable secrets and charming people to buy them drinks. Rooster men searching for wizard known as the colonel for killing and eating their kin. Scientists looking for adventurer body guards for a ruin excavation. Man selling [|a bicycle|first aid kits|{d6} silver bullets|a treasure map]. Wizard selling secret to cross the great barrier that borders this land. Robot wants to buy [|robot parts|batteries|lubricant|a human child]. Team of travelling athletes looking to get drunk and any chance of cheap sex. Traveller offers competition - [|cards|darts|dancing|drinking]. FILENAME: EMO_OSR_ClownsSack.ipt Header: Whats in that Clown Sack? Of all the non human races clowns are the most vile. Half human half clowns are worse. When you kill them you might find some of this stuff. Degenerate shamen? Madmen? Extra chromosomes? Reefer madness? Nobody is sure who to blame or what hell spawned them. ASE has quite a few so i thought this handy. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/05/whats-in-that-clown-sack.html
prompt: Show me: {Whats In a Clown Sack|Sack Type|Clown Props} Whats In a Clown Sack use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: SackType Carpet bag brightly coloured and a bit old and worn Patched up old cloth sack Leather backpack, possibly ex army Bindle, tablecloth full of stuff wrapped up tied to pole Wooden box with shoulder straps Wooden crate with wheels and handle Backpack of canvas with lots of pockets some secret Brightly coloured satchel bag A clay pot tied with wood and rope into a backpack A stick with pot on each end carried like a yoke table: ClownProps Hand Cranked organ with dour monkey Wagon pulled by dog or tiny pony or tiny car Chainsaw - make a WIS save to start 2d6 damage lasts ten minutes Food and drink stall selling [|icecream|hotdogs|cordial|human flesh] Bubble gun or wand or horn or potion Trained costumed [|pups|cats|snakes|birds] Huge mallet functions as a war maul d10 damage Really large black powder iron bomb with fuse Sack with a {d3} children captives Portable shrine to chaos clown trickster gods or demons table: WhatsInAClownSack Grease paint makeup in jars with brushes and sponges O2 Fake nose carved from sponge Ugly turnip carved into head and dried Large over sized or curly toe shoes Creepy mask from folk play Funny comedy mask Glove puppets or Marionette Plastic squirting flower or whoopie cushion Juggling balls from leather or wood Wooden pins for bowling, clubs or juggling Set of large juggling knives Several strange freakish wigs Novelty hat mocking some occupation Sets of long stripey socks Finger less light gloves Theatrical elbow length gloves Large puffy stuffed comedy gloves Painted wooden clogs Collection of silk scarves Deck of marked cards Set of rigged dice Large leather ball stuffed with dried beans or grain Wine skin of grog foot long coil of rope Spoor of string or cord Balancing pole Wooden jesters head on a stick Jesters costume Loud clown shirt Flammable spirit in bottle for fire breathing, {d6} torches to juggle Tiny monkey outraged by strangers Small yappy dog with clown hat Tiny box with flea circus Butchers knife Man sized sack and ten foot long chain Machete type short sword or dagger Bunch of fake flowers made of [|paper|paper|paper|paper|paper|silk] Dried monkey hand gripping something Gremlin in a jar Hobby horse Huge friendly rat, ferret or weasel Wooden clapper or rattle kazoo or noisy wind instrument like trumpet Simple string instrument Bongo drum Big fish for slapping people Cup and ball or yoyo Tambourine or cymbals Set of tiny bells Bagpipes Humerous pamphlets lampooning local leaders Suacy prints cut from a book to resell per page Tin with pipe, tabbacco or resin Egg shells with pepper for throwing in faces Egg shells with smoke bombs (must light fuse) Rotten eggs for stink bombs Coloured eggs for treats for children Bag of candy and lollypops for children Old lump of cheese Jar of pickled cabbage Jar of water Old root vegetables like turnip Pickled eggs Bag of onions Bowl of {d6} eggs Half a loaf of bread Comedic dentures A small hen A stolen piglet with distinctive markings that squeals A finch in a tiny cage Pot of paste for putting up fliers and fixing props Small whittling knife and {d6} ugly tiny idols Shrunken head Fake hump with compartment Fake eye patch or fake wooden leg Fake huge hairy spider on string Make up kit to look wounded or diseases Theatrical dagger that cant cause wound A giant toenail A goblin head Terrible orc makeup and wig that orcs find very offensive Hoop and stick Bat and ball Costume for a play or routine or disguise Pamphlets with comedic dialogues and routines Toy plush [|bugbear|owlbear|beholder|dragon] Skin removed and dried from some ones face Metal trick rings Two headed coin Tin of mystery pills Fake leeches Itching powder Medalion of chaos Medallion of jester gods laughing face Sketches of stage props and costumes Journal of jokes and routines written in code Comedic cross dressing costume Comedic fat suit Bag on unshelled nuts and nut cracker Articulated moving wooden toys to sell Shaggy bugbear mask covers shoulders with gloves Old posters from glory day shows Cured mystery meat possibly pork Common ingested poison antidotes Candles, several in novelty shapes FILENAME: EMO_OSR_WizardsSack.ipt Header: What's in that wizards sack! People really need to know. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/05/whats-in-that-wizards-sack.html
table: WhatsInWizardSacks Mandrake root Flash powder, {d10} doses {d6} smoke bombs with fuses Bar of scented soap Bottle of hair and beard dye Hookah or small bong Large clay pipe and smoke weed or resin Tiny teapot and exotic tea Dried wizard corpse dust, {d10} doses Bag of dried mushrooms Jar of honey Hornet nest plugged up for now Goblin toenails Shruken wizard head Worn tablets in elder script Shopping list of strange component Battered bundle of old scrolls tied up in string Crumbling old book in oilskin A live snake Jar with spider and web Bottle of old wine or spirits Jar of beer and straw Astrology charts Old maps Scroll of cold treatments Packet of mummy dust Jar of mercury White dove tied up in bag Medallion with demonic sigil Small rune carved tooth Ugly tribal fetish Bag with miniture monsters Bag of divination cards Tinderbox Bag of gem dust {d6} empty glass potion bottles Empty metal potion bottle Small bottle of acid Angry imp in bottle Phantom spirit in bottle Strange egg found in dungeon adventure Strange diabolic red gem, curses onlookers with LE alignment Bag of boiled sweets Incense sticks Aromatic oils Body or face paint {d6} sheep intestine condoms in tin Broken wand Atractive but not magic wand Bundle of 3 darts Three throwing knives and paper target Mild poison for darts and blades Sling and ten stones disguised as cheap jewelry Dagger Beeswax in a tin Trick wrist holster for knife Purse with {2d10} silver pieces copper pieces in bag Cheap ring worth 1gp Monster bodily organ in jar Jar of pickled eggs Exotic foreign cheese that gives nightmares Jar of troglodyte musk with "do not open" written on Pamphlet on recognizing demon types Pamphlet showing lewd witches ceremonies Certificate from university or scholarship Devil soul contract unsigneded Spare wizard hat Pendulum for divination and hypnosis Travel chess set Human skull (possibly of master) Fake love potion Fake healing potion actually poison Tin of pills for arthritis or heart condition An adorable kitten or puppy A toad or newt for licking Pamphlet on the enigma of sexual attraction Lewd prints of frolicking elves Wooden puzzle of finger trap Cheap crystal ball Tiny portrait of mother or master Pressed dried faerie in large notebook Apprentice notebook with {d3} zero level cantrips Scroll with a first level spell Dried tentacle in a box Dried baby mermaid in a box (fake) Undead beetle in box Firecrackers for scaring spirits Familiar’s favorite snacks in box Apple or favorite snack Spectacles or magnifying glass Pocket astrolabe Pocket sundial Pocket globe, opens up to show hollow world and sky Small set of scales Carriage clock or pocket watch {d3} iron hand grenades with fuses Incendiary fluid in bottle with fuse Tiny ornate lantern FILENAME: EMO_OSR_CultistHidingSpots.ipt Header: What is in that cultist hiding spot? Can be used as evidence, treasure all kinds of things. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/05/d100-what-is-in-that-cultist-hiding-spot.html
prompt: Show me: {What Is In That Cultist Hiding Spot?|Make A Hiding Spot|Hiding Spots|Containers} What Is In That Cultist Hiding Spot? use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAHidingSpot ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Location[@HidingSpots]& Container[@Containers]& Item Found[@WhatIsInThatCultistHidingSpot?]&
table: HidingSpots Behind loose bricks in wall or house In old tree stump In old well In secret nook in chimney or fireplace In secret panel in wooden furniture Hidden inside respectable shrine or altar In roof cavity Under [|floorboards|paving stones] Buried in yard Under floor of animal pen table: Containers Black leather sack Worn cloth sack Wooden box [|Clay jar|Chamber pot] Small wooden chest locked and trapped Wooden [|barrel|washtub] Child's coffin Bundle wrapped in oilskin Wrapped in woven carpet Stuffed in hay bale table: WhatIsInThatCultistHidingSpot? Mummified heart pierced by thorns Ancient exotic sacrificial knife Wig and false nose Goat mask and leggings Drum made of strange beast Skull lyre Trousers made of human skin Candles made of human fat Human skull carved with runes Stone phallus Silver medallions with devil or demon names Contract for human soul List of coven members secret names Astrological charts [|Flute|Pan pipes] made of human bones Mummified bats Mummified ball of rats with fused tails Demon or devil horn made into cup Evil eye medallion Mortar and pestle with strange powders Narcotic resin and pipe Hallucinogenic dried mushrooms Live snake Dried placenta Strap on spiked phallus Ritual bowls and cups Creepy wooden idol Evil looking puppet Mirror with occult marks on frame Body paint Ointment that gives otherworldly visions Weird lens lets you see secret stars and constellations Hand of glory Small ritual cauldron Sickle Monster costume Whip Painted [|cow|stag] skull Occult code book Leather cord with thorns tied into it for whipping Ancient squat stone idol Skull of a monster Leather bundle with odd talisman sewn inside Collection of hair and nail trimmings Bag with mummified testicles [|Toad|Newt] for licking Roosters egg Cult robes Block of incense Lewd prints of Sabbaths Collection of flint arrow heads and hand tools Remains of dog sacrifice Rug with design for summoning Bag of dried herbs for many medical uses Bottle of dried blood Map to forgotten stone circle Murdered corpse Drugged and bound child Set of ornamental carnival masks Well crafted child doll Dolly or dog made from bundle of wheat Twig dolly Doll with thorns stuck in and real human hair Doll of devil or demon Sacred stone Notes on vices of local villagers (blackmail, recruiting?) Stolen milk from local cows in a bucket Bundle of knotted cords used in weather spells and curses Strange root shaped like ugly screaming baby A familiar spirit in small animal form An imp or gremlin Disguise kit A ledger of evil deeds Stolen items from church Scroll with a demons true name Human meat, salted Formula to predict next high sabbat location and date Map to ruined castle where a demon lives Zombie manservant servant Instruction book for young witches bound in human skin Note with plot to destroy person and family Letter from senior cultist of region Note incriminating minor official as cultist Stolen farm tools with blood on them Pamphlet on spotting cultists from witch hunters Details of witch hunters persona life observed by cult spies A human headed maggot from hell in a sound proofed pot A witch hunter corpse shrunk to six inches impaled on a nail A list of vulnerable youths the cult hopes to recruit A list of people to frame and fake evidence for emergency A newborn goatman baby chewing a chunk of meat Bundled human skeleton A human tail in a jar removed at birth Unholy water in bottle Bottles of beer and strong grog Holy book cover but really a cult manual inside Holy symbol with concealed knife Holy symbol conceals a unholy symbol Silver unholy symbol medallion A list of all innocent people local witch hunters murdered FILENAME: EMO_OSR_LonelyRuins.ipt Header: Lonely Ruins I've done ruins before and those tables are still useful for a quick adventure, but I got the impression rereading them they are the kinds of ruins near people who remember what happened and could be researched to prepare for exploration. They are ready-made lairs whose function is obvious. Many are more like dungeons. elfmaidsandoctopi.blogspot.com/2013/11/d100-forgotten-temples-and-bleak-ruins.html This table a bit more archaeological. They are the kind of remnants nobody remembers that you might find on a hex crawl far from settlements. These are not rumour-haunted or gossiped about. Nobody cares or knows anything about them. They are more ancient and possibly prehuman. The bone forest in my setting would be full of ruins like these. Will be more like quick lairs than mini dungeons. A bit more creepy than my earlier set. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/05/d100-lonley-ruins.html
table: LonelyRuins Quiet crumbling tiny shack used by local witch who hides invisibly. Semi collapsed tiny cottage haunted by phantoms. Rotting old farm cottage with serial killing woodsman hidden in basement. Crumbling termite eaten log cabin lair of local werewolves. Shed built into hillside entrance to a creepy lost mine now humanoid lair. Crumbling stone walls of a house offers some shelter, evil dwarf lives under floor. Mound of rubble, bones and broken farm goods with a lair dug by wolves. Burned cottage still stands, ghast hides under burned wall section with his treasure. Large worked stones semi buried in mound from house, giant snake lives in hole. Remains of foundation stones and farm rubbish, zombie farmers arise hungrily by night. Shed built into hillside entrance to a creepy lost mine now humanoid lair. Ruined old mill, mostly a shambles but stone parts intact, angry wight haunts by night. Crumbling long shed used for hunters and herdsmen, beastmen lair here now. Crumbling beehive shaped grain solos here, now home to a carnivorous ape. Lumber yard shed and shacks, even a few axes and saws about, wight lumberjack hides here. Trappers shacks with frames for stretching hides, ogre lives here now with pet wolf. Fishing shacks, with tattered nets and broken boat, several fish men hybrid brothers live here. Remains of log trading post with well, some gods still in shack but marine troll in well. Wattle and daub workers shack made by convict labour, now all ghouls. Stone cell with torn off door for temporary prisoners, now home to rabid bear. Stone carriage house, half collapsed home to a dozen angry albino goblins. Small travellers shrine of stone among bushes, now lair of a wild mad man. Small wooden shrine house partly burned, a long haired crazy gnome woman lives here. Vandalized stone shrine under a battered shelter is watched over an exiled dark elf. A small hut shrine surrounded by cobweb filled trees watched by a hidden giant spider. A sacred stone erected under a rock formation is protected by angry young elves. A crumbling stone hut with a worn shrine is populated with fat belching drunk halfling thugs. A crumbling statue is guarded by a mad monk who assumes everyone is a threat. A crumbling wooden porch on a cliff face houses a row of small spirit shrines protected by a tiger. A wooden archway covering a broken statue is protected by crowman swordmaster. Stone shelf with hundreds of broken urns and small headless statues where teen ogres throw rocks. A crumbled heap from a worn black basalt obelisk, angry frogmen attack defilers of this holy spot. A badly damaged statue of the vampire bat goddess among dead trees is watched by the bat cult. A non functional fountain with a broken statue of the lamprey god, with lamprey men pilgrims. Crude statue of serpent man face, a crack in the earth in front of it is emitting strange fumes. Statue of multi limb demon with broken weapons, cultist martial artists lurk nearby. Carving of hairy horned wing demon with human slaves in cliff, a demon boar guards it. Cliff face with hundreds of elder pictographs, some defaced, guarded by degenerate morlocks. Strange grey stone cone with sighs of blood sacrifices, cannibal cult live nearby. Statue of insect god, weathered by age guarded by a giant insect guardian like a preying mantis. Statue of huge fat fish swallowing people, a huge fish man berserker lurks nearby. Rubble and foundations of long lost destroyed village, were rats live in a cellar. Crumbling shacks abandoned during a plague, a goat man wight keeps humans away. Row of cottages mostly collapsed, feral children hiding go berserk in fear if discovered. Old crossroads overgrown with vegetation, including a store and shacks, swarms of rats live inside. Burned out shacks with charred skeletons inside, any fires started summons a salamander. Stone foundations and fire pits from stone age, dug up by treasure hunters, home to elder ghouls. Crumbling clay adobe shacks, adopted as camp by reptile men bandits. Termite ruined collapsing log cabins from log lost settlement, home to a grumpy owlbear. Remains of overgrown village half buried by mudslide, badger men have dug an underground lair. Ghost town abandoned after mine closed decades ago, doppelgangers welcome visitors. Crumbling wall of ancient design with odd battlement style, a redcap bandit lurks here. A long collapsed tower with a skeleton wizard trapped inside hostile to treasure hunters. Wooden watch tower semi hidden among tree tops, angry vulture men guard nest on top. Remains of small log fort overgrown with vines, tribe of forest goblins have occupied. Crumbling strange gatehouse half buried, degenerate albino sake men live in tunnels underneath. Crumbling remains of stone from once sprawling fortress complex, armed skeletons roam by night. Overgrown hill fort with remains of paths and scattered bones, witches gather to collect bones. Huge mound of stones from collapsed small keep, cursed fox spirit woman cannot leave. Forgotten guard house with supplies and last few patriotic bearded old men still on duty. Scattered rubble from ancient fortress with a few intact wall sections, ghouls roam by night. Abandoned miners cottages, smelt pits, piles of ore and mine entrances where kobolds now live. Sawmill complex sheds overgrown with trees, a treeant and his needlemen keep humans away. Massive wool dyeing complex with hundreds of coloured pits, moaning spirit haunts by night. Ancient ruined milling complex on scale nobody uses today, devil swine and human slaves. Quarry with remains of cut rock, tunnels and dirty pools, large cavemen mega tribe meet here. Old boat yard here from when river used to flow, angry tribe of frog men use as camp now. Remains of huge cistern under long gone town, unhappy albino fish men tribe dwell here now. Stone age quarry with half carved out menhirs and crude statues, brutish orcs camp here now. Crumbled foundations of store house complex overgrown with ferns, wild boars shelter here. Dilapidated complex once a weapon factory for orcs, some still gather here looking for scraps. Worn house size stone head on side, worshiped by mongrel men as ancestor or creator. Stone spheres overgrown with tree roots, some smashed by treasure hunters, upsets local hill giant. Huge carved stone block abandoned mid move from quarry, sacred to local kobolds. Crumbling amphitheater in hillside, haunted by spirits of gladiators who died here long ago. Headless statue on plinth (head under leaves not human), cultist lurk in tiny hidden cave. Huge statue of mounted horseman, fallen and broken with several horrible centaurs nearby. Battered small pyramid tip exposed guarded by jackal men who hate robbers. Mysterious stone spheres and heads buried around forest watched by savage tribesmen. Sinkhole penetrates roof into a prehuman dome where albino ape men guard treasure. Semi flooded memorial hall entry through roof hole, with rows of crumbling statues, a medusa lair. Buried megalithic temple chamber exposed by flood, lair of a prehistoric ghouls. Broken columns surrounding a crumbling mozaic, dedicated to hunting godess, lair of beastmen. Circular brick structure from elder times, guarded by angry frog men protecting their shrine. Foundations of ancient church with intact cellar where ghasts dwell. Ancient stone fire pit and monument to fire elementals, salamander with fire newt cult guard it. Battered stone basin and shrine to water elementals, kelpie and water weird guard a treasure. Earthen mound with stone menhirs, earth god temple guarded by stag men. A broken stone tower with stelae dedicated to air elementals, guarded by a frost salamander. Crumbling plaza with broken ancient demon statues, guarded by angry cultists. Great worn statue and altar of god of evil, beast men cultists perform sacrifices here. A huge monumental archway surrounded by crumbling walls, living shadow stalk by night. Section of aqueduct, connected to buried ancient city, used as shelter by ogres. Huge crude earthwork stadium, were horses meet here for running races and to eat victims. Dilapidated noble feasting hall among remains of earth works, home to a slimy troll. Collapsed huge dome with overgrown garden with rare herbs guarded by undead burnt treant. Scattered bricks and rubble mounds of long lost city, undead wander the loneley streets by night. An ancient quarry has exposed even older megalithic stone megalith, guarded by a toad demon. A gaping open cut brick mine was here till miners exposed undead hyena men buried for aeons. Cave shelters where cavemen cultists still dwell, preparing a cannibalistic feast of captives. Foundations and walls buried in volcanic ash then exposed by flood, ash zombies arise by night. FILENAME: EMO_OSR_InADwarfsTrunk.ipt Header: What is in that Dwarfs Trunk? These are some tables to make hauntings. I think most monsters should be more unique and spirits even more so. Clerics might be sent to clear up some local hauntings. Once you get Exorcism spell you get even more busy. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/05/what-is-in-that-dwarfs-trunk.html
table: WhatIsInThatDwarfsTrunk? Touchstone to assess metal types and quality Lodestone magnet to use as a compass Set of {d6} files Heavy wooden mallet05 Thieves tools for locks and traps Bag with one pond of sand Set of copper scales Copper mirror Vial of metal eating acid eats one lock Empty glass jars and bottles Bottle of wood alcohol poison to non dwarfs Pewter beer stein with lid Ten foot length of iron chain Hammer and ten iron spikes Box of {2d6} candles Bulls eye lantern Bottle of lamp oil Lead bar for seals Copper wire Silver wire Gold wire Sealing wax Alchemist potion test kit Hair dye Curly toe boots Thick leather belt Beard wax Set of {d6} old keys Pet rat Pet bat in cage Runestone Lead pipes, {d6} lengths a foot long Lubricating mineral oil Box of grease Box of {d100} ball bearings Tin of dwarf rations {d6} iron bars Boiled leather apron and gloves Smoke quartz goggles Bellows Accordion Bugle {d6} bottles of beer Rat jerky Bag of mushrooms and pipe Goblin or orc head Throwing hammer Carved cave walrus tooth Roll of toilet paper Set of {d6} brushes Tin of beeswax polish Bottle of mild acid for cleaning metal Large tongs Wineskin full of mushroom wine Metal box with charcoal chunks Tinderbox Bundle of {2d4} torches Can opener Harmonica Tin with stud rivets and hammer Tiny jars with {3d6} soil samples Bronze arm band Knife Copper bowl Steel cup and straw Thermous Salamander skin cape (asbestos) Interesting rocks Fools gold Bag of coal Interesting fossil Chisel and hammer Grappling hook feet of rope Dry rations for {d6} days Fishing line and hook Sewing kit foot long spool of string Ancestral helmet Tiny terracotta cult statues Ceramic beer mug with articulated breasts Knitting needles and ball of wool Whittling knife and {d4} wooden animals Whetstone Cast iron grenaide with fuse Horn of gunpowder Mini Abacus Selection of tokens for services in dwarftown Bag of mushroom compost Trowel Box of rat poison Cameo with portrait of mother Buckler Dagger Crossbow {3d10} crossbow bolts Bar of acrid soap {d6} turnips Large pair of heavy work gloves Mini anvil weighs 20 pounds Cogs and pulleys FILENAME: EMO_OSR_InAHalflingBindle.ipt Header: What's in that Halfling Bindle? This might work for any fat greedy middle class semi-rural hedonist. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/05/whats-in-that-halfling-bindle.html
table: WhatsInThatHalflingBindle? Long clay pipe and block of hash Triple decker sandwich Corned beef in a pot Block of sheep head cheese Jar of pickled onions {1d20} boiled eggs String of fire crackers Tinder box Pick nick blanket Pet sqirrel Doormouse sealed in clay pot for cooking A cottage ham Cast iron frying pan Salt and pepper shakers {1d6} jars of exotic herbs and spices [|A flute|Pan pipes] Toenail clippers Loaf of bread Bag of grapes {2d6} apples Blackberry jam in pot Fruit knife Teapot and tea Smoked chicken Mustard pickles in jar Cursed ring in a hankerchief Shaving kit Fishing line and hooks Tin of odd buttons Candle holder and {d6} cadles Stuffed toy Night cap Spare underpants Velvet jacket Set of [|gators|spats] Collection of hankerchiefs Thieves tools Bottle of wine Bottle of gin Bottle of beer Bottle of rasperry cordial Jar of honey Teaspoon collection of {4d6} Tin of buscuits Teatowel bundle of scones Jar of [|goose|duck] fat Leg of roast lamb Fancy hat Spearmint leaves Basket of fried chicken Pound of bacon Pornographic pamphlet from the city Tambourine Dried magic mushrooms Block of butter Fruit cake Cinnamon buns Weight loss pamphlet Sling and sling stones Hatchet Sardines Hand painted playing cards Quill and paper {d6} sheepgut condoms in a tin Aphrodisiac root Diary full of gossip, food reviews and saucy stories Cookbook Purse of {d20} silver coins Jar of ancovies Purse made from sheeps ballsack with {d100} copper coins Asparagus in jelly Live cornish game hen Saucy beach scene hand painted postcard Itching powder Stinging nettles for soup or torture Bunch of baby carrots Dill pickles Lettuce Tobacco pouch and wooden pipe Hero sandwich Coil of sausages {d6} pork pies Book of saucy poems and limericks String of Garlic Bag of nuts Bag of boiled sweets Jar of spiced olives Book of ghost stories Butterfly net Decoy wooden duck Toothbrush and mint flavoured chalk powder Wooden dentures Gremlin in a jar Worms in aspic Bar of scented goat milk soap Wooden spoon Fake mustache Ceramic mixing bowl Long winded boring fantasy novel Dictionary with all rude words circled FILENAME: EMO_OSR_SuspiciousVillageHappenings.ipt Header: Mildly Suspicious Village Happenings Black Stump is a quiet little decrepit out-of-the-way village. Unfortunately once you've arrived you're trapped in a temporal null zone. The only way out is to enter one of the entrances to hell and escape through the netherworld. Other suspicious villages can be found all over Exile Island that are tainted by cultists. Plenty of others are a bit off and local cults are pretty common. Using these in a random village might lead to murder hobos turning into witch hunters and killing whole villages.. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/05/d100-mildly-suspicious-village.html
table: SuspiciousVillageHappenings Suspicious murder of crows staring at strangers from rooftops and trees. Followed by black cat, runs away under ladder and under fence if noticed. Sly one eyed toad stares from crack under doorstep. Goat stares at visitors then makes odd screaming bleats when sees adventurers coming. Rats run across road and over feet. Chirping bird swarm about making strange noises07 Two headed lamb being inspected by villagers who then hide it from strangers. Huge ferocious black dog barks ferociously but stops when owner glances over. Horse goes wild, screaming till brutish man whips it away. Huge black cock crows when you enter village street. Group of similar looking silent children staring creepily staring at visitors. Little girls singing scary skipping songs. Boys dissecting a puppy. Creepy googly eyed child nodding head non stop and drooling. Kids chasing cat with sticks. Little girls playing witches with broomsticks and pets. Child drawing occult signs on wall with chalk. Kids performing ritual like game throwing flowers and chanting around mud idol. Woman with creepy googly eyed baby. Odd pale kid playing flute or other instrument follows party playing weird tune. Corn dolls or dogs with some bloodstains. Strange chalk sigils drawn over house doors. Burned remains with bone human teeth fragments. Strange costumed dancers chasing each other with sticks and demanding coins. Maypole dancing youths. Dancing led by beast mask wearer. Animal skulls on posts. Dancers in monster costume with terrible bagpipe band. Villagers singing strange folk song while working. Villagers beating scapegoat animal in ritual. Odd child size muddy hole behind a house. Bones scattered in streets locals say are from pigs. Happy dog running off with suspicious looking bone. Villagers finishing burying something look awkward and leave. Villager throws something in well when sees strangers. Merchant covers and removes some goods on display. Some villagers quickly eat something when they see you coming. Farmers quickly bury something when they see you coming. Strange footprints in muddy street. A hasty bonfire with villagers burning something smelly. Strange idols for sale along with normal goods. Weird deep sea fish being sold by bulgy eyed fish monger. Butcher chopping up chunks of mystery meat gleefully. Vendors selling curse tablets on the side. Candle maker boiling up foul smelling tallow for new candles. Baker only sells special pies to locals. Blacksmith makes and sells exotic knives, some for locals only. Carpenter stops sawing and stares at you, starts sawing when you look away. Tailor selling hooded capes and beast head masks for festivals. Shop refuses to sell to outsiders, "local shop for local folk". Other villagers drag away the friendly drooling village idiot. Village drunk slinks away somewhere out of sight. Kind village elder asks how they can help you on your way. Old woman ask if you need healing, potions or enemies cursed. Man offers unusually marked pets for sale. Locals have interesting tattoos. Locals have unusual jewelry. Locals have unusual deformity, birthmark or other bodily feature. Locals have unusual turn of phrase like "we welcome strangers to our feasts". Local tries to seduce party member and get them alone somewhere. Bountiful crops with folk idols on each plot. Unusual marked animal in pen alone with lots of food. Strange scarecrow surrounded by crows. Youths tormenting an animal for fun. Sweaty farming youths wink compellingly at strangers. Farmers hanging a pig from a tree to butcher it with strange knives. Labourers singing a strange work song. Local farm youths chasing a piglet with hammers. Farmer passionately kissing a cow. Farmers having break, one dancing with a goat. Worn stone block with old blood stains. Stone pillar with skull shaped niches. Cliff or boulder with ancient carved pictographs. Several old graves with archaic symbols of old faith. Abandoned, vandalised shrine of popular faith. Headstones re purposed for building a wall. Church in dilapidated condition with missing symbols. War memorial statue with missing head and limbs. Stone sarcophagi covered in iron bars. Strange rock formation with hoof prints. Unusual plants in garden for poison or magic. Farmer tying dog to mandrake root to harvest the magical herb. Children gathering holly berries and leaves to build a human fetish. Hunters putting on wolf pelts and ointment. Shredded old fishing nets and broken boat unused for years. Corpse wrapped in blanket of nettles shoved in a bush. Burned remains of wicker man. Old man carving creepy faces in pumpkins and turnips. Villagers leaving out baskets of food while singing by a large boulder. Villager talking to farm animal ignoring strangers. Old woman chanting and gesturing to stars. Evil staring old man playing with fancy knife. Old women with cauldron on camp fire. Old woman sitting with cat having a chat. Fat guy gazing at strangers rubbing groin and drooling. Hooded figure in distance watching strangers. Farmer carrying bucket of blood to make bloodwurst sausages. Men throwing sword into a pond. Men throwing a dead dog and coins into a sinkhole. Fisherman throwing engraved wax tablet and bucket of gore into pond. FILENAME: EMO_OSR_MildlySuspiciousVillages.ipt Header: Non Corporeal Undead Hauntings These are some tables to make hauntings. I think most monsters should be more unique and spirits even more so. Clerics might be sent to clear up some local hauntings. Once you get Exorcism spell you get even more busy. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/10/non-corporeal-undead-horrors-pt2-d100.html
http://elfmaidsandoctopi.blogspot.com/2016/05/d100-mildly-suspicious-village.html Mildly Suspicious Village Happenings (+more hell stuff) Hell Project Progress I did like the ones in dragon magazine and was disappointed they didn't get officially used. Manual of the planes kinda disappointing being mostly full of spell mods rather than adventure seeds. My first three Hells: 1 Plague lands, 2 Infernal lands and 3 Underworlds were based lots on literature, art and mythology. I have some rough plans for the following: 4 A swamp 5 A frozen hell 6 The dark dimension 7 Nightmare land 8 Something like a Buddhist and Chinese hell's with endless rooms of horrible torments. It might feed into 9 Bosh-Brugel hell based on their late medieval surreal paintings full of metaphores. I just have to find my books in storage. Just found out i gotta move for second time this year so glad I didnt unpack much yet. Should be easy with books. 10? Still unsure, posibly something with elder gods and dinosaurs Naming them a bit of a issue too (fantastica, fantastisch, somnium). Need to be full of grotesquery and rabelaisian shenanigans Black Stump is a quiet little decrepit village out of the way. Unfortunately once you have arived you are trapped in a temporal null zone. The only way out is to enter one of the entrances to hell and escape through the netherworld. Other suspicious villages can be found all over Exile Island that are tainted by cultists. Plenty of others are a bit off and local cults are pretty common. Using these in a random village might lead to murder hobos turning witch hunters and killing whole villages. d10 Quick odd happening types 1 Animals 2 Children 3 Folk art 4 Cover ups 5 Shops 6 Odd locals 7 Farming 8 Monuments 9 Outdoors 10 Strange folk d100 Suspicious Village Happenings 01 Suspicious murder of crows staring at strangers from rooftops and trees 02 Followed by black cat, runs away under ladder and under fence if noticed 03 Sly one eyed toad stares from crack under doorstep 04 Goat stares at visitors then makes odd screaming bleats when sees adventurers coming 05 Rats run across road and over feet 06 Chirping bird swarm about making strange noises07 Two headed lamb being inspected by villagers who then hide it from strangers 08 Huge ferocious black dog barks ferociously but stops when owner glances over 09 Horse goes wild, screaming till brutish man whips it away 10 Huge black cock crows when you enter village street 11 Group of similar looking silent children staring creepily staring at visitors 12 Little girls singing scary skipping songs 13 Boys dissecting a puppy 14 Creepy googly eyed child nodding head non stop and drooling 15 Kids chasing cat with sticks 16 Little girls playing witches with broomsticks and pets 17 Child drawing occult signs on wall with chalk 18 Kids performing ritual like game throwing flowers and chanting around mud idol 19 Woman with creepy googly eyed baby 20 Odd pale kid playing flute or other instrument follows party playing weird tune 21 Corn dolls or dogs with some bloodstains 22 Strange chalk sigils drawn over house doors 23 Burned remains with bone human teeth fragments 24 Strange costumed dancers chasing each other with sticks and demanding coins 25 Maypole dancing youths 26 Dancing led by beast mask wearer 27 Animal skulls on posts 28 Dancers in monster costume with terrible bagpipe band 29 Villagers singing strange folk song while working 30 Villagers beating scapegoat animal in ritual 31 Odd child size muddy hole behind a house 32 Bones scattered in streets locals say are from pigs 33 Happy dog running off with suspicious looking bone 34 Villagers finishing burying something look awkward and leave 35 Villager throws something in well when sees strangers 36 Merchant covers and removes some goods on display 37 Some villagers quickly eat something when they see you coming 38 Farmers quickly bury something when they see you coming 39 Strange footprints in muddy street 40 A hasty bonfire with villagers burning something smelly 41 Strange idols for sale along with normal goods 42 Weird deep sea fish being sold by bulgy eyed fish monger 43 Butcher chopping up chunks of mystery meat gleefully 44 Vendors selling curse tablets on the side 45 Candle maker boiling up foul smelling tallow for new candles 46 Baker only sells special pies to locals 47 Blacksmith makes and sells exotic knives, some for locals only 48 Carpenter stops sawing and stares at you, starts sawing when you look away 49 Tailor selling hooded capes and beast head masks for festivals 50 Shop refuses to sell to outsiders, "local shop for local folk" 51 Other villagers drag away the friendly drooling village idiot 52 Village drunk slinks away somewhere out of sight 53 Kind village elder asks how they can help you on your way 54 Old woman ask if you need healing, potions or enemies cursed 55 Man offers unusually marked pets for sale 56 Locals have interesting tattoos 57 Locals have unusual jewelry 58 Locals have unusual deformity, birthmark or other bodily feature 59 Locals have unusual turn of phrase like "we welcome strangers to our feasts" 60 Local tries to seduce party member and get them alone somewhere 61 Bountiful crops with folk idols on each plot 62 Unusual marked animal in pen alone with lots of food 63 Strange scarecrow surrounded by crows 64 Youths tormenting a animal for fun 65 Sweaty farming youths wink compellingly at strangers 66 Farmers hanging a pig from a tree to butcher it with strange knives 67 Labourers singing a strange work song 68 Local farm youths chasing a piglet with hammers 69 Farmer passionately kissing a cow 70 Farmers having break, one dancing with a goat 71 Worn stone block with old blood stains 72 Stone pillar with skull shaped niches 73 Cliff or boulder with ancient carved pictographs 74 Several old graves with archaic symbols of old faith 75 Abandoned, vandalised shrine of popular faith 76 Headstones re purposed for building a wall 77 Church in dilapidated condition with missing symbols 78 War memorial statue with missing head and limbs 79 Stone sarcophagi covered in iron bars 80 Strange rock formation with hoof prints 81 Unusual plants in garden for poison or magic 82 Farmer tying dog to mandrake root to harvest the magical herb 83 Children gathering holly berries and leaves to build a human fetish 84 Hunters putting on wolf pelts and ointment 85 Shredded old fishing nets and broken boat unused for years 86 Corpse wrapped in blanket of nettles shoved in a bush 87 Burned remains of wicker man 88 Old man carving creepy faces in pumpkins and turnips 89 Villagers leaving out baskets of food while singing by a large boulder 90 Villager talking to farm animal ignoring strangers 91 Old woman chanting and gesturing to stars 92 Evil staring old man playing with fancy knife 93 Old women with cauldron on camp fire 94 Old woman sitting with cat having a chat 95 Fat guy gazing at strangers rubbing groin and drooling 96 Hooded figure in distance watching strangers 97 Farmer carrying bucket of blood to make bloodwurst sausages 98 Men throwing sword into a pond 99 Men throwing a dead dog and coins into a sinkhole 100 Fisherman throwing engraved wax tablet and bucket of gore into pond will do a very suspicious village happening perhaps one day FILENAME: EMO_OSR_WeirdVillageEncounters.ipt Header: Weird Village Encounters from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/05/d100-weird-village-encounters.html
table: WeirdVillageEncounters Two headed [|kitten|lamb|dog|turtle] A goat eats a rat with frog like adhesive elongated toungue Huge spider webs around trees and roof tops Giant fly snatches a baby or cat and flies away Giant rat runs under a building Cow eating a rabbit A dog vomits up some fingers A horse tears a shred of flesh of a farmers leg and eats it Bats fly out of a chimney Old woman talking to cat who whispers answers back in her ear Children chanting in strange elder language Child sucking on headless squirrel Child with overgrown fang sticking out of mouth Children playing with pet black rats Children running from giant bed bug Siamese twin baby googling sweetly A child asks if visitors are the chosen ones elders speak of Bulging eyed pudgy child drawing demon sigils on walls with chalk Baby bites a dog which runs away in terror yelping Staring silent children each holds a pet familiar Statue made from animal skulls covered in blood Villagers frolicking in masks some not really wearing a mask Villagers performing a puppet show for the kids full of heresy and treason Child with a creepy straw doll drops it in visitors belongings Elaborate totems of wood, horn and herbs on every house for the old gods Regional odd hat that all the locals wear Local metal work features a strange design and unfamiliar characters Villagers torturing a local who broke the local code by some bizarre means Villagers have welcomed a strange clever man from a foreign city to live here Villagers all wearing jewelry (metal, wood. horn, stone) with a sinister face design Butcher selling strange creature parts he gets from local cave Baker seems to have a supernatural fire spirit his oven Highly skilled craftsman making amazing diabolic designs Local drunk tries to arrange to meet you about something sinister and is never seen again Tavern keeper offers vices and narcotics on par with the debauched cesspits of the city Storekeeper uses quite a few odd coins "adventurers found" JD Jarvis Hellcoins handy Beer tastes funny and the brewer also uses strange body parts from local cave for local flavour Strange figure designs on fabric woven and knit by local old women Locals in bar playing strange game with large monster teeth Roof repair man often attacked by stirge owls living in the attics of local houses Street covered in sawdust over a rancid pool of gore they say was a wagon accident Headless corpses suspended by pole by the executioners block, heads missing Church has had a cheap facelift on the outside, cobwebbed mess inside Pile of large beast heads near a bonfire ready to burn, no bodies present Wanted posters from the city law have been painted over and torn down Border stones and official signs have been wrecked or vandalized Local tax collectors don't want to stay here the night and afraid of witches Free stew and village having a party, someone asking about missing friend Naked villagers drunkenly asleep wearing nothing but robes or goat leggings House burning down with new family that sadly didn't fit in trapped inside Swine like fat greedy merchant or friar who everyone seems to love is a devil swine Mayor often seen in regalia, a gold necklace with magic medallion and hooded cloak Attractive progressive and tolerant holy person beloved by villagers border on public heresy A local sorcerer with a d4 "students" have been teaching locals esoteric arts and drug abuse A formerly famous adventurer gives map to local dungeon he now secretly serves A hideous old woman stares at you lots, locals fearful but all sworn to protect her A wizard tower with vegetation surrounding it affected by chaos or necromancy Large old graveyard with a few prehistoric monoliths run by a necromancer working as mortician A famous prostitute linked to royalty from the city has come to stay but seldom takes visitors Rugged muscular priest is actually a werewolf, outsider animals hate him Root vegetable crops squeaking and wiggling underground All the farm work is done overnight by something and the villagers lazy All the farm animals have same eyes and often stare at visitors creepily Goats dancing on hindlegs and bleating being encouraged by shepherds All the large and healthy animals have some colouring and markings Farm animals being beaten with sticks or clumsily killed sound almost human as they scream Scarecrows in the fields look very creepy and strange, curfew after midnight Animals all act the same and come and go without herders Farm hands beating one of their own into bloody pulp while chanting Farmers preparing a wickerman with animals in cages in the limbs already Iron bar sealed old well that allows water be drawn out but not monsters Stone plug sealing an ancient sinkhole into caves Squat ancient idol in village centre with food, burnt offerings and bone sacrifices Short wall section is forgotten foundations and old chambers exist under the village A creepy prehistoric mound nearby is used for dancing on by drunken locals A statue with a missing head and odd physiognomy yet highly detailed and realistic A fountain from a lost age with worn but quality art[||||||, works and has a man-sized drainhole plug] A statue of a notorious cult leader from many generations ago who founded village Locals point at the elder monolith with fear and warn you not to sleep near it Standing stones seem to move at night and occasional fall on someone Creepy trees in woods sway in unison without wind being felt Strange howls heard from the woods Strange fetishes on the borderland with the forest Spirits in the forest make it unsafe at night all locals say to strangers Snakes are seen everyday outside by everyone and locals unafraid Villagers have a pump that draws water by itself with a switch the locals say is a bound demon A huge ancient tree looks thousands of years old and has secret passages and chambers Several sinkholes and caves are known to be in the area but villagers publicly shun them Colourful toadstools rumoured to be associated with an evil god are commonplace People and animals are sometimes swallowed up by the earth if they stray far from village Robed order perform rituals in ruins or groves or caves publicly Some local sport being played with grisly body parts used ass the ball Drunken festivities grow wild with eventual fighting and orgy in the streets Lynch mob flailing a prisoner with whips till they drop over crime they wont mention Lynchmob forcing a prisoner to run a gauntlet of villagers with rocks Village come out to watch an execution on old strange blackened tree stump here since olden days Villagers chasing and beating an apprentice cleric preaching in the country for his studies Village choir and folk dancers singing, then they get drunk and start ritual castrations Village militia practice targets are old painted wooden statues from a run down church Villagers having a funeral where locals sing strange song about fate of persons soul FILENAME: EMO_OSR_UrbanRentalNightmares.ipt Header: Urban Rental Nightmares in Shadelport Rent in Shadelport for adventurers. After their first haul, adventurers seek better living standards. The city redlight district is a favourite choice, full of tomorrow's bitter murder hobos. Adventurers are the preferred rubes for con men and shapeshifters. And fires, plagues, criminals, and evil landlords are additional menaces murder hobos don't want to face. These assume apartment buildings or side-by-side rows of housing in a cramped overcrowded poor area. In Shadelport the nice parts of town won't even let shabby adventurers in. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/05/d100-urban-rental-nightmares-in.html
table: UrbanRentalNightmaresInShadelport Fire in building, firemen ask for money to help put out. Burns to ground overnight with a d6 other houses. Small fire in house or building causes some damage. Neighbors die of drug abuse. Neighbors door kicked in and murdered. Neighbor found long dead and partly eaten by animals. Plague sign marked on door of building for quarantine. Corps found on door step. Gang move in next door. Gangsters hanging out on doorstep ask "What are you looking at?" Rats in the walls. Giant rat in bed. Stray cats hang around building. Zombie heart noisily beating under floorboards. Fungus out break. Bats in the roof. Neighbor is a werewolf or wererat. Leak in roof. Sewerage leak in building. Floor or ceiling collapses partly leaving a hole. Serial killer tries to kill you. Neighbor climbs in window to steal loose change. Phantom haunts the building. Whipping and screaming from neighbors. Pervert drills holes through walls to spy on you. Moths eat clothes and leave food full of grubs. Flea infestation. Neighbor dies and and arises as zombie. Birds living in roof. Stirge owls living in building. Crazy cat lady moves in next door. Giant tick gets in through floorboards. Locals abandon babies on your doorstep. Termites start eating building. Tiny stove troll lives under stove. Brownies in roof, punish people who swear. Gremlins move in causing hilarious shenanigans. Jesters living nearby have noisy drunken parties. Band move next door and practice all night. Witch neighbor gets annoyed by you and curses with her evil eye. Landlord like collect rent in case your broke to collect in sexual favours. Horrible drunks sleeping in the stairwell. Wasps build a nest in chamber pot or somewhere not fun. Hood wearing cultists among neighbors. Lost pet reticulated python loose in between walls. Stray children in between walls and roof cavity. Goblins in the basement. Orc neighbors cook strange smelling food. Neighbor likes to slaughter animals at home and has poor sanitation. Necromancy students neighbors slip out to steal corpses by night. Stray vulture get in home. Rabid dog in street. Drunken landlord demands more money and starts fight if you disagree. Drunken landlord snoops in your place while your away. Evicted because landlords relatives homeless. Evicted because building demolished. Evicted for building redevelopment for hipper nicer tenants. Alchemist next door steals stores poison chemicals. Rat with human face bites you in your sleep. Carnivorous jelly oozes up through drain pipe. Stray sailors monkeys break in and rearrange furniture. Mysterious bloody stain keeps appearing. New tenants set up a drug house and dump corpses in lane weekly. Building graffiti covered by youth gang. Giant beetle eaten several tenants this month. Skinny homeless teens harass adventurers for work. New landlord demands tenants are tidy church goers. Hailstone ruins roof. Wall collapses. Imp tormenting and murdering local tenants. Old drunk wizard neighbor casts spells in his sleep. Assassin trying to kill neighbor with incomplete address. Cultists looking to collect human hearts for imitation. Giant mushrooms start growing from dungeon spoor. Former criminal tenant wants treasure hidden in house. Drug crazed killer hiding in building. Gong farmers blacklist area, sewerage everywhere in street. Secret police seen spying on building, identity unclear just look creepy. Snooty citizen claims writer once lived in apartment, declared historic site. Former tenant was a gambler and thugs visit demanding cash. Lesser demon banished here a hundred years ago finally returned. Some rival adventurer dropped some troll meat in crack in the floor. Giant fly enters through window and steals food and leaves maggots. Amateur black powder maker blows his apartment up. Someone in building distributing treasonous documents. Tax man makes a visit and estimates your net worth and leaves a bill. Strange fungus growing on ceiling. Giant leeches come out of sewer in the rain. Rat colony in your bed. Fungus people children grew in the wall cavity and now in your house. Mosquitoes molest building inhabitants from sewers. Bull goes wild in market, runs up stairs and into your flat. Hole collapses into sewers on bottom floor, sewer goblins come out at night. Adventurer neighbor died while away and secret pet owlbear gets hungry. Religious neighbor leaves you pamphlets and preaches to you. Green slime develops a colony in building attracting city officials. Neighbor cavorting with lesser devil makes horrible noises. Orc gang members move in next door and party all the time. Secret policeman's mother moves next door and spies on everyone. Thief practicing reading magic summoning scroll summons an angry dinosaur. FILENAME: EMO_OSR_ChaosVillages.ipt Header: The Village is Rampant with Chaos The first time you went to this village you were a bit worried. The second time you almost called the inquisition or witch hunters. Now it is too late, hell has taken over, the villagers are damned. A horror filled parody of life and normalcy, a prelude to the powers of evil plans for everyone. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/d100-village-is-rampant-with-chaos.html
table: TheVillageIsRampantWithChaos Fused together cows with tentacles spraying milk from their huge udders. Devil swines slaughtering and eating human farmers charmed to acting like animals. Chaos centaurs whipping humans strapped in yokes pulling a plow. Hell cats sweetly offer to help you and help your dreams come true. Hell hounds on chains barking madly and spitting fireballs. A cockatrice hops about the yard eating a trail of eyeballs. Rat beastmen with maces eating a shopkeeper. Goatmen performing a human sacrifice to demons. Chaos duckmen barbarians stabbing old people for small change. Tentacled babies hanging from walls flailing their parents. Children in robes running about buildings laughing. Child magician wants toys, adventurers will do nicely. Child fleeing monsters runs to adventurer for protection is a witch or shapeshifter. Possessed children as strong as ogres hungry for murder. Goatfolk kids in adorable costumes frollicking and gnawing on chunks of human meat. Running giggling child ahead if cornered is an ugly chaos dwarf in missing child's clothes. Gang of small children turned into chaos halflings who throw rocks like specialists. Children playing ball with fresh bloody severed head or heart. Devilswine boy in human form stealing pies and food, carries a bloody clever. Children teasing a small dragon with sticks. Villagers dancingon green with devils or demons. Demon hybrid drunken villagers spit roasting a resistant villager. Dancing demon villagers with living chaos dragon turtle as a hobby horse. Demon dressed as priest preaching chaos and evil. Demon band playing and evil tainted beer being served to dancing villagers. Zombie and skeleton farmers dancing to funeral music set on living hungrily. Public execution where devils work the chopping block. Spectre of evil priest killing demon tainted villagers. Animated bloodthirsty golems from scarecrows, corn dolls, and farm tools. Puppets strangling their owner, then look for more victims. Hedges of thorns surround village. Phantoms haunt possible exits to scare people back inside. Bear traps and wolf pits concealed arounf village exits. Screeching flying skulls try to distract and disturb visitors. Swarms of flies or locusts irritate humans around exits. Imps exiting a hidden pit carefully concealing it after exiting. Clouds of bats confuse everyone who fails a save. Clouds of colored smoke obscure vision and choke breathing. Vision ripples and everything distorted causing -2 to hit. Laughing and burning noises and illusionary flame. Pushcart and demon selling adorable imps, hell kittens and hell pups. Shop selling disgusting food and vile grog run by succubi. Blacksmith furnace is a living burning entrance to hell tended by demon smith. Butcher demon selling demon and monster and human flesh. Shop selling evil idols and cult robes and knives. Shop selling torture tools and apparatus. Shop selling weapons with exotic designs. Shop selling drugs and poison. Tavern with succubi and devils. Crafter in shop fighting gremlins or imps. Robed cultists praising evil. Coven of witches kissing a devils butt in a pact. Farmers ignoring incursion of chaos trying to act like nothing happening. Drunken nuns cavorting and drinking with devils. Band frolicking with demon hybrids. Leper colony happily selling souls to devils for sham cures. Corrupt priest having sex with succubi in street. Animals dressed as villagers wearing clothes and walking on hind legs. Snake men in hoods have come to visit and give tainted gold to villagers. Militia obviously tainted question those not corrupted. Devils with whips drive humans pulling a plow. Demon bull chasing victims easily distracted by newcomers. Devil swines in pig form wallowing in mud mixed with corpse chunks. Imp chicken hybrids holding an evil ceremony around a crater of slime. Crows plucking eyeballs and meat chunks from trees, rooftops and gibbets. Vampire drinking from a cow flees if spotted, setting vampire cow on visitors. Farmers tending a pit of larvae with their kins faces. Bat winged carnivorous goats chasing farmers. Sheep shearers with diabolic features sacrificing sheep to evil altar. Goat men beating shepherds with sticks. Demonic idol or monolith dedicated to hell in street. Wall of flame around churches, holy places sand shrines. Devils guarding a temporary living hell mouth. Black hexagonal monolith with with squat toad demon teaching evil wizardry. Bronze bull with devils roasting screaming prisoners inside. Shrine to a demon with priests and guards. Huge statue with furnace where demons encourage cultists to roast their children in. Forest of impaling poles, gallows, gibbets and wheels on poles all with rotten bodies. Huge mound of corpses. Carnivorous squirrels in woods. Burning forest that ever keeps burning. Burning sulpher pits and craters. Rain of burning sulpher. Fog and mist reduce visibility. Rabbits are skinning a hunter alive with tiny knives. Bear family roasting child on a spit roast. Dire wolves howling hungrily attack by night. Elk men performing a dance around a bonfire, enraged if seen. Frogmen croaking around creek or pond edge preying to the frog god. Human entrails strewn in treetops, human bloody bones laying about woods. Old lady with cats fused to her screaming. Chaos mutant evil bard villager with living demon bagpipes. Chaos mutant jester follows asking annoying riddles. Villager hiding, really partly responsible for troubles. Demons and witches assisting in a birth of a prostitute mother. Demon preacher warning mutant villagers about the unclean presence. Skeletons dancing in the street following a plague doctor. Mayor being carried by celebrating mutants drinking and dancing. Store owner wallowing in pig shit who thinks it is gold coins. Local priest being crowned as anti pope by devils then hunted and sacrificed. FILENAME: EMO_Xor_QuiveringFleshPits.ipt Header: The Quivering Flesh Pits of Xor Xor is in fact a living quasi dimension that overlaps and intrudes into multiple other realities. In facts some wizards use the quasi plane to travel to other worlds. This previous stuff done more for a Metamorphosis Alpha or SF-type adventure or even inside a titan, kaiju or flesh dungeon. It's a bit darker and more nonhuman. Possibly good for the deep interior of Xor. elfmaidsandoctopi.blogspot.com.au/2014/04/d100-flesh-pits-of-space-gods-pt1.html elfmaidsandoctopi.blogspot.com.au/2014/04/d100-flesh-pits-of-space-gods-pt2.html from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/the-quivering-flesh-pits-of-xor_3.html
prompt: Show me: {How Did Xor Get Here?|How Can I Make Xor Go Away?|Terrain - Major Types|Terrain - Occasional Features|Terrain - Orifices|Terrain - Fluids And Secretions|Encounters - Specific|Encounters - Common|Encounters - Most Common Beast Men|Encounters - Common Mutations|Treasure - Containers|Treasure - Strange Items|Hazards|More About Xor} How Did Xor Get Here? table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutXor [#{rep} MoreAboutXor2] table: MoreAboutXor2 1:Terrain\n\nAt first glimpse an area overrun with the flesh pits is a verigated fleshy panorama of wet pink, covered in pits and sphincters and tentacles polyps, eyes, spasming and twitching randomly. Occasional patches of coloured skin, weeping sores, crusty scabs. and dried secretions may be found.\n& \n& On the shores of the great lake of flesh, where it meets the normal soil of your world, it appears as a great slab of sweating meat resting on top of the ground. You can even lift up the edge and look underneath. It may have grown a great tap root of flesh into the planetary crust to sap nutriment from the life force of the planet. 1:Encounters\n\nXor is inhabited by various beings. Parasites, symbiotes and antibody entities are common. Some kinds of demons and dimensional beings find Xor pleasant to visit. Some creatures from worlds Xor visits come for the food of the local biomass. Some stay, thrive, mutate and become one with Xor. Some places in Xor are huge organic structures that living beings thrive within, some actually are part of Xor, refining and recycling biomass.\n& \n& Most mammals adapted become hairless\n& Most reptiles and amphibians are mostly pink or white\n& Many monsters and demons have mutations\n& \n& Skin colour could be any colour really\n& Flesh underneath could be pink, purple, scarlet with white sinew 1:Treasure\n\nXor has many exotic treasures, some are precious secretions and organs like ambergris. Other places Xor acumulates metals and other substances in nodules. Many visitors to Xor die and what Xor cannot consume gets covered in organic secretions to protect Xor from contamination like a human body might do to a splinter or piece of glass or needle that is stuck inside a body. Druids sometimes visit Xor looking for new species or to care for the wounds of Xor. 1:Hazards\n\nXor is not evil or necessarily anti human life. Xor is more indifferent than malicious. Xor is both an individual and a collective organism. Humans and creatures manage to survive. Beneath the surface of Xor are flesh chasms and meat tunnels. In the darkness below the surface other kinds of horrors dwell.\n& \n& Whole civilizations exist in the gastric chambers of Xor but their are also air tunnels for Xor's breath and various liquid transmission systems if explorer's can breathe water.\n& \n& Hazards are easily avoided obstacles that can cost time or the explorers can take risk to cross faster. Combats should avoidable. 1:So what the hell do I do here?\n\n& Killing, looting and feeding are common reasons to visit Xor.\n& Fresh unsalted water is rare and valued.\n& Finding a way to make it leave is pretty common too. table: HowDidXorGetHere? The stars are right and Xor has come. A [|wizard|cult] summoned Xor. A conjuration from aeons ago finally arrived and it was Xor. The land is cursed but gods of chaos and called Xor. An alien wizard of another plane used Xor to travel here. A cosmic spore traveling through the stars seeded Xor. An elder monument was activated by someone releasing Xor unto the world. Xor grew from a cancer dead plague carrying mutant. Xor grew from the turd of a plane traveling daemon. Xor has come here for a nutriment cycle. Xor needs something from this world and has come to take it. Xor grew in the underground aeons, just surfacing now. table: HowCanIMakeXorGoAway? Heal Xor’s wounds. Feed Xor. Destroy the foci of the magic that brought it. Performing a ritual. Help Xor deliver a baby. Find the central neural cluster and annoy it. Remove a hostile object harming Xor. Communicate with the central intelligence. Introduce a contamination to a vulnerable organ. Kill the meddling [|cultist|demons|aliens|wizard]. Pleasure Xor and bring to a climax at neural pleasure hub. Help Xor find a better home. table: Terrain-MajorTypes Dry slab of skin covered flesh with pores, tiny hairs and occasional freckles (any colour skin) Moisten wet slippery exposed flesh, often uneven and slippery 1/2 speed Damp verigated surface pockmarked with orifices (see below) 1/2 speed Red ropy fleshy ridges with tendons and sinew holding bundles of muscle, moist with blood Squirming fleshy pink tentacle polyp forest, swaying like trees in a breeze Soft yielding pink tissue that legs sink into, covered in pools of saliva 1/4 speed Gum like ridges of hard flesh with twitching growths, moist to the touch Huge organ like lozenges nested against each other in pink, purple and violet, that pulse rhythmicaly Coiled intestine like mass up pipes and tubes, some move occasionally as something moves in them Fleshy mounds with orifices that regularly erupt in disgusting random fluids 1/2 speed Shallow [|lake|sea] of fluid Tufts of hair and fuzz growing like [|bushes|forest|grass ] table: Terrain-OccasionalFeatures Eyes glare meloncholicly, blinking occasionally Bulging veiny fleshy sacks Soft fuzzy velvet hairy lumps like on a mole White [|growths|polyps] attacking surrounding tissue An extra large fleshy orifice A great bleeding wound that something has taken a bite from Swollen stinking infected mound of white, yellow and green Gelatinous grey brain mass colony, if harmed attracts monsters Inflating huge sacks of tissue full of [|air|liquid] Clusters or single huge breasts[|||, lactating] Clusters of strange alien genitalia table: Terrain-Orifices Nasal - these blowholes inhale and expel foul air with passages going deep into Xor Aural - twisting tunnels with fine hairs inside, often surrounded by trumpet like structures Sphincter - a knotted flesh valve sealing flesh tunnels for secreting waste, vary in tightness Sexual - these twitching sensitive pits await to be fertilized or give birth to monsters Weeping sores - leak secretions from infections or even blood Mouths - these toothed chasms contain drool filled pools, writhing toungues and best avoided Pores - leak oily secretions, some become hard and block pores causing infections Glands - leak all kinds of fluids but most often sweat Urethra - leaks pools of yellow stinking urine or solid urea crystals or mineral stones Gastric Vents - flesh pits of acid that idiot creatures wander into and are eaten table: Terrain-FluidsAndSecretions Smegma - oil and dead skin, burns slowly if used as fuel Urine - stinking piss, can ferment into ammonia, some cases emitted as a hard urea crystal Sweat - salty water with hormones, can ferment into ammonia Feces - stinking sticky semi liquid clay, used as food by some creatures Pus - rotten yellow or white stinking mess, attracts insects for food and breeding Milk - fed off from animals, harvested by sentient beings for food and potions Bile - green, yellow, cyan and black and magenta, each with alchemical transformation properties Acid - corrosive fluids or vapour ranges from irrirtants to metal and flesh eating varieties Mucous - semi viscous fluid, biolubricant and protects surfaces, forms crusty bubbles on edges Semen - reproductive fluid, food for animals who unwittingly transport it to reproductive vents Tears - salt hormone filled fluids cause mood ans Blood - vital fluid of life used as a superfood, plasma or serum Phlegm - pituitary secretion alters consciousness, causes mutations and cancer Nuero Fluid - interspinal and cerebal fluid, if consumed enhances mental abilities and reactions Saliva - drool from mouth, used as food, drink, lubricant, cleaning and sterilizing product Cellular Fluid - juice from in cells crawling with tiny alien critters and macroscopic life Vomit - violently discharged unprocessed food, acid and gastric juice, used for food and acid Sebum - skin oil, greasy body oil, used as food, cooking, lubricant Amniotic Fluid - fluids accompanying birth of a creature or egg Lymph - clear sticky fluid, healing properties and cures Ceremun - ear wax used as resin, fuel, bioplastic, adhesive, super food Sputum - infected matter violently expelled or oozing from orifices table: Encounters-CommonMutations [|Extra eyes|Only one eye] A tentacled tumour growth {d4} functional tentacles[||||||, out of owner's control] Eyestalks Amphibious Acid resistant Extra limbs[|||, tentacles|, crab claws] Extra [|sphincter|orifice] Insectoid feeding parts Extra sexual characteristics (breasts, genitalia) table: Encounters-Common Swarm of [|fleshy bugs|worms|naked rodent-like critters] Amoeba and gelatinous horrors Tentacled and shape shifting rafts of flesh (Shoggoths?) Hairless giant molerat-like creatures Hairless bat-men like creatures Fleshy naked hound like pack mammals Naked faceless sexless humanoids with biological weapons Fleshy pink dinosaur like horrors Fleshy insectoid creatures with bony hooks, beaks, Skinless draconic predators that spew acid Demonic intruders like succubi, incubus or breasted chaos demon Outsider intruders like murder hobo adventurers, cultists, druids or wizards table: Encounters-MostCommonBeastMen [|Lamprey|Leech] [|Bat|Dog] [|Oyster|Eel] [|Mole Rat|Seal] [|Isopod|Centipede] [|Pig|Goat] [|Turkey|Cockerel] [|Mantis|Scorpion] [|Crab|Lobster] [|Squid|Octopus] [|Blowfly|Maggot] [|Vulture|Cassowary] [|Hyena|Jackal] [|Ape|Baboon] [|Starfish|Sea urchin] [|Man-o-war|Snail] [|Axolotl|Newt] [|Cat|Sabretooth] [|Lizard|Serpent] table: Encounters-Specific {d4} Ochre Jellies acting as antibodies Gelatinous Cube acting as a cleaner Grey Ooze eats intruders Gibbering Mouther wallowing in a pool of filth Black Pudding on cleaning detail Roper guard important nerve clusters while wallowing in filth Tentacle groper concealed under [|floor|wall] Shoggoth a tentacle and eye covered servitor gone insane Grell a tentacled mobile brain cluster that directs repair work Noe-otyg devours and wallows in pulls of diseased liquid waste Templar warriors sent by church to explore Assassins looking for exotic poisons and weapons Cultists seeking wonders of Xor Knights on a quest to find [|missing person|relic] Thieves looking for interesting treasure Wizards looking for exotic secrets of the universe Sorcerers looking for drugs and strange new pleasures Clerics looking for means to return restore normalcy Sages looking for curious secrets of knowledge Mercenaries with two handed swords, pikes, guns and crossbows hired to explore Beastmen tribal warriors [|exploring new land|seeking territory] Changelings looking to infiltrate adventurers for safety Orcs looking for territory to move to Goblins gorging themselves on edibles foodstuff Hobgoblins marching looking for way to get out of this Bugbears exploring land, assimilated ones lose hair Dwarfs seeking treasure and glory Elf band looking for home, flesh tribe and bone elves have assimilated Gnomes curious about the land and seeking to adapt Halflings gorging themselves on [|some luxury foodstuff|milk] Camp of travellers may be willing to trade or share House often built of local materials, often inhabited Wizard tower of flesh and meat, a wizard bases himself here with followers Village of commoners, farming and working to adapt to new land Fort of intruders have built a bone keep as a military base Farm with several shacks and a family of farmers Mine with prospectors tunnelling for precious biogoods Shop selling local biological and imported goods Tavern where many species gather to eat and drink Inn where many traders and travellers stay Herd beast - [|goats|sheep|pigs|deer] Hairless Cattle - [|farm cows|auroch|bison|water buffalo] Pink elephant herd mostly peaceful but get irritated if people approach young Pink rhino, very aggressive[||||||, has mate and babies] Pink sauropod dinosaurs, mostly peaceful but might stampede Pink duck billed dinosaurs Pink [|anklysaurus|stegasauraus|triceratops] Giant [|maggots|caterpillars], often herded or milked Giant slugs and snails grazing on [|slimes|hair] Small game - [|lizard|rat|rabbit|monkey] Giant carnivorous mole size of a grizzly bear Mole rats the size of dogs {3d6} flesh hounds, wild hairless pack hunters Lone huge pink carnivorous dinosaurs, allasaurus, t-rex Pack of hunting dinosaurs like raptors Pride of lions, alpha male has main made up of porcupine quills that can shoot Pack of savage carnivorous apes covered in fleshy colorful growths Featherless axe beak carnivorous flightless birds in a hunting pack Demon dogs the size of dire wolves Grizzly bear with scabby scaly hide Aberrant mutants with varied changes and deformities, cannibal sex maniacs Mongrel men, patched together mutant savages Faceless men are covered in wrinkly skin hoods and can spit 2d4-damge acid 2" Eye men covered in eyes most are wizards Headless men with faces in torsos hate regular configured beings Tentacle men with four limbs like an octopus mostly mad cultists Flesh Golem wandering lost, formed by lightning strikes on waste assemblages Trolls, grown from tumorous growths Colourful naked ogres with bone clubs Ogre Magi with bone and sinew weapons and bows, horned smart magic ogres Tripod with a harpoon between legs, eats prey or modifies them to breed for it A single tentacle sprouts from pod buried in [|wall|floor] Spheropod a bouncing ball with a tooth filled oral sphincter and claws to grip things Swordpod - floating slug like blob with bladed tentacles Migo exploratory force seeking pineal secretions Migo wearing human skins in disguise pretend to be friendly Grey hybrids in disguise as humans seek aid to find lost agents or crew Eyepod - a non-mobile intelligence cluster with telekinetic abilities Brainpod - a non-mobile intelligence cluster with telepathic abilities Astronaught lost in time and space with limited supplies Overspace entity, spirits of old one looking for host body Overspace entity, converts a dead body to a vampire host Overspace ghouls, converts a dead body to a vampire host Gray alien shipwrecked looking for help, advanced weapons explode if he dies Grey alien explorers, a survey team awaiting to be collected Alien robot exploring and recording surface, can eventually translate Alien saucer wreck with dead or dying humanoids Human experimental escaped, mutated with cybernetic implants Alien drone searching and scanning for secret masters who can see through it Larvae, human headed lost souls of the damned, used as currency by evil beings Tiny evil demons used as familiars and messengers Manes demons idiotically roaming about Dretch demons aimlessly wandering for victims Rutterkin demons Babau on assassination mission keen to kill some extra victims Droning fly chasme demons [|Succubi|Incubus] pretending to be lost adventurer Bar-lgura, leaping orarangutan demons Greater demons with extra breasts table: Treasure-Containers Chrysalis will eventfully open [|Eggs|Egg sac] - will eventfully hatch Coating of organic - crystal must break open Coating of slime - to scrape off Pod of fluid filled skin - cut open and clean Casket of flesh - stimulate nerve ganglia correctly to open Flesh sphere of meat - cut open Ball of infected puss - cut it will burst open A lump of dried oily gunk - scrape and clean off A living being with something stuck in it - kill and disembowel Encrusted in mass of minerals, mostly calcium Coated in brittle pearl like secretions table: Treasure-StrangeItems Plate armour with jellitinized corpse inside Skeletons with metal arrow and spear heads in pool of acid Travellers chests with clothing and {d4} bottles of booze [|Letter|Map] in a bottle Magic +1 [|mace|sword| spear|staff] in pool of slime A broken smell wagon with a cargo of meat, saws and axes A backpack with rope, pitons, hammer, {d6} days' worth of food and water An adventurer's [|head|arm|leg|skull] Rotting corpse being eaten by worms Split open helmet and scraps of armour Alien helm, protects you from gas and provides thermal based night vision Silver jump suit with deformed skeleton inside, as weightless chainmail Strange glowing crystal hand to football size Life detecting gem, {d20} charges, 10 min a charge, 3” A rod which can cast shocking grasp, {d10} charges Collection of {2d100} silver discs with alien glyphs worth 1gp each Glass vials of mercury (Xor dislikes these spilling) Strange alien gold hand held idol[||||||, can send your dreams to an elder god] Metal cylinders with engravings, when activated play recordings of chants for elder gods Chrystal cluster of rods, tubes and spheres - 2d6 damage alien ray with {d6} shots 10" range Brain or other organs sealed in a container Ambergris used for perfume worth {d10*1000}gp Pearls in a container worth {d10*100}gp Tears full of hormones in a container with effects of a magic potion Resinous secretions turned hard into bio plastic gems worth d10 x100gp Mother of pearl in sheets suitable for craft d100gp [|Horn|Keratin] slab mass, useful as a craft material or shields [|Scattered|A pile of] shells, decorative, worth {d100}gp Salt deposit of {d10} pounds (a gp each) Hair follicles, huge and strong like wood, useful for making arrows, javelins, darts {1d8} weapons made from bone and sinew Bow of bone and sinew with {2d20} bone arrows Bundle of {2d6} [|daggers|shurikens|javelins|darts] [|Armour|Shields] of keratin, resin, bone, hide, horn, and leather A living weapon with gum hand grips and moving tooth edge, requires food Living [|armour|shield] that bleeds, heals damage if fed blood Biological firearm, re-grows propellant and ammo daily, requires food Living bow that grow a dozen shot daily if fed well Needler gun shoots d4-damage bone dart, 2 per round, 100 shots day, 10" range [||||||, poisonous] Spitting tube shoots one shot of liquid [|fire|web|acid|narcotic gas] Flesh puffball bursts if irritated into poison gas cloud 1" across Packet of compressed web strands if thrown traps all in 1" across Spore pod if irritated bursts to release disease 1" across Retching bile pod if irritated releases cloud of vomit inducing gas 2" across Gas clam mine if irritated releases sleep gas sleep 1" across Fear trumpet is a fleshy pink flesh horn that may once discharge fear gas in a 2" cone Grey fleshy gland that sprays [|mood altering|hallucinogenic] gas one in a 1" Glob of highly explosive matter inflicts 2d6 damage 1" across Entwined sacks of liquid ignites as incendiary 2d4 dam +1d4 for next d4 rounds Cold frost covered chitinous containers full of frozen gas d4 damage 1" across Wasp nest bomb carries an angry insect swarm 2" across Healing symbiote, 1 HP a day will once a week heal you a d4+1 HP Nutrient symbiote, 1 HP a day but you dont need to eat Water breathing mask uses 1 HP per hour under water +1 per week Skin symbiote acts as leather armour lose 1 HP per day Camouflage symbiote acts as leather armour +2 sneak and hide lose 1 HP per day Vestment symbiote acts as clothing and can change form for 1hp per change Overskin suit symbiote acts as +1AC for 1hp a day, not recognizable as skin Glider cape symbiote can glide across as far as above ground, 1HP per day Skin suit symbiote keeps wearer warm/cool and ignore acid, 1 HP per day Cap of eyes gives you 360 degree 6" night vision for 1 HP a day Haste hormone potion in crystalline ter bottle Healing hormone potion in crystalline tear bottle Beserker potion in crystalline tear bottle Water breathing potion in crystalline tear bottle Strength potion in crystalline tear bottle Intelligence potion in crystalline tear bottle Dexterity potion in crystalline tear bottle Charisma potion in crystalline tear bottle Acid resistance ointment biological resin jar Cure disease antibodies in clear gel blob Cure poison antitoxin in clear gel blob Delicious sweetmeat glands with attractive odours worth {d10*10}gp Blubber a superfood, a one inch cube feeds a person for a day, {d100} piece chunk Brain cluster, if eaten allows you to commune with Xor's spirit briefly, one use per week Eye jellies, if eaten allow you to see in the dark 6' for 24 hours, and Xor sees through you Milk of Xor heals as a healing potion and a days food and water, usually in {d10} bags Blood of Xor heals a HP and a days food and water, in {d10} bags Water sac, a gelatinous bag with fresh water for 30 days Royal jelly acts as a potion of heroism Honey comb with {d10} doses in a hive, heals disease and poison Living tools like hammers, saws, drills, made from gums and teeth, require food Water udder, absorbs water from air to supply a person with water for a HP Spidersilk rope, {d100} feet long, stronger than rope, 10 foot weighs Glow worm, acts as a light 1" radius, eats fungus, {1d4} in a cluster Glow flies in a bioplastic bottle, if released {d100} spread out lighting 1/2" each Extendable ladder, 2 food long elongates to 20, made of living bone and sinew Organ bugs, burrow inside a dying person and replace damaged organ healing {3d10} hp Skin tents keep users warm and dry, require food scraps, each holds {d6} persons Stretchable meat sack, grows from 1 pound coin bag to a 80 pound sack Hair eating isopod will shave you but eat all your hair if you let it, you can hold as it eats Stray dog, friendly and trained now ownerless lost by explorers Child servant with lamp and ten foot pole lost from his party Donkey with tents, pots, pans, supplies and {d6} weeks food and water Pack slave wearing loin cloth and gators with ropes and sacks Pack mole rat size of a pony fanatically loyal, can climb and track Pack grub a giant caterpillar can carry as a draft horse and can be milked Fleshwing, a giant hairless bat that can carry a lightly equipped person Fleshhound, a large hairless warhound size of a wolf that can track and guard Hairless cat, a sly cat that understands speech and reduces party surprise chances Adorable pet lap grub that can remember things from brains it eats, mostly eats scraps table: Hazards Fleshquake as Xor sneezes or laughs A thin flexible keratin bridge over a huge open wound Hug stinking boil with monsters wallowing in pus bogs Sensitive ground expands, contracts and quivers, cant walk but can climb Spasming field of red tentacles swaying in unison Thick forest of [|hair|horns|antlers] Ground scaly and covered in flakes of skin that smother travellers Open wound being grazed on by carnivorous Wall of giant teeth and gums Huge ridge of bones Meatstorm rains gobbets of squirming meat Blood rain pours down Huge methane deposit released to surface as a stinking cloud Asphyxiating oxygen depleted cloud of gas washes over area Clouds of dried skin falling from sky burying landscape features Swarms of insects blot out the sun scouring landscape for food Humidity increases everything damp with airborne sweat Air dries, ground becomes wrinkled and leathery moisture sucked out of travellers Wind storm blowing salty crystalline secretion dust Acrid cloud of acid rain dissolving detritus and washing it away Violent flood of vomit rushes over land Creeks of tears run by, releasing mood altering hormones in vapour Ground sweats and secretes salty stinking fluid Greasy smegma makes ground slippery from skin oil and dead skin Flash flood of sweat Rapid flowing river of drool Calm lakes of saliva Pools of digestive acid Oozing rafts of frothy spittle slide over terrain Liquid protoplasm sea that responds to sentient dreams by forming dream creatures An oozing fleshy cave that spawns monsters and treasures has attracted adventurers A great meat mountain with a bony weathered castle formation on top A mass of gums with canyons of giant teeth, some have tunnels and homes carved into some A fleshy forest with eyes and other organs, halfling folk are born of them as guardians Gigantic brain structure under transparent organic dome, some humanoid species lives within A gigantic meat cube with various orifices home to many species on several levels A huge cyst crater weeping infected fluids where fly demons wallow with maggot like larvae Savage gnomes town with a tied up giant being tortured and eaten for decades Orcs guarding a sewn up vent to the underworld A huge fleshy gateway into the under skin lands guarded by a major demon Tower of meat head with exploratory force of a strange race Wall of bone surrounding a village Deranged cannibal camp up ahead Hairless cannibal dwarfs from a flesh cave have set up a cooking pot Orcs or others besieging a flesh tower with last remnants of magical race Camp of flesh giants skinning some humanoids for dinner Houses of friendly villagers who try to drug newcomers Cultists living off he land want to help explorers commune with Xor and join it forever Sorcerer living in a skin tent with drug crazed cultists Strange foreign robed merchants collecting biological material while tensely aiming strange weapons Giant white sperm snakes writhing in a carpet like a river Titanic sperm snake writhing over horizon Pride of giant hairless cats on prowl Flesh golem screaming and punching the landscape looking for victims Herd of fleshy herbivores migrating between hair fields to graze Great flesh hulks fight for supremacy while confused creatures watch them Bullette land sharks bashing their scabby heads together roaring Huge pack of [|hairless dogs|giant rats] galloping across path, howling Ochre jellies rolling around in complex patterns and budding new offspring Herd of hairless apes eating brains of explores Fungus and mould covered with sickening spore dust and dead dried skin Hundreds of grazing giant ticks, fleas and mites sucking at scabs Mass of blind toothed worms crawl out of wound ahead Transparent worms burst through ground and bite feet in this area Cloud of giant flies laying eggs on wound, mites use flies to ride to new wounds Open wounds crawling with huge hungry maggots keen for new food Giant purple worm writhing under surface of skin, hungry for new food Giant lobster like parasites patrolling around a wound for food Blood red octopus like creature bursts from wound and snatches passing animal Giant ankheg insects burst out ground and snatch migrating hairless71 Area sweating and shaking, hallucinating flesh creatures laying about having fevers Sticky masses of ropy mucous with trapped small creatures trying to escape Gelatinous mass full of eyeballs quivering over landscape devouring animals Scabby welts and ridges attracting diseased ticks to lick up fluids Chaos rat beast men coven in robes throwing plague corpses into a vent of Xor Valley of invading grey oozes grazing on terrain but interested in new tastes Beholders disintegrating a pit to invade surface kingdom with some charmed servants Brain cluster being raided by mindflayers with pet displacer beasts Diseased wasteland with neo-Otyughs wallowing in pus cesspools Diseased orifice covered in bubbling green slime Ruined civilisation with ruined bone structures Area full of hidden and dangerous orifices and pits A meat pyramid with an orifice for each face ruled by a great wizard Giant idiotic open mouthed face in mountain having spasms and strokes Mesa of flesh with thriving tentacle forest on top Huge inflatable flesh membrane structure floating on saliva lake Forest of flesh towers with giant centipedes and scorpions crawling about them Huge open mouth full of drool and entry to subterranean flesh caverns Fleshy volcano erupting fluid and attracting monsters Skeletons guarding a bone fortress Devil swine meeting on cumfy chairs with servants and guards Succubi looking for slaves to help it gather biological treasure Tentacled demon probing orifices for food Chaos frogman war lord with hoard of invading beastmen eating Xor's fleshscape Arkon of law attracted by chaos demons is eliminating everything it can grasp Bubbling lake of living elder god spawning all kinds of crawling horrors Crab claw demon multi limbed demon tormenting explorers to death Vulture demon with no feathers and saggy skin flies over plain to hunt Shoggoth made up of breasts and eyes, a living gateway to another plane Demon lord with courtiers come for a holiday and entertainment FILENAME: EMO_OSR_Dogs.ipt Header: Dungeon Dogs I have played with rewriting the Monster Manual before, but I think that by approaching broad classes of animals in groups like this I will be able to keep things simple and create new variants on the fly. Increasingly weird versions of animals can fill most dungeons. I want to encourage the notion that re-skinning animals with a few new powers creates plenty of odd monsters for new breeds, local variations and one-off mutants. I assume animal intelligence unless mentioned as human range. Size shouldn't be too hard to work out. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/dungeon-dogs-and-monster-manual.html
prompt: Show me: {Domestic Dogs|Wild Dogs|Magic Dogs} Domestic Dogs prompt: Age: {Young|Mature|Old} Young prompt: Leader? {No|Yes} No use: common/nbos/Tools.ipt table: Start {dogType=='[{$prompt1} >> replace / /\/]'}& {dogAge=='[{$prompt2} >> left 1]'}& [when]{$prompt3}=No[do]{leader==''}[else]{leader=='yes'}{leaderPrint==' - Leader'}[end]& [when]{rep}=1[do]{$prompt1} - {$prompt2}{leaderPrint}
[end]& [@MakeADog] table: MakeADog ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& {hdplus==0}& [#{dogAge} Bonuses]& Dog Type[@{dogType}]& [when]{notes}[do]Notes{notes}[end]& [when not]{hp}[do]{hp=={{HD}d8}+{hdplus}}[end]& [@GetSkills]& [when][{$prompt1} >> left 5]=Magic[do][@GetMagic][end]& AC+{ac} {acextra}& HD{hd}& HP{hp}& Move{move}& Attack{attack}& {skills}{magic}&
table: Bonuses type: Dictionary Y:{skillPlus==0}{magicPlus==0} M:{skillPlus==1}{magicPlus==0} O:{skillPlus==2}{magicPlus==0} table: GetSkills {skillList==''}& {skillCount==(1d2-1)+{skillPlus}}& [when]{leader}[do]{skillCount==skillCount+1d3}[end]& [when]{getKnock}[do]{skillList=='{skillList}
[@KnockWords]'}[end]& [when]{getAlert}[do]{skillList=='{skillList}
[@AlertWords]'}[end]& [when]{skillCount}>0[do]{skillList=='{skillList}
[!{skillCount} DogSkills >> implode
]'}[end]& [when][{skillList} >> length]>0[do]{skills=='Skills
{skillList}
'}[end] table: GetMagic {magicCount==(1d2-1)+{magicPlus}}& {magicList==''}& {magicList=='{magicList}[#{specialJaws} SpecialJaws]'}& {magicList=='{magicList}[#{specialHowl} SpecialHowl]'}& {magicList=='{magicList}[#{specialWeaponImmunity} SpecialWeaponsImmunity]'}& {magicList=='{magicList}[#{specialMagicImmunity} SpecialMagicImmunity]'}& {magicList=='{magicList}[#{specialBreath} SpecialBreath]'}& {magicList=='{magicList}[#{specialSprint} SpecialSprint]'}& [when]{specialCamo}[do]{magicList=='{magicList}[@SpecialCamo]'}[end]& [when]{getBlink}[do]{magicList=='{magicList}[@BlinkWords]'}[end]& [when]{getAirWalk}[do]{magicList=='{magicList}[@AirWalkWords]'}[end]& [when]{getExtraHead}[do]{magicList=='{magicList}[@ExtraHeadWords]'}[end]& [when]{magicCount}>0[do]{magicList=='{magicList}[@{magicCount} DogMagic]'}[end]& [when][{magicList} >> length]>0[do]{magic=='Magic / Mutations
{magicList}
'}[end] table: DomesticDogs Ratter / Lap dog{ac==2}{hd=='1/2'}{hdcalc==1}{hp==1d4}{attack=='Bite d3'}{move=='12"'}{getAlert=='yes'} Farm dog{ac==2}{hd=='3/4'}{hdcalc==1}{hp==1d6}{attack=='Bite d4'}{move=='12"'}[||{notes=='Trained as guard'}|{notes=='Trained as shepherd'}] Hunting dog{ac==3}{hd==1}{hdcalc==1}{attack=='Bite d6'}{move=='15"'}[||{notes=='Trained tracker '}] War dog{ac==3}{hd==2}{hdcalc==2}{hdplus==2}{attack=='Bite d8'}{move=='12"'}{notes=='Trained for guards and fighting, can wear +d4 armour'} table: WildDogs [Fox|Jackal]{ac==2}{hd=='1/2'}{hdcalc==1}{hp==1d4}{attack=='Bite d3'}{move=='15"'}{notes=='Expert at avoiding pursuit and tracking'} Wild Dog{ac==3}{hd==1}{hdcalc==1}{attack=='Bite d4+1'}{move=='15"'}{notes=='Includes dingo, coyote, cape dogs, dhole'} Wolf{ac==3}{hd==2}{hdcalc==2}{hdplus==2}{attack=='Bite d6+1'}{move=='18"'} Hyena{ac==3}{hd==3}{hdcalc==3}{attack=='Bite 2d4'}{move=='12"'}{notes=='Cowardly scavengers'} Dire Wolf{ac==4}{hd==3}{hdcalc==3}{hdplus==3}{attack=='Bite 2d4'}{move=='18"'}{notes=='Can be ridden as a pony'} Warg{ac==4}{hd==4}{hdcalc==4}{hdplus==4}{attack=='Bite 2d4'}{move=='18"'}{notes=='[|C|C|C|C|C|Speaks, c]an be ridden as a pony'}{skillPlus==skillPlus+2}{intCount==1} Hyenadon{ac==3}{hd==5}{hdcalc==5}{attack=='Bite 3d4'}{move=='12"'}{notes=='Brave vs smaller creatures'} Anrewsarchus{ac==4}{hd==1d5+7}{hdcalc==hd}-12{attack=='Bite 6d4'}{move=='12"'}{notes=='1-2 ton hyena-like predator'} table: MagicDogs Giant Fox{ac==4}{hd==2}{hdcalc==2}{attack=='Bite d6'}{move=='15"'}{notes=='Can talk, stand bipedal and wear clothes'}{skillPlus==skillPlus+2}{intCount==1} Death Dog{ac==3}{hd==2}{hdcalc==2}{hdplus==2}{attack=='Bite per head d10x2'}{move=='12"'}{getExtraHead=='yes'}{getKnock=='yes'}{specialJaws=='DeathDog'} Hoar Fox{ac==4}{hd==2}{hdcalc==2}{attack=='Bite d6'}{move=='15"'}{notes=='Hits as if target wore no armour, immune to cold'}{specialBreath=='HoarFox'} Blink Dog{ac==5}{hd==4}{hdcalc==4} {attack=='Bit'}{move=='12"'}{notes=='Beings of good from upper worlds'}{skillPlus==skillPlus+2}{intCount==1}{getBlink=='yes'} Hell Hound{ac==6}{hd=={d4+3}}{hdcalc==hd}{attack=='Bite d10'}{move=='12"'}{notes=='Detect invisible 6"'}{skillPlus==skillPlus+2}{intCount==1}{specialBreath=='HellHound'} Winter Wolf{ac==5}{hd==6}{hdcalc==6}{attack=='Bite 2d6'}{move=='18"'}{notes=='Immune to cold, vulnerable to heat'}{skillPlus==skillPlus+2}{intCount==1}{specialCamo=='winter conditions'}{specialBreath=='WinterWolf'} Devil Dog{ac==4}{hd==6}{hdcalc==6}{attack=='Bite 2d4'}{move=='12"'}{notes=='Critical doubles damage and causes bleeding 1/r'}{skillPlus==skillPlus+2}{intCount==1}{specialCamo=='winter conditions'}{specialHowl=='DevilDog'}{specialSprint=='DevilDog'} Cooshie{ac==5}{hd==3}{hdcalc==3}{hdplus==3}{attack=='Bite d6+4'}{move=='15"'}{specialCamo=='forest'}{specialSprint=='Cooshie'} Yeth Hound{ac==10}{hd==3}{hdcalc==3}{hdplus==3}{attack=='Bite 2d8'}{move=='15"'}{notes=='Can be ridden as a pony'}{specialHowl=='YethHound'}{getAirWalk=='yes'}{specialMagicImmunity=='YethHound'}{specialWeaponImmunity=='YethHound'} Cerebus Spawn{ac==8}{hd==8}{hdcalc==8}{attack=='Bite per head d10x3'}{move=='15"'}{notes=='Descendant of great underworld guard.'}{skillPlus==skillPlus+3}{getExtraHead=='yes'}{intCount==1}{specialWeaponImmunity=='Cerebus'} table: SpecialBreath set: gotBreath='yes' type: dictionary HoarFox:
Breath - Frost 2d6 3" range HellHound:
Breath - Fire d6/HD 1" range WinterWolf:
Breath - Frost 6d4 1" range, line effect table: SpecialJaws set: gotJaws='yes' type: dictionary DeathDog:
Jaws - disease table: SpecialSprint set: gotSprint='yes' type: dictionary Cooshie:
Sprint 21" DevilDog:
Sprint 30" 3 turns a day table: SpecialCamo set: gotCamo='yes'
Camouflage - can hide in {specialCamo}. table: SpecialMagicImmunity set: gotMagicImmunity='yes' type: dictionary YethHound:
Magic Resistance - 10% chance of ignoring table: SpecialHowl set: gotFearsomeHowl='yes' type: dictionary DevilDog:
Fearsome howl - causes fear in 3HD or less beings. YethHound:[@FearsomeHowlWords] table: SpecialWeaponsImmunity set: gotWeaponsImmunity='yes' type: dictionary Cerebus:{immCount==immCount+1} YethHound:
Immunity to normal weapons - silver causes 1pt damage magic weapons only hurt with + damage. table: DogSkills Guard - Sit alert and bark if senses intruder, not distracted by treats or rabbits Herd - Can herd farm animals where directed Track - Can track by scent Hunter - Can sneak quietly and follow directions to startle prey towards hunter [when]{gotAlert}[do][!DogSkills][else][@AlertWords][end] Ratter - Expert at finding and catching vermin [when]{gotKnock}[do][!DogSkills][else][@KnockWords]{gotKnock=='yes'}[end] Hold - If bites can hold on, if instructed will hold prisoner by limb or throat Husbandry - Will look after offspring better and might look after other animals babies Howl - Lets all dog like beings know how strong and important dog is for a mile Stealth - Is as silent as a thief Listen - Is able to hear distant and minute sounds Sprint +6" in straight line for 1 round per HD Camouflage - Can hide in one specific terrain like winter, desert, forest, grass, night, cave Fetch - Can get familiar objects or people or animals Play dead - Can pretend to be dead Chase - Expert and chasing or evading pursuit Rescue - Will drag wounded to safety or protect them Ferocious - +1 hit and damage and +1HP per dice (hp already applied){hp==hp+hdcalc} Intimidate - Can scare creatures with less HD with growls table: DogMagic [when]{gotAquatic}[do][@DogMagic][else]
Aquatic - Moves through swamps and water without loss of speed, webbed toes and waterproof. Second roll means dog can breath water{gotAquatic=='yes'}[end] [when]{gotExtraHead}[do][@DogMagic][else][@ExtraHeadWords][end] [when]{gotExtraLegs}[do][@DogMagic][else]
Extra Legs - +50% to basic speed{gotExtraLegs=='yes'}[end] [when]{intCount}>1[do][@DogMagic][else]{intCount==intCount+1}[end] [when]{gotClimb}[do][@DogMagic][else]
Climb - Can climb trees, cliffs or buildings as well as a goat{gotClimb=='yes'}[end] [when]{gotHorned}[do][@DogMagic][else]
Horned - Has extra d6 attack in melee{gotHorned=='yes'}[end] [when]{gotNight}[do][@DogMagic][else]
Night vision - 60" can also burrow at 3" in earth but dislikes sunlight and bright light; -1 to hit under it{gotNight=='yes'}[end] [when]{gotBlink}[do][!DogMagic][else][@BlinkWords][end] [when]{gotDisplacement}[do][@DogMagic][else]
Displacement - Actually 2 foot away from position, first missile misses, +2AC (already applied){ac==ac+2}{gotDisplacement=='yes'}[end] [when]{gotBaleful}[do][@DogMagic][else]
Baleful eye - [||A cyclops!] Victim saves or -2 on attack and saving throws for a turn {gotBaleful=='yes'}[end] [when]{gotFearsomeHowl}[do][!DogMagic][@FearsomeHowlWords][end] [when]{gotBreath}[do][@DogMagic][else]
Breath - Can make one breath per turn with 1" range; inflicts 1d6/2HD and can save to take half damage - [|fire|poison|acid (d4/hd+1 next d4 rounds)|Stinking Ichor (musk)|Web (STR save)|cold]{gotBreath=='yes'}[end] [when]{gotTail}[do][@DogMagic][else]
Tail - Makes extra attack - [|Scorpion d4 damage + poison|Snake d4 damage + poison|Lamprey if hits will suck d4 per round automatic|Whip d4 damage and can entangle or grab items on critical|Prehensile like monkey and can hold a weapon|Burns like a torch d4, will start fires and make light]{gotTail=='yes'}[end] [when]{gotHealing}[do][@DogMagic][else]
Healing lick cures d4 HP; can only receive one lick per day at most from any dogs{gotHealing=='yes'}[end] [when]{gotWings}[do][@DogMagic][else]
Wings - Mostly bat for evil or feathers or insect +12" speed flying in straight line 3" is minimum speed{gotWings=='yes'}[end] [when]{gotAir}[do][@DogMagic][else][@AirWalkWords][end] [when]{gotUndead}[do][@DogMagic][else]
Undead - Abilities of all undead and be skeleton 1/2 edged weapon damage or zombie 1/2 vs blunt{gotUndead=='yes'}[end] [when]{gotJaws}[do][@DogMagic][else]
Jaws - [|Huge teeth or beak bump dice up to next higher one|burning +d6|disease|Acid take 1 hp damage for next d6 rounds|Lockjaw bite locks on even after death STR save to break out for a combat action -1 per dog hanging on to hit or save ]{gotJaws=='yes'}[end] [when]{limbCount}>2[do][@DogMagic][else]{limbCount==limbCount+2}[end] [when]{gotArmoured}[do][@DogMagic][else]
Armoured Hide - Dinosaur like frilled head and hard skin +2 AC (already applied){ac==ac+2}{gotArmoured=='yes'}[end] [when]{gotBeserk}[do][@DogMagic][else]
Beserk - When enraged +2 hit and damaged can fight to death up to 10 HP never fails morale{gotBeserk=='yes'}[end] [when]{gotMountable}[do][@DogMagic][else]
Mountable - Can carry a rider like a small pony and typically has a small armed humanoid companion{gotMountable=='yes'}[end] [when]{invCount}>1[do][@DogMagic][else]{invCount==invCount+1}[end] [when]{gotRegenerates}[do][@DogMagic][else]
Regenerates as a troll 1hp per round unless damaged with fire or acid{gotRegenerates=='yes'}[end] [when]{gotGaseous}[do][@DogMagic][else]
Gaseous Form - Can turn into vapor for a turn a day and uses to ambush or flee{gotGaseous=='yes'}[end] [when]{SpecialWeaponsImmunity}=YethHound[do][@DogMagic][else]{immCount==immCount+1}[end] [when]{gotMagicImmunity}[do][@DogMagic][else]
Magic Resistance - [|10% chance of ignoring|Ignore 1st level spells]{gotMagicImmunity=='yes'}[end] [when]{gotPhase}[do][@DogMagic][else]
Phase - +4AC (already applied) and can walk through walls by becoming ethereal, 1 turn per HD per day. requires magic to harm when phased but become solid when they attack{ac==ac+4}{gotPhase=='yes'}[end] [when]{gotTongue}[do][@DogMagic][else]
Tongue - Huge slobbering tongue with range of 1" can be used for extra grappling attack{gotTongue=='yes'}[end] [when]{gotShadow}[do][@DogMagic][else]
Shadow - Undead being of darkness, drains a point STR with each bite like a shadow touch. Also requires +1 magic weapons to harm, silent and can hide in darkness{gotShadow=='yes'}[end] [when]{gotNegative}[do][@DogMagic][else]
Negative Touch - Is undead like a wight, requiring silver or magical weapon to hit, drains an energy level per hit, and can only tolerate sunlight for a turn a day or takes 1 hp damage per round{gotNegative=='yes'}[end] table: AlertWords set: gotAlert='yes' Alert - Seldom surprised; -1 Surprise dice table: BlinkWords set: gotBlink='yes'
Blink - Can make short teleports in combat can port away after attack table: FearsomeHowlWords set: gotFearsomeHowl='yes'
Fearsome howl - All but others in pack save vs fear 6" once per turn table: KnockWords set: gotKnock='yes' Knock - On a critical or roll 4 better than required to hit, victim saves or falls prone table: Intelligence
Intelligence - As smart as a human[when]{intCount}>1[do], and casts spells as a caster with a Lv per HD [end] table: Limbs
Extra limbs - Has {limbCount} - [|Tentacles make grappling attack each|Snakes, d4 damage + poison each|Lampreys, on a hit will attach and suck a d4 blood per round|Pincers, d6 nip or each can grapple and hold on|Paralyzing stingers, save or held for a turn|Toothed tendrils, d6 damage] table: AirWalkWords set: gotAir='yes'
Air Walk - Can run through air or even sit floating to keep a look out, slower than wings but can hover table: Invisibility
Invisibility - [when]{invCount}=1[do]Can turn invisible as per the spell[else]Always invisible[end] table: ImmuneToWeapons
Immunity to normal weapons - Requires magic (minimum +{immCount} or silver to hit. [when]{immCount}>1[do]Silver does {1/immCount} damage. table: ExtraHeadWords set: gotExtraHead='yes'
Extra Head - Additional bite attack[@DogMagic] FILENAME: EMO_OSR_DifficultMagic.ipt Header: Difficult Magic Items Magic stuff in dnd relatively easy to use and operate. Even limiting a Identify spell to one property per level or spell it is still easy. RuneQuest items often require a spiritual fight with the item to attune it. Gamma world and that Gygax space wreck module has the artifact table. Magic item makers in my world love putting conditions on items. Alignment or race are common requirements. Sad that goblin mace +3 is unusable for a neutral human, but maybe you can trick it by pouring goblin blood on it every fight. So here are some things to make life tougher for more complex items. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/difficult-magic-items.html
table: MagicDiffulty 1:Requires meditation or long ritual to attune item before use.\n\n& Sacrifice time and possibly cash to learn to use object or attune to it. Items require a day for basic items or a week for complex items to attune them. This at least can stop a item being used in current adventure. Possibly a skill might speed this up more.\n\n& Meditation - hold object in a self induced trance to form a emphatic link.\n\n& Ritual - requiring props, a location, dancers, costumes and reading a text or chanting. 1:Research in libraries and with sages and bards to study device operation. 1:Experimental magical tests required to find what item requires to awaken. Must take precautions and train to use the item. 1:Sacrifice - requires material goods ceremonial destroyed, evil objects like blood or a life, material might be rare or believed extinct in ancient times. Sacrifice certain monsters to unlock power ups. 1:Ordeal - item will only bond to a person who is tortured or suffering or even dead (and returned). Might be part of ritual or trance too. 1:Intelligent and mostly unhelpful or annoying or demanding.\n\n& Intelligent items might require a saving throw or a CHA roll to dominate or befriend them. This might take a period of time. Attribute rolls as a additional requirement for other items are possible too. Or tests of your attributes to prove you are worthy. A sword might only serve someone strong or might prefer them to demonstrate health or agility.\n\n& Intelligent items should be more common the greater the item. The lower ones are empathic and not very bright. Smarter ones or ones with souls of dead or being in them can be difficult to work with and withhold power if the dont agree with your actions. A +5 dagger that only works if used to ambush or murder by surprise because it has a evil assassin soul inside. 1:Alignment required, or possibly a test of alignment commitment.\n\n& Alignment preferences mean someone will be less likely to misuse that relic or have it turned on the maker.\n\n& Finding goblin and orc weapons is dangerous; some change the user's alignment or drain a levy from the unworthy as a price.\n\n& This might be a good way to coerce players into a more extreme alignment than oh so uncaring selfish neutral. 1:Racist item, requires a set species to use or only used vs a certain species.\n\n& Racist preferences are a must for inter-race war settings. Might explain why monsters leave weapons in treasure piles instead of using them. Possibly you could make a glove out of a species' hand to trick the item. 1:Religious preference to a committed tithing member of a cult.\n\n& Religious preference is a pretty tough requirement but some characters might be willing to worship a new god to use a powerful item. Most gods don't mind you praising their siblings or kin or pantheon. You just try and praise them, make some sacrifices or visit a temple occasionally with a possible new convert. 1:Item has limited uses or limited to being used in certain season or day or night or when stars are right\n\n& Limit how many items you can bind perhaps with a stat or equal to level. FILENAME: EMO_OSR_Apes.ipt Header: Apes Amok! Primates (Monkey and apes) can use clubs or weapons or at least throw rocks, fruit or feces. They can't throw or run as far as a human. The movement rate below is running on all fours or swinging; most are slower when walking over ground by half on only two legs. Large apes of the Alpha get +1HP per dice and +1 hit, damage and save. Alpha Ape gets a extra HD, AC and +2 hit damage and save. Lemurs, gibbons and other primates exist and may have harger prehistoric cousins you could use with larger ape stats. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/apes-amok.html
prompt: Show me: {Wild Apes|Strange Apes} Wild Apes prompt: Show me: {Normal Specimens|Leaders|Alpha Leaders} Normal Specimens use: common/nbos/Tools.ipt table: Start {apeType=='[{$prompt1} >> replace / /\/]'}& {apeSize=='[{$prompt2} >> left 1]'}& [when]{rep}=1[do]{$prompt1} - {$prompt2}
[end]& [@MakeAnApe] table: MakeAnApe ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& {hdplus==0}& [#{apeSize} Bonuses]& Ape Type[@{apeType}]& [when]{notes}[do]Notes{notes}[end]& [when not]{hp}[do]{hp=={{HD}d8}+{hdplus}}[end]& [@GetSkills]& AC+{ac} {acextra}& HD{hd}& HP{hp}& Move{move}& Attack{attack}& {skills}{magic}&
table: Bonuses type: Dictionary N:{skillPlus==0}{magicPlus==0} L:{skillPlus==2}{magicPlus==1} A:{skillPlus==4}{magicPlus==2} table: GetSkills {skillList==''}& {skillCount==(1d4-1)+{skillPlus}}& [when]{hug}[do]{skillList=='
[#1 PrimateSkills]'}{skillCount==skillCount-1}[end]& [when]{skillCount}>0[do]{skillList=='{skillList}
[!{skillCount} PrimateSkills >> implode
]'}[end]& [when][{skillList} >> length]>0[do]{skills=='Skills
{skillList}
'}[end] table: GetMagic {intCount==0}& {magicCount==(1d2-1)+{magicPlus}}& [when]{magicCount}>0[do]{magicList=='[@{magicCount} PrimatePowers]'}[end]{intCount}& [when]{intCount}>0[do]{magicList=='{magicList}
Intelligence ([#{intCount} IntDescription])'}[end]& [when]{magicCount}>0[do]{magic=='Powers
{magicList}
'}[end] table: WildApes Spider Monkey{ac==3}{hd==1/2}{hp==1d4}{attack=='Bite d3'}{move=='12"'}{notes=='Common small pet monkey'} Baboon{ac==3}{hd==1}{hdplus==1}{attack=='Unarmed d4 or club or rock'}{move=='12"'}{notes=='d3 hurl rock'} Giant Baboon{ac==3}{hd==3}{hdplus==3}{attack=='Punch and bite d4/d4/d6'}{move=='12"'}{notes=='d4 hurl rock'} Chimpanzee{ac==8}{hd==2}{attack=='Punch or bite d6'}{move=='12"'}{notes=='d4 hurl rock'} Orungutang{ac==8}{hd==3}{attack=='Punch or bite d6'}{move=='12"'} Gorilla{ac==4}{hd==4}{hdplus==1}{attack=='Punch and bite d6/d6/d8'}{move=='12"'}{hug=='yes'} table: StrangeApes White Apes{ac==4}{hd==4}{attack=='Punch d4/d4'}{move=='12"'}{notes=='Albino live in snow and caves, 12" infravision, d4 hurl rock'} Cavemen{ac==2}{acextra=='wearing hides)'}{hd==2}{attack=='Weapon +1 hit and damage'}{move=='12"'}{notes=='Primitive humans, d3 hurl rock'} Ape Folk{ac==3}{acextra=='(wearing leather)'}{hd==12}{attack=='d4 punch or Weapon'}{move=='12"'}{notes=='As abhuman class, double leap, night vision, human technology'} Monkey Folk{ac==2}{acextra=='(wearing leather)'}{hd==1}{attack=='Weapon'}{move=='12"'}{notes=='As halfling class with prehensile tail, d4 hurl rock x3/round, low tech'} Monkey Spirit{ac==0}{acextra=='(wearing clothes)'}{hd==6}{attack=='Weapon'}{move=='12"'}{notes=='As changeling class from human to monkey with spells'}[@GetMagic] Wise Monkey{ac==1}{acextra=='(dextrous)'}{hd==6}{attack=='Weapon'}{move=='12"'}{notes=='As gnome class can turn invisible 1round/lv and cast cantrip/level, benevolent'}[@GetMagic] Carnivorous ape{ac==4}{hd==5}{attack=='Punch and bite d8/d8/d10'}{move=='12"'}{hug=='yes'} Yeti{ac==4}{hd==4}{hdplus==4}{attack=='Punch d6/d6'}{move=='15"'}{notes=='Fear Gaze, d6 Hurl rock'}{hug=='yes'} Sasquatch{ac==4}{hd==d3+5}{attack=='Punch d8/d8'}{move=='12"'}{hug=='yes'} Giant Ape{ac==5}{hd==10}{attack=='Punch and bite d10/d10/d12'}{move=='12"'}{notes=='d10 hurl rock'}{hug=='yes'} Gargantuan{ac==8}{hd==50}{attack=='Punch or stomp vs human size 3d10x2 also bite vs giant 5d10'}{move=='12"'}{notes=='Titanic size, 3d10 hurl rock'} endtable: table: PrimateSkills [when not]{gotHug}[do][!PrimateSkills][else]Hug attack (If two punches hit ape gets to hold the target and inflict highest damage per round automatically{gotHug=='yes'}[end]) Hurl rock (Can throw a single rock, can take up to two more skill slots in this for extra attacks per round) Survival (Can find all means of survival to spare and take care of others like old and children) Forage plants (Can always find tasty food plants like fruit and nuts or roots or bulbs) Herbalism (Can select plants to help woulds heal +1 per day and treat illnesses symptoms) Forage insects (You can locate yummy bugs and grubs and know how to get termites) Forage water (You can always find a source of water to share) Swing (Can add a d6" to move when swinging through forests or elsewhere) Instant Stand (Can get up instantly in combat from a fall or slip) Tumble (Reduces fall damage by 20 feet, can roll and spin and tumble) Dodge (+1 AC by being better at avoiding wounds - already applied{ac==ac+1}) Toughness (+1HP per HD - already applied{hp==hp+hd}) Acrobatics (Can make incredible aerial moves while swinging or leaping in the air) Balance (Can run along branches and vines and ledges easily) Jump (Can accurately jump and land on a dime at maximum distance without falling) Leap (+1 foot leap per level - height across or half up standard, double with a run up) Weaving (Can weave hair or branches into vines or shelter or containers or rafts) Wallrunning (Can run up a wall 1 foot/lv after leaping to get up walls or trees) Clubs (Can use a club usually does damage of fist bumped up by one) Leadership (Is respected by hierarchy as strong, wise or clever and get extra food) table: PrimatePowers [when not]{gotHorned}[do]
Horned (Extra attack equal to punch for damage and +1AC - already applied{ac==ac+1}){gotHorned=='yes'}[else][@PrimatePowers][end] [when not]{gotMarine}[do]
Marine (Is adapted for semi aquatic living, a second roll and can breathe water){gotMarine=='yes'}[else][@PrimatePowers][end] [when not]{gotCamouflage}[do]
Camouflage (Can hide in one type of environment like winter, night, forest, desert. Rocks){gotCamouflage=='yes'}[else][@PrimatePowers][end] [when not]{gotIntelligence}[do]{intCount==intCount+1}[else][@PrimatePowers][end][when]{intCount}>2[do]{gotIntelligence=='yes'}[end] [when not]{gotCyclops}[do]
Cyclops (Can shoot a sleep spell ray 1" per turn){gotCyclops=='yes'}[else][@PrimatePowers][end] [when not]{gotWinged}[do]
Winged (Can glide like a flying squirrel, second roll can fly with wings like bird bat or bug){gotWinged=='yes'}[else][@PrimatePowers][end] [when not]{gotIce}[do]
Ice (Immune to cold and radiates cold d6 damage with 1"){gotIce=='yes'}[else][@PrimatePowers][end] [when not]{gotWar}[do]
War (Can use melee weapons and some re purposed armour, second roll can use missiles){gotWar=='yes'}[else][@PrimatePowers][end] [when not]{gotLava}[do]
Lava (D3 extra damage per touch from heat, immune to fire +1 damage per dice from cold and hate water){gotLava=='yes'}[else][@PrimatePowers][end] [when not]{gotDisplacer}[do]
Displacer (Actually 3 feet from real position first missile misses +2 AC - already applied{ac==ac+2}){gotDisplacer=='yes'}[else][@PrimatePowers][end] [when not]{gotPhaze}[do]
Phaze (Can become insubstantial and pass through walls and not be harmed +4AC attack or be attacked only by slipping in phaze, otherwise can only attacked with magic weapons ){gotPhaze=='yes'}[else][@PrimatePowers][end] [when not]{gotRock}[do]
Rock (Stone like skin +2 AC - already applied{ac==ac+2}){gotRock=='yes'}[else][@PrimatePowers][end] [when not]{gotBeserker}[do]
Beserker (+2 hit and damage can keep fighting until -10 never check morale){gotBeserker=='yes'}[else][@PrimatePowers][end] [when not]{gotTail}[do]
Tail ([|prehensile and can use a weapon|d4 poison scorpion stinger|poisonous snake|glowing gem can shoot a magic missile per round|squirts acid 2d4+1hp/round for d4 rounds|constrictor can grapple and crush damage as hug attack]){gotTail=='yes'}[else][@PrimatePowers][end] [when not]{gotLeap}[do]
Leap can add 1" per HD to jump distance with a second roll can ride on a cloud 1 mile per HD once a day{gotLeap=='yes'}[else][@PrimatePowers][end] [when not]{gotBreath}[do]
Breath once per turn can breathe 1" range [|stinking cloud|fire d6/2HD 3=Sleep gas|d6/2HD lightning|insect swarm inflicts a hp damage for one round per HD and confuses without a INT save|diseased miasma]{gotBreath=='yes'}[else][@PrimatePowers][end] [when not]{gotRegenerate}[do]
Regenerate (Recover one HP per round except fire or acid which are needed to kill ){gotRegenerate=='yes'}[else][@PrimatePowers][end] [when not]{gotExtra}[do]
Extra Limbs (Come in sets of 2 - [|tentacles can grapple|lampreys can blood drain d4 per round once attached with hit|pincers can nip as a punch or grapple|hooks can damage as punch or grapple]){gotExtra=='yes'}[else][@PrimatePowers][end] [when not]{gotBlink}[do]
Blink (Can teleport 3" in melee and can port after attack if win initiative){gotBlink=='yes'}[else][@PrimatePowers][end] [when not]{gotFear}[do]
Fear (Can cause fear with a roar and chest beating to all enemies within 6"){gotFear=='yes'}[else][@PrimatePowers][end] [when not]{gotVampire}[do]
Vampire (Can suck blood from a held or bitten tarket for a d4 extra per round, heals 1hp per d4 ){gotVampire=='yes'}[else][@PrimatePowers][end] [when not]{gotSpiderclimb}[do]
Spiderclimb (Can climb like a spider on any surface and drop on prey){gotSpiderclimb=='yes'}[else][@PrimatePowers][end] [when not]{gotSonic}[do]
Sonic Attack (1" range sonic blast d6/2HD, causes deafness for 1 turn. Save halves and avoids hearing loss. Can use once a turn ){gotSonic=='yes'}[else][@PrimatePowers][end] [when not]{gotBite}[do]
Bite (Huge jaws and teeth or beak bump dice up or exta attack if without a bite attack){gotBite=='yes'}[else][@PrimatePowers][end] [when not]{gotInvisible}[do]
Invisible (+4 AC when invisible as per spell, second roll of power makes it always on ){gotInvisible=='yes'}[else][@PrimatePowers][end] [when not]{gotExtra}[do]
Extra head (With extra bite attack and can take turns to sleep and watch){gotExtra=='yes'}[else][@PrimatePowers][end] [when not]{gotHuge}[do]
Huge claws (Bump fist damage up to next highest dice){gotHuge=='yes'}[else][@PrimatePowers][end] [when not]{gotHuge}[do]
Huge specimen (+2HD +1AC - already applied{hd==hd+2}{hp==hp+2d8}{ac==ac+1}){gotHuge=='yes'}[else][@PrimatePowers][end] [when not]{gotSpinneret}[do]
Spinneret (Can spin webs into nets (STR save to escape) or use to swing or build or like rope ){gotSpinneret=='yes'}[else][@PrimatePowers][end] [when not]{gotMusk}[do]
Musk glands (When enraged generate a stinking cloud 1" around ape, does not effect others with same ability ){gotMusk=='yes'}[else][@PrimatePowers][end] table: IntDescription Can understand speech and is as clever as a human. Can speak and is as clever as a human. Can speak and can cast spells as a level-{hd} Wizard. FILENAME: EMO_OSR_BlackLotusDreams.ipt Header: Black Lotus Dreams I've long used black lotus in the tradition of pulp in my games. Lotus in my setting is a dreamy narcotic found mostly in smoking resin but many variant strains are used. A hallucinogenic injectable or contact poison version are commonly used in Lotus lands. This table is used for misadventures with drugs and other tainted nightmare-inducing magic. It provides a good opportunity to inject history and horror. You might assign these to a batch. Lotus is also used as a consumed universal material component, especially by drugged cultists. Some cults teach that using lotus is worth the risk for wisdom and enlightenment. Regular users taking regular doses are put into a d4-hour pleasant trance. Everyone else, roll a Dream and perform WIS and CON checks. All users who take more than three doses a week should roll Side Effects. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/black-lotus-dreams.html
prompt: Show me: {Black Lotus Dreams|WIS and CON Checks|Side Effects } Specific Hauntings use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: WISAndCONChecks [when]{rep}=1[do]& First batch of lotus: make a WIS save or roll a hallucination make a CON roll or throw up make a WIS save to see if hallucination leaves any personality changes Large dose or more than three doses a day: make a WIS save or roll a hallucination make a CON roll or sleep for d3 days make a WIS save to see if hallucination leaves any personality changes make a WIS save to resist addiction if not addicted already& [end] table: BlackLotusDreams {duration=='[|{d10} minutes|{d10*10} minutes|{d10+1} hours|{d10} days]'}& {perceived=='[|{d10} minutes|{d10+1} hours|{d10} days|a lifetime]'}& [when not]{duration}={perceived}[do]{join==', but feels like {perceived}'}[end]& You dream that:\n[@BlackLotusDreams2].\n& The trance lasts for {duration}{join}. table: SideEffects Flatulent Diarrhea Sleepy Hungry (plus weight gain) Detachment Feel no pain Berserk rages Hair and fingernails falls out Hair and fingernails grow long Obsession with sexual perversion table: BlackLotusDreams2 You are trapped in a nightmare where a horror stops you crossing a bridge You are imprisoned in a tower by monsters and your every escape fails A nightmare from your child hood torments you and kills your loved ones Your loved ones are kidnapped and hidden by a taunting phantom You are naked and stalked in a maze and killed again and again by a nightmare thing A nightmare demon strips your humanity turning you into a shadow Doppelgangers torment you and perform uncharacteristically vile deeds You are perused in a cave by a hidden nightmare beast A nightmare posing as a loved one assails you with nightmare horrors A nightmare demon torments and changes you into a beast who kills your loved ones Fetid misty fern forests where nightmare tings covort and writhe in a stone city Dissected and tormented by elder things in a laboratory Trapped in the floppy flaccid body of an elder being while its mind uses your body Participate in an unholy screaming sabbat with animals, witches and demons Trapped in a lifeless crumbling ruin in a strange body with inhuman mummy sarcophogi Trapped in a beach where slimy lumps, sea scorpions and amphibians try to eat you You are the play thing of an inhuman race for sex and torture in their unearthly citadel Tentacled horrors grope and molest you while you run around a dark fleshy cavern The sun is black and millions of chittering demons swarm in the sky over a temple Icy frozen dark plain crawling with shaggy horned horrors mad with hunger Ghost of your family are suffering in underworld and blame you for failing your sacrifices Judge of the dead shows what sinners like you will face in underworld Death challenges you to a game where your dead loved ones are pawns Underworld demon torments souls of your loved ones forcing you to watch In the garden of the underworld you meet a perfect mate but discover they are long dead Underworld judge places you in an eternally recursive loop where you suffer same fate Underworld judge shows you how others suffered terrible fates to save you as infant Demons throw you naked in pit forcing you to wrestle a mirror opposite of yourself Demons strip you of your items and clothes at each gate until you are naked and dead Demons abuse your loved ones while you are bound and have eyelids cut off In a lightness void being hunted by unseen beast that bites and claws your naked body Shadows of your loved ones and allies torment you in a maze of darkness Dark tentacles pull you into the primal depths to face the elder gods The great dragon of darkness burns away your flesh again and again A demon of darkness swallows you into it's feeding pits where your soul is digested You are a shadow walking in the ruins of the world in eternal night You are perused in a dark forest by a shadowy strange beast Darkness pours into your body eating your soul and turning you into a shadow Dark demons carry you into the starry void of space showing you meaninglessness You cross the universe and travel to a planet spanning palace of the demon of darkness You are a spirit while everything else is frozen driving you to dispair Your body becomes a gelatinous mass and you try to communicate and flail helplessly Your skin is torn off and you brain is exposed, you see mysteries of the cosmos You become a beast and you act like a specific animal spirit occupies your body You melt into a pool of coloured liquid light and you perceived coloured patterns You can perceive the universe vibrate, you feel nausea and increase in air pressure Your brain, eyes and nervous system escape your body and is lost in an astral reality Your higher soul ascends leaving you trapped in your rotting shambling mumbling corpse You transform into a hungry carnivorous reptilian who hates mammals You burst into flames and the sensation torments your souls screaming A malevolent spirit chases you through your memories tormenting you An ancient elder ghost takes your body and tries to commit suicide while you watch A hideous evil spirit takes you to it's awful lair to use you as a concubine A spirit hurls you into a pit of snakes and talks about all your failures A dark spirit offers to release you if you serve it in the waking world Evil spirit tells you the hopelessness of your goals showing demons ready to impede you A spirit takes half your body and you fight yourself in a nightmare battle Dream spirit torments you with visions where you make everything worse A horrible hungry ghost occupies you and you desire to gorge yourself impossibly A spirit takes your soul o it's lair and implants lesser spirits inside you that cause phobias Devils stuff you with live toads, worms and excrement to punish your gluttony Devils grope and molest you forcing to watch in a mirror for vanity Devils torment you in beds of fire, leeches, spikes and other horrors for sloth Devils torment you by nailing trophies, crowns and medals to your flesh Devils feed you tasty delights while you cry, too bloated to move while your works burn Devils laugh while you bezerkly massacre loved ones and innocents Devils maim and cripple you while you watch others feast and celebrate your state Devils having taken your own form torture, mutilate and molest you Devils torture you while telling how your every achievement will be undone and fail Devils torture you while beggars throw filth and abuse at you and eat scraps You live as peasant farmer in a strange land until one day you try some black lotus You live as a spoiled king bored with your life of pleasure and opulence You serve cults of the elder gods murdering, screaming and performing vile acts You live as a wild forest person roaming the woods and performing savage rituals You live as an ancient sorcerer serving revolting gods for power You spent a life serving the lotus cult and it's secret masters from under the mountain You live as a crippled beggar in some city far across the world You live as a slave in a long ago temple complex eventually being sacrificed You live as a witch spreading curses and corruption til you are caught and burned You live a privileged life in a temple until sacrificed to a horrible elder god You frolic in a wonderland of magical food while your body eats nearby stuff You are in a strange world full of mutants and dinosaurs You wander in a huge treasure vault where you find all your dreams You are in an alien library avoiding some inhuman guardian creature You are in a heaven full of attractive concubine servitors who worship you You are in a weird drug den occupied by alien beings and strange spirits You wander a strange market populated by creepy goblins selling strange things You wander the bazaar of a strange foreign city where you don't speak the language You fall into a haunted cavern full of gibbering and meeping horrors You are lost in a strange misty forest with sounds of scurrying creatures You experience the void and eternal non existence You are tiny rodent sized being in the celestial temple of the dark gods You are one with a universe of refracted light rays from holy gems You are one with thousands of people inhaling lotus smoke You feel the eternal recursion of the universe leaving you cold and detached You become one with thousands of deities moving through celestial spheres You commune with your own spirit that gives you personal advice You experience a life time of vice and depravity then feel uninterested in pleasure You feel a lifetime as a god ruling a heaven then return uninterested in ambition You battle a demon of wrath among the million spheres returning unable to feel anger FILENAME: EMO_OSR_PettyLairs.ipt Header: Petty Lairs These are lairs you might find a hike from the village or to the unused side of the lake, or on travels. They should be safe for beginning level 1-4th level adventurers and not horrible or otherworldly. Well not much. I assume small caves mostly, but you can roll on Typical Lair Locations for more variety. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/d100-petty-lairs.html
prompt: Show me: {Petty Lairs|Typical Lair Locations} Petty Lairs table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: TypicalLairLocations A small cave A cliff shelter A rock pile shelter Old ruined shack Ruined stone walls A dirty hole dug in bank Under a fallen tree In a forgotten crypt Collapsed old cottage table: PettyLairs Wild dogs with {d6} pups A wild boar, two sows and {3d4} piglets if in season A large talking bobcat who is wary of humans A pack of gigantic rats each size of a small dog Several wolves with {d4-1} pups and a human child skeleton A brown bear lives here will chase off humans A giant python lives here with the remains of a dead knight A panther lives here and likes to ambush humans from above and or behind A giant cave lobster with a pool and d100 silver from a stolen payroll A giant friendly talking owl A mangy old lion turned man killer from desperation A giant savage fighting frog lost from local frogmen A fire toad has a pile of {d100}gp he sits on A hungry owl bear with several human corpses15 A starving rust monster with a pile of {d100} semiprecious stones A cave lizard clinging to the roof licks it's lips when pink wriggly people enter Wild ponies shelter here and lick mineral salt deposits A family of angry badgers live here A giant porcupine with shooting quills lives here A solitary dire wolf lives here A ochre jelly lives here with some metallic parts of mining tools on floor A hook horror lives here with piles of bones A black bear trying to get a beehive Several giant carnivorous bugs Several giant spiders in webs Giant ants building a nest and collecting gold Giant carnivorous territorial bat Huge swarm of bats A pair of giant blood sucking weasels Giant flies raising several giant maggots in sheep bodies A battered chainmail wearing robber knight in hiding from his gang and law A band of common thugs desperate enough to rob travellers Professional criminals stealing and threatening locals for a living Some young priests practicing being hermits for initiation A band of local cultists with ritual paraphernalia and evil altar Local hunters camp here and perform ancient rituals A band of filthy murder hobo adventurers resting here A old hermit who doesn't want to talk A wary poor old magician with a student or pet Scrawny homeless starving refugees Old chests of contraband rum buried by smugglers Several old prospectors on hard times Local drunks gather here, hundreds of empties Local youths gather here as a romantic location A priest making out with a parishioner who is possibly married A crazy cannibal clan live here and cant let you leave A serial killer keeps several prisoners and a collection of victims loot A old hag lives here offering medical treatment, love potions and luck charms A prostitute lives here with her huge moronic son (possibly half ogre) A clan of rednecks live here offering various questionable services with clan members A dwarf lives here repairing tools and living quietly A lost elf shelters here ware of humans A gang of drunk halfling poachers having a feast A family of strict gnomes who trap for furs and do leather craft A family of kobolds eating a stolen chicken Goblins here harvesting annual sacred fungi here Hobgoblin bandits eating a prisoner with several more tied up Several bugbears who spend nights scaring local children Orc mercenries on way to serve new evil lord keen to have no witnesses A fat ogre eating a caravan guard with {d3} prisoners Coven member goat men awaiting till enough arrive for a dark ritual Wolf men eating a human, will pretend the are werewolves and demand money Cat woman solitary hunter very alert and good at ambushing Pig men gorging selves on food villagers send them to stay away Dog men bandits looking for glory and treasure and comrades Hyena men in service of a dmon cult raiding for sacrifices {d3} prisoners Toad men hunting and preserving giant bugs for feast Rabbit men chopping up and impaling several human corpses for fun A fox man offers safe accommodation and to join him for dinner Lizard men diving in local pools seeking lost relics Serpent man if cornered will promise to share a ancient treasure location Mixed group of beast men drinking and playing instruments Fauns getting drunk and keen to know where they can find women A wild centaur hunter wary of humans but a wise teacher Bat men blood cultists who require sacrificial food for vampire goddess Fire newts scouting human territory for easy prey A shape shifting fox spirit woman seeks a human mate she can use as a pawn A blue skinned and horned ogre from hell moved in to torment locals A shaggy furred ogre eating pile of deer he has dragged into lair A goat headed ogre smashing rocks to expand home A group of ancient warrior sacrifices here leave only undead skeletons A collection of murder victims stashed here were reanimated by dark elves as zombies A lonely phantom is here bound till someone returns sacred urn to church Several ghouls here feast on a old cave tomb A stinking ghast guards a stolen hoard of silver A nightmare shadow from the netherworld was summoned here long ago A necromancer and students reanimating the dead A priest of evil equipping undead with weapons and armour for a mission A skeleton hound guards treasure chest in cave for long dead master A huge zombie hound left here to guard cult tresure An Imp lives here performing evil rites alone Filled with gremlins all keen for mischief A lonely Dryad wants helpers to replace the ones eaten by orcs A spectre offer gold to those who murder his enemies descendants Faeries picnicking will try to charm strangers or steal coins Werewolf lair with treasure and gore from murdered locals A wailing banshee spotted as a woman washing blood from clothing A grisly wight arises and screams furiously if living com near A kindly treeant watches over a grove of young saplings A friendly animal or plant spirit invites you to share a meal as a test FILENAME: EMO_Xor_CharacterStart.ipt Header: Growing Up on Xor from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/growing-up-on-xor.html
prompt: Show me: {Character Backgrounds|Equipment Lists|Starting Mounts} Character Backgrounds use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: CharacterBackgrounds Lived for most of life in womb complex till got lost and accidentally escaped. Used to be connected by umbilical cord till you gut cut free and banished. Hatched from an egg fully formed adult with language. Hatched from a pod fully formed adult with language. Born from a ground fully formed adult with language. Hatched from corpse of your parent fully formed adult with language. Walked from foam of a pink primordial sea a fully formed adult with language. Raised by animals of Xor who found you as a baby. Lived since a feral child in wastelands till start with a bonus tooth knife or bone club. Clone decantered when original copy reported dead to alchemist creator. Born from the ground and found by hunting tribes people bonus bow and arrows. Fled home tribe of immobile overweight lazy freaks who just sat about naked eating Xor. Member of nomad clan separated from clan before they were all killed. Member of tribe of barbarians but love gone wrong resulted in tribe now hating you. Fled desperate tribe who began to become cannibal monsters bonus ear necklace. Member of nomad beast riders start with weird hairless pink mount best friend. Lived with beast nomads who lived as equal brothers with another species till yours died. Lived under the saliva sea till your gills fell off and you came ashore bonus shell jewelry. Your tribe came to Xor to escape your worlds doom, Xor is your savior. Your barbarian tribe were enslaved by evil wizards and you escaped captivity. You lived in crude skin huts and grew mould and mined meat. You lived in a lone bone shack built by your humble parents who died of old age. You grew up in a small trading village enslaved by a warlord. You saved your parent from an assassin and now you have been marked for death. Your village got the plague and everybody died but you. Your village well dried up and most moved or died. You farmed quivering meat blobs till beastmen stole them and killed your village. Your farm and village was destroyed by giant burrowing carnivorous bugs. You were in the militia but were carried off by pterodactyl men as a prisoner far away. You were in the village militia when rest of people eaten by ogres. Raised by gnomes till you couldn't fit in door to gnomeland bonus gnome hat. Raised by elves to life of pleasure serving them in a citadel bonus d100 silver pieces. Raised by dwarves who used you as a labourer bonus metal weapon. Raised by halflings who overfed you and teased you about your freakish height. Raised by goblins among fungus garden in a cave bonus bone sickle and shrooms. Raised bug bugbear head hunters who abandoned you when you no longer feared them. Raised by hobgoblins who abused you for years but made you tough. Raised by orcs who travelled thousands of miles with you across Xor on raids. Beastmen enslaved you and killed your kin till you managed to escape. Insectoids from the underland kept you as a food animal till you escaped. You were raised in a town as an apprentice to an abusive master. You lived as a homeless street urchin and after a lucky score got out. You lived as a gang member who were your family till they turned on each other. You lived as a caravan guard travelling between towns. You lived in town working in a store till you were fired by a mean master. You were an own guard who failed to catch an assassin and had to flee. Your drifted from an urban gang member into local bandit. You worked in sweatshops till you couldn't stand it. You were a miner working in a disgusting flesh pit. You were kept as a companion and plaything to someone wealthy in city. You came as a teen linkboy with murder hobos who abandoned you. A wizard brought you here as a servant but kicked you out for being stupid or lazy. A gang of cut throats brought you here for loot and only you survived. Templars brought you here to serve them while they hunted demons. A cult expedition kept you as a possible sacrifice having kidnapped you. You ran away with a lover to Xor and they were separated from you. Old prospectors brought you here as apprentice but got swallowed up by a pit. Your knightly master brought you here as a servant but he got eaten by trolls. You were with a posse chasing a fugitive here and got lost alone. Your cult brought you here but they betrayed you to a demon and you escaped. You were born in a citadel but one day you got out and never went back. You dwelled in a citadel ruin and served the last elf who died of grief for it's kind. You were with last humans living in upper citadel when the lower monsters broke in. You lived in citadel and were sent out to explore by the lords to get rid of you. You lived in the citadel full of monsters under a mighty wizard but you escaped. Your citadel was over run and burned by a beastmen or orc hoard. Your citadel was swallowed up by Xor and you managed to jump clear in time. In your temple in a great citadel you were shown your one true love and now seek them. Your citadel died and began to decay then fall, you got away before the end of it all. A great dragon attacked your citadel burning it to the ground. You lived in a flesh cave with your kin and had to flee your evil uncle. You dwelled in lonely ruins in a flesh cave when newcomers dug a new entrance. You lived inside a titan in an orderly society till it died and you had to escape the rot. You lived with a hedonistic cult deep under Xor till you began to resist the drugs. You lived in a gigantic skull until murder hobos broke in to enslave everyone. You served the wizards of Xor's spleen until they decided to cross breed you. You attended brains of Xor under a transparent skull dome till giant wasps invaded. You lived immortal in a garden under the grace of Xor till you sinned and were expelled. You were a guardian of the digestive tract of Xor from demons but were vomited up. Your clan lived in the endles stomaches of Xor but a great quake swept all away. You faced certain death when a pink fleshy portal appeared and took you to Xor. A crazed flesh golem carried you to Xor as a child and you have survived since. Demons carried you here on your wedding day and left you here laughing. You were exploring a serpent man ruin when you fell through a portal to Xor. You crashed on Xor in a sky chariot and forgot your old life from shock. You were battling a cult in their lair and fell through a mirror to Xor. An evil wizard sent you here to stop you meddling in his schemes. You ate too many mushrooms in the goblin grove and woke up on Xor. Xor called to you in a dream and when you awoke you were here. You were killed in a far off land and somehow Xor resurrected you from it's flesh. An alchemist regrew you from your found thumb and you don't remember much. A wizard sewed you together from spare parts and trapped a soul in your body. You were from one of the first generation of your race but got trapped inside Xor. A god sent you to Xor without memory of your old life as punishment for hubris. You boasted of you sexual prowess offending a god and were sent to Xor. Your world was invaded by demons and you sneaked through a gate to Xor. You were a servant in the celestial citadel, you were sent to Xor for some sin as a mortal. Some being made you to explore Xor, one day they will come to extract your brain. You were a demigod for an aeon but your karmic debt brought you to Xor as a mortal. For some reason gods are out to get you and carried you from your palace to Xor. table: EquipmentLists [when]{rep}=1[do]& DM, pick the best based on character background\n& \n& Primitive kit - stone bone teeth sinew tools\n& Sack, hand axe, cord, knife two javelins, wooden bowl, bone club and loincloth,\n& \n& Nomad kit - stone bone teeth sinew tools\n& Sack, skin tent, skin cloak +1AC, skin clothes +1AC, tooth dagger, three javelins, hair rope, shortbow and 12 arrows, fermented milk or blood in skin, dried meat\n& \n& Barbarian kit - stone bone teeth sinew tools some metal\n& Sack, skin cloak+1AC, soft skin amour +2AC, iron dagger, biological battle axe, bone spear, shortbow and 12 arrows, hair rope, wineskin, dried meat, skin sheild +1AC, torches\n& \n& Peasant kit - wide variety of materials native and traded\n& Backpack, lamp, oil, hair rope, woven hair clothes, hat, hair blanket, iron knife, shortbow and 12 arrows, bone staff or club, clay bowl, wine skin, tinderbox\n& \n& Militia or non human - wide variety of materials native and traded \n& Backpack, leather armour +3, bronze sword, bone spear, iron dagger, one weeks dried rations, water flask, tallow candles, bottle of wine, block of head cheese \n& \n& Urban poor kit - wide variety of materials native and traded \n& Sack, leather cord, sandals, hair shirt, leather cap, tooth knife, begging bowl, stick\n& \n& Urban or citadel rich kit - wide variety of materials native and traded \n& Linen clothes, steel dagger, one steel weapon, sinew and bone crossbow and 20 bolts, wine skin, fancy hat, stylish cloth cape, 3d100 silver coins\n& [end] table: StartingMounts Giant hairless mole rat Hideous warty hairless pony Giant hairles dog Quadraped devolved human Riding Mutant Turkey Giant pink salamander A riding amoeba A hairless riding cat A giant bat A giant beetle slow but sure FILENAME: EMO_Xor_SettingColor.ipt Header: Wanderers, Cults, and more of Xor Xor is not evil, just indifferent. But some evils of Xor are a recurring problem and a menace to everyone. Xorward ho, meatbags! Cults and Factions were contributed by Aeons and Augauries, including this information: Among the host of visitors, parasites, and scavengers that trod upon and within Xor there exists a number of cults seeing a connection with the divine. These cults can be alien and just as dangerous and zealous as any cult worshiping the gods with unseen bodies. Factions are not cults in any traditional or religious sense but they may still exercise customs as fervently as zealots adhere to their faith. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/wanderers-of-Xor.html elfmaidsandoctopi.blogspot.com/2016/06/villains-and-dungeons-of-xor.html elfmaidsandoctopi.blogspot.com/2016/06/settlements-of-xor.html aeonsnaugauries.blogspot.com.au/2016/06/8-types-of-factions-and-occupants-of-Xor.html aeonsnaugauries.blogspot.com.au/2016/06/6-cults-of-Xor.html
prompt: Show me: {Wanderers|Settlements|Cults|Factions|Troublesome Forces|Boss Monsters in Dungeons|Suspicious Locations} Wanderers use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: Wanderers Knights of Xor These bold warriors in bone and sinew plate roam Xor seking to undo injustice and fight evil robber knights and other undesirables. People know and respect the knights of flesh. Assassins of Xor These secretive killers spy on the comunities of Xor and collect inteligence they sell and they kill certain types of trouble maker that threatens their secret plans for Xor. Merchants of Xor These traders deal with all and trade many exotic goods. They know the cutoms of most peoples and know how to hide goods that might offend a particular tribe or even bring them desired materials. They also trade news and carry messangers. Many depend on them and protect them. Others dont like to admit dependance but dont rock the boat possibly keeping trade secret if tey prefer to keep their tribe ignorant. Concubines of Xor Traveling sex workrs catering to all desires and vices travel Xor. Some hate them others love them. They also trade in slaves, makeup, wine, luxuries, drugs and books. They are very cultured and many consult them for advice ant just sex. Wizards of Xor Wizards of Xor try to keep secrets of Xor a secret and keep newcommer wizards in line. They are secretive and plot against some comunities, cults and factions. Cult of Xor This is the secretive cult who claim to speak and fight for Xor but do not share their secret knowledge or comunons with Xor. Monks and priests make up the order and the flesh templars defend them and their monastaries of bone and meat. Druids of Xor Protect Xor from exploiters and heal the damaged and corrupt flesh of Xor. They dislike those who torment Xor to increase certain secretions from Xor's pain. They help ecologies and divrsify the life of Xox. Gardeners of Xor These enlightened scholars and nobles believe they can tame and exploit Xor to serve mankind and study all they can in secrets of survival, local technology and local lore. They have experimented bringing order to Xor and even try to bring the lords of order to Xor to counter the demonic presence. The gardeners practice some experiments which other sects of Xor find abonible. They sponsor explorers to map Xor and explore the underlands in Xor's body. Sages of Xor Thes scholars collect knowledge of Xor and share and trade it with others They make vellum scrolls and books and keep outposts of bone towers. They employ mercenaries and adventurers to guard them. They ratley intervene in politics but know many factions are their enemies. Conquerors of Xor This ferocious former mercenary army now support dozens of warlords and seek to sudjugate other existing settlements. They are often called in for help if the problem is bad enough because they dont lleave and bring new taxes. Some say they infiltrate militias and armies then subvert them to the conquerors. Seamen of Xor These sailors on the seas of phlegm or spittle or sweat or tears travel water ways of Xor. Rafts of bone and skin canoes are common in shallows and large pontoon canoes a hundred feet long are good for longer journeys. Such craft can be carried overland. Inflatable skin bladder boats are good to. Only the biggest seas have full ships which are rare. Exploring the inside of Xor often requires boats and the seamen have dealings with strange races of the depths. Gladiators of Xor Gladiators are popular athletes who kill for entertainment. Animals or beasts are fair game and many gladiators are slaves. Some win freedom and begin to train their own slaves. table: Factions Tumor Grooms This faction seeks out, nurses, and protects tumors of Xor until they are deemed ready to harvest. The odd tumors of Xor are rumored to have unique properties and flavors which most attribute to the reasoning behind the practice of the Tumor Grooms. Scabrous Sculptors These artsists cut into the flesh of Xor to release blood and other vital fluids which are directed and shaped as they harden over the inflicted wounds into a variety of esoteric sculptures. Lice Whisperers Small bands of Lice Whisperers roam about claiming to be able to charm the lesser vermin of Xor and use them as scouts and minions. Lice Whisperer bands will work spells and sell talismans to ward against lice infestation and attacks; curiously enough those that purchase such spellworks are seldom attacked by lice soon afterward. Skin Crawlers These folk believe it is uncouth to walk about in one's own skin and fashion garb from the skin of Xor and the host of other creatures that dwell within and upon. The more grotesque a mask, the higher a peaked hood, the grander a cape, and the longer a scarf are all goals and signs of status among Skin /Crawlers. They find cloth contemptible and nonsensical in the presence of so much skin. Womb Wardens This faction of tradesmen has learned how to transplant a living fetus and see it brought to full term within a specially formed pocket-womb within the flesh of Xor. They guard the wombs from predators and charge a fair price for the overall service. Mawpicks Scavengers that survive by picking the remains caught in the teeth of the many maws of Xor. Some carry the practice so far they will only dine upon beings they have captured and hurled into a maw. Tickherds The plentiful vermin that infest the skin of Xor are a resource that some depend upon and a variety classified as ticks have come to be herded as med off-Xor herd goats or sheep. The Tickherds dine upon the flesh of the ticks, "milk" the blood harvested by them, and fashion much of their gear from tick carapace. Sweatmongers These peddlers know how to collect, store, and mix the vast array of Xor fluids. They can seem as simple as water bearers or as erudite and schooled as alchemists depending upon their their personal range of lore and talents. Some groups of Sweatmongers maintain breweries that draw customers from far afield. table: Cults The Eternal Flesh Disciples of the eternal flesh preach of the immortality that comes with bonding with Xor and becoming of Xor. The Surgeon Acolytes of the cult of The Eternal Flesh take the infirm and connect their bodies with the sacred body of Xor, the blood of Xor is redirected to flow into the undying vessels, the flesh and other tissues of the undying vessels is peeled back and grafted onto Xor. In time the undying vessels lose all physical vestiges of their personal identity becoming one with Xor, never to die, never to be apart from the cult. The Scriveners This cult seeks to inscribe all knowledge upon the flesh of Xor with massive and elaborate encyclopedic tattoos that can wind of virtually for miles, some of which can only be truly appreciated or comprehended from afar or by those with extra-human observational skills. The cult can be found looking for ideal locations to lay down these tattoos, searching and brewing choice pigments, and fashioning implements to properly lay down the wisdom. The Milkmen Many have mistaken The Milkmen for Xor-dwelling nomads because they do not understand the complex physical and (according to the cult) spiritual voyages that The Milkmen take to travel from teat to teat do draw upon the milk Xor. The Milkmen will travel in small vagabond troops singing and engaged in bizarre dance empowered by the milk of Xor. They will trade in the Milk (and in their songs) but seek and see little profit from it seeming to settle for just enough to continue on their unending pilgrimage. The Thirsters The thirster clans are dangerous zealots who seek to draw upon the liquid of Xor and return all liquid onto Xor that have been stolen by parasites and scavengers (as they view them). Any who ever partake upon any of the myriad fluids of Xor that are not of the Thirsters are considered blasphemers. Clearly The Milkmen and The Thirsters will never get along unless the two cults somehow join together, such an aspiration would be heresy among many of The Thirsters but as each clan is led by an ancient charismatic elder the specifics of how each clan functions is variable. Fleshweavers The flesh weavers seek to expand upon Xor by bestowing the worthy with grafts form the body of Xor. Fleshweaver saints, guardians, and champions will grow to massive proportions as they accept multiple grafts over their lives for the faith. Among the Fleshweavers there is some contention to the end goal of the weaving and sects have not all agreed if the goal is to become a worthy offspring of Xor, to become a brother ox Xor, or to become a mate of Xor. Some of the less reputable shrines have been known to sell the Holy Grafts to those outside the cult sometimes reasoning it away by pointing out that Xor clearly approves when the graft is successful. Droning Dreamers This cult of Xor is easy to spot as practitioners will seek the high points upon the body of Xor to perch upon and engage in lengthy droning hymns that if done properly will be rewarded with a meditative dream-like state full or euphoric and prophetic visions. table: TroublesomeForces Bands of murder hobos, out to kill rob and enslave and torture locals to find legendary gold. Cultist of various demons, assassins, foreign or apocalyptic sects like hoods, masks and murder. The Great Beast is a titanic parasite that subverts Xor to breed servitor monsters and minions. Wizards from outside are always raiding with minions or seizing dungeons for exotic ingredients. The cosmic cancer cult bring radioactive star stones to Xor which spread mutation and shoggoths. Demons love to visit Xor for meat and victims and have been trying to subvert Xor to evil for aeons. Under the surface of Xor whole kingdoms of strange beings struggle to rule Xor. Plagues of creatures arise often and require adventurers to destroy the spawning point. Crusaders have come to Xor under impression everything demon tainted and requires purification. Conquerors of Xor are bandits and warlords united by a despot against all free people of Xor. Assassins of Xor are spies and killers but they in reality set their own secret agenda. Titans of Xor are godlike beings who secretly still dwell on Xor in monster filled meat dungeons. table: BossMonstersInDungeons Kurgad the Skinless Ogre Rules a gang of hairless rat men who rob and kill locals. Erdin the Flailed Mana A mercenary who wears his flailed skin as a cape leads local banits. Zordka A succubi who uses charmed spies to infiltrate settlements and steer them to demon cults. Barudka Arnjarz A bloated woman with her mutant sons who steal food and kidnap men for her. Master Azeron A demon cultist who breeds chaos spawned shoggoths in his secret temple. Kraj the Warlord Leads a band of pierced and mutated tatooed freak warriors who seek conquest. Ladja the Tick Queen Serves the demon ticks of the abyss and summons more with every sacrifice. Gorfang A hairless dog man with his savage tribe of mixed beast men hates humans except for food. Cernubas A hideous mutant and crime lord who runs nasty criminal gladiator bouts in the wasteland. Kalya the Sorceress With her pet giant flies tries to halt trade and keep people isolated and ignorant. Goldrun the Flesh Wizard Has been making flesh golems for years but they all go insane. Udru the Ghoul Leads his people from necrotic pit to gangrenous sore, increasingly hates the living. table: SuspiciousLocations An abandoned meat quarry has had signs of habitation but none dare explore the old pits. A crumbling bone castle once a site of a dynasty with forgotten flesh dungeons beneath. Remains of a ghost town and old almost healed over mine has had lights seen from it. A great once glorious living manour house now inhabited by monsters. A great scab mound has a bad reputation and things crawl out from beneath Xor here. A scabby valley with pustule hills and flowing sewerage has several demon shrines. A great wet cave entrance has swallowed many adventurers over the years. In a great wasteland of feces a tribe of humanoids has been growing increasingly hostile. A great flesh citadel once home of plane traveling elves appears every few years for a while. A great swollen red hill has been growing for years full of festering things crawl under Xor's skin. A slavers' camp surrounded by bone walls has been taken over by a demon cult. table: Settlements ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Settlement Type[@SettlementTypes]& Tech Level[@SettlementTechnology]& [||Defenses[@SettlementDefenses]]& [||Local Specialist[@SettlementLocalSpecialist]]& [||Interesting Resource[@SettlementInterestingResource]]& [||Problem[@SettlementProblems]]&
table: SettlementTypes Nomad or hunters temporary camp site Semi permanent camp possibly move seasonally Cluster of shacks around a resource Village with a light defensive wall Large fortified village Sprawling town Fortified town Citadel often grown or built on Xor Castle or fortress City with walled defenses table: SettlementTechnology Hopeless stranded people with no local survival skills and scraps of supplies Hunter gatherers using bone, sinew, hair, teeth and other secretions of Xor These people sculpt and grow Xor by living in harmony and everything is grown from Xor for them A mixture of local technology with some expensive imported technology A hybrid of local and imported technoloy Local technology but with inclusion of recycled scraps like metal and glass used Mostly local technology but have some metal and local materials to replace things used outside Foreigners importing everything and improvising a few local resources Religious community that rely on priestly magic to feed everyone and use anything they can find These peoples sculpt Xor to live in luxury and use best technology organic or otherwise. They have forgotten more than others have ever learned and might posses high tech and magic table: SettlementDefenses Locals too lazy, starving, drugged or pacifistic too put up a fight or flee Some local hunters and warriors defend tribe Every male of age trains weekly and has a melee or missile weapon All eligible males drill regularly and women train in missile weapons Trained militia with armoury with some permanent on guard Locals rely on pets or allies for self defense Locals flee to defensive position with missile weapons Militia and arms training for all plus specialist exotic troops or pets Locals train daily and kill or enslave the weak - usualy classist and/or sexist Locals have built well fortified walls and well drilled guards and stores for seige table: SettlementLocalSpecialist A superior hunter well respected monster slayer A cunning trickster who saved everyone with lies and tricks and murder A wizard who defends and aids the locals A sorcerer who is a respected cult leader and vice addict A priest who preaches the traditional local religion A new priest who introduces new ways to Xor A druid who preserves the balance of community and nature A wandering hero has been accepted by tribe for heroic deeds A cunning business man who has improved local trade A shapeshifter in human form has become a trusted community leader table: SettlementInterestingResource Fresh water either from a sunken flesh pocket of refined somehow A tear duct where hormonal potions are gathered for trade On route of migratory species which locals exploit Have access to an underground trade route Slaves found wandering are sold in markets and common A viable meat mine feeds the populace with steaks and roasts Is incredibly ancient with remnants of ancient inhabitants and lost vaults A well full of blood feeds most of the populace used in all kinds of ways Parasite herders keep mites, ticks and bugs for food Local species used every day by locals for food, travel or war table: SettlementProblems Everyone sick of local but reliable food source Water is always short and precious Local humanoid tribe competes for resources Beastmen or orcs constantly raiding A local monster receives sacrifices to leave people alone Quakes have been increasing making area unsafe Xor has illness or taint which must be found and healed Some material resource is in high demand like metal Outsiders infiltrating the community for the worst Local meat caves or flesh tower a source of evil FILENAME: EMO_Supers_SidekickWoes.ipt Header: Sidekick Woes Sidekicks are a burden, though they can be helpful, sometimes even saving you from a deathtrap. And temporary sidekick teen heroes in training can be a novelty. An agency might ask or even insist that you adopt one to make up for some breach of the heroic code. Heroes might find misguided troubled teens with powers who will turn bad without help. Heroes should get karma for helping troubled teen sidekicks. I have sidekicks as a standard option. A Referee might allow rolling Popularity to bring in a sidekick to help when you are trapped. Of course the law nowadays frowns on child sidekicks being brought into battle, and those fallen pedophile heroes of yesteryear didn't help (TOP10 and 49ers by Alan Moore or Martial Law play on this). But honestly, having a sidekick is worthwhile; some even marry them. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/d100-sidekick-woes.html
prompt: Show me: {Random Sidekick Trouble|Growing Pains|Vice|Troubled|Brooding|Angst|Zealous|Naive|Passionate|Public spirit|Strange Mysteries} Random Sidekick Trouble use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: RandomSidekickTrouble [@GrowingPains] [@Vice] [@Troubled] [@Brooding] [@Angst] [@Zealous] [@Naive] [@Passionate] [@PublicSpirit] [@StrangeMysteries] table: GrowingPains Green hero -2cs for rolls till trained for 2 weeks Power unreliable or poorly controlled Afraid of engaging in combat Afraid of hazardous places or environments Lost confidence with selves and mission Sneak of to party and cause a public disturbance Gets attacked by gang ambush Charges foolishly in combat without looking Doesn't follow instructions, terrible improvisation Thinks they know it all, cocky table: Vice Failing schoolwork Catch pervert talking to sidekick Sidekick behaving oddly, experimenting with bad drugs Catch sidekick abusing drugs hardcore Becomes a sly drinker Breaks curfews and breaks out to party Become a gambling addict and in debt Almost kills someone, becoming blood lusty Buys super energy powder from guy in street or internet Obsessed with exercise and becoming an angry hotheaded beefcake jerk table: Troubled Desperate for company is tricked by an enemy Getting fat and sloppy and eating free doughnuts on patrol Collecting gang members money after defeating them Crime incredibly fascinating and drops other interests Vengeful wrath after seeing parents victims of crime Wants lots of guns and lethal weapons Wants lots of money and cool stuff Easily distracted, plays with phone on duty Takes up cigarettes and swearing Busy studying hottest and sexiest villain photoraphs table: Brooding Writes terrible poetry and goes a bit emo Gets into punkrock, piercing and tats Gets into anoying sub genre of heavy metal you never heard of Becomes born again religious Mouths off angry stuff to media Obsessed with mortality and heroes doom Hanging with hippies and reactionary droputs Got in thick with cult and gets carried away Terrible at delivering deadpan and embarrassing catch phrases Gets into guitars and mopes about the lair being a jerk table: Angst Cry when they fail Panic in battle and do dumb stuff Feel bad about being a hero Secretly love hero or someone they probably shouldn't Keep bringing up social issues at irrelevant times Keep mentioning favorite tv, games and movies adults have never heard of Keeps moaning why nobody loves them Goes out with bullies due to self loathing Keeps mentioning personal tragedy too often Moans they will never be a real hero or as cool as hero table: Zealous Fanatic no time for fun, got to be the best, in danger of burn out Studies and questions legal procedures like an annoying pedant Pulls apart equipment to study it Likes to graffiti name everywhere around town on patrol Sleeps at school from overwork Tries to kill criminals when hero not looking Has foolish theory on killing a kingpin would solve everything Keeps wanting upgrades and weapons and new uniforms Thinks friends make you weak, claims hero taught them, doesnt want secret ID Adopts additional identity and goes on secret patrol table: Naive Lets go a villain who showed him a fake SHEILD ID Sidekick has pregnancy scare Crooked patrol cops encouraged them to beat on bound criminal Thinks they can take on any problem Accidentally kills or maims someone Lets out hint of secret identity requiring a cover up Talks candidly to press too much Believes criminals will fear them Ask for explanations of everything Swears and blurts out inappropriate hate speech table: Passionate Goes into rage in fight publicly Argues with everything and has tantrums Smashes things when angry Oversexed and turning into a jerk Picks fights and smart mouth Stops to make long winded speeches Easily provoked hot head Taken to carrying a knife and threatening people with cruelty Terrible road rage driver Jealous of attention hero give others table: PublicSpirit Patronizes police and common working persons Likes to pose dramatically when public watching Repairs battlefield if possible next day or feels bad Picks up litter and rubbish compulsively Always doing community work and good deeds Berates evil doers with windy speeches Offers to talk to high schools about good life Reminds heroes about the hero code of conduct and the law Gets on TV more than hero for good deeds Risks dangerous power amplification to be a better hero table: StrangeMysteries Sidekick mind controlled or possessed by enemy Zelous public figure condems hero and sidekick relationship Tries to operate villain equipment or power source Evil duplicate (clone or parallel earth) replaces sidekick Gets a crush on a villain and tries to reform them and offer second chances Turns into a monster temporarily (were wolf) Age is changed or replaced by older or younger version from alternate earth Temporarily granted god like power, dangerous and goes to their head Otherworldly being takes fancy to sidekick Abilities out of control and weird Reading more wonder woman reprints so possibly another d100 love gone wrong coming d100 super team troubles a possibility FILENAME: EMO_Supers_LoveProblems.ipt Header: Super Hero Love Life Gone Wrong Romance should be a common problem for heroes. Some players declare friends are liabilities and try to avoid love but this is doomed to fail also. Marvel FASERIP has a contact system for relationships which is an underrated. I allow unlucky old aunts, kid brothers and pets to be opportunities to earn Karma. Similarly a contact could be a regular love interest and could earn the hero additional Karma. Other love interests can come and go. Enemies could be unwanted love interests. Drama should be as commonplace as battles in super hero comics. This table might help. Karma +10 Go on a date -10 to cancel +20 Role-playing an awesome speech to loved one -20 Shit speech that makes everything worse +20 Make formal declaration of love and some kind of personal contract -20 for messy break up +40 Getting married or moving in together -40 ugly lengthy legal separation +20 Deliberately having first baby +10 every child after -20 Finding out about surprise offspring after the fact from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/d100-super-hero-love-life-gone-wrong.html elfmaidsandoctopi.blogspot.com/2016/06/d100-more-marvel-love-gone-wrong.html
prompt: Show me: {Random love problems|Only modest love problems|Obsession|Rivals in romance|Ex lovers|Love interest has issues|New blood|Dating difficulties|Personal problems|Unwanted interest|Spiteful enemies|Vile plots|Family drama|Strange mystery|Timeline crisis|Oh god why me!|Deathtrap delight|Loves pain|Unnatural excursions} Random love problems use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: OnlyModestLoveProblems [#{1d13} RandomLoveProblems] table: RandomLoveProblems [@Obsession] 2:[@RivalsInRomance] 2:[@FamilyDrama] [@ExLovers] 2[@LoveInterestHasIssues] [@NewBlood] [@DatingDifficulties] [@PersonalProblems] [@UnwantedInterest] [@LovesPain] [@VilePlots] [@SpitefulEnemies] [@DeathtrapDelight] [@StrangeMystery] [@TimelineCrisis] [@OhGodWhyMe!] [@UnnaturalExcursions] table: Obsession Love interest obsessed with knowing everything about heroes activities. Love interest obsessed with knowing heroes alter ego. Love interest obsessed with knowing heroes past and origin. Love interest obsessed with marrying the hero. Love interest obsessed with jealousy for heroes attention. Love interest obsessed with following hero everywhere. Love interest treats hero alter ego with contempt and as unworthy of love. Love interest concerned they are not worthy and depressed. Love interest tries to protect hero and deal with hero enemies. Love interest exposes self to threats unreasonably expecting rescue. table: RivalsInRomance An attractive rival becomes friends with your love interest. Aggressive competitive romantic rival challenges you constantly. An old same sex friend comes out of closet and reveals love interest in you. Inappropriate love interest has embarrassing crush on you. A childhood friend turns up with secret love interest. A lookalike of a lost lover appears and chemistry starts despite pain. An alien or otherworldly being has developed romantic interest. A stranger triggers dreams of being star crossed lovers in past life. An old friend or mentor confesses they always loved you. An enemy developed a crush and risks plans to be near you. Several love interests meet and quarrel publicly. Several love rivals create a contest to prove who is most worthy. Several love interests view another as a threat and team up to get rid of them. Love interest tired of waiting for commitment dates a jerk or enemy. Love interest injured by ex lover angered by interest in hero. Love interest has crazed admirer who tries to arrange death of hero. Super enemy of hero becomes admirer of romantic interest. Super enemy of hero kidnaps romantic interest to convince them of superiority. Someone builds a robot that becomes obsessed with heroes romantic interest. Villain adopts new identity to seduce heroes romantic interest. table: FamilyDrama Your love interest is possibly discovered to be a relative (or clone). Family do not approve of love and want to save you. Discovered children from past relationship. Your lover has family that hate super heroes. Your lover has a sibling who becomes obsessed with your love. A family member hates the love interest and tries to sabotage love. A frail dependent relative occupies love interests time. Love interest related to a super villain. Love interest has criminal, political or military family ties. Love interest family could effect your income or popularity. Family cultural, religious and nationality causes some family to disprove. Family member is a super villain goon for hire and closet full of coloured boiler suits. Family member has personal vendetta against super humans and vigilantes. A parent of love interests says you have to prove your worth to get their approval. A love interest's sibling becomes crazy for hero in secret or public ID. Sickly grandparent pretends to be sick to keep you apart because she hates your kind. Parent of love interest is mind controlled agent of an evil force and used as a spy. Love interest family have many criminal and corrupt members. Love interest has several members in a conspiracy breeding super humans. Love interest has family members who monitor strange phenomena for secret agency. table: ExLovers Ex lover turns up needing help or tied to evil plot. Ex spouse appears on scene to confuse matters and brings up messy divorce. Ex lover wants relationship back desperately. Ex lover become tied to super villain some how. Ex lover desperately in some trouble and needs care and help. Lover or spouse back from the dead with incredible story. Ex spouse of some relation to currant love interest and emotionally unstable. Ex lover tries to cause accidents finally resorting to attempted murder. Ex lover appears to warn away new love interest. Ex lover becomes BFF with current love interest. table: LoveInterestHasIssues Love interest takes up dangerous career. Love interest becomes a rising celebrity. Love interest attracts attentions of criminals or super villain. Love interest devotes life to charitable or political cause. Love interest being monitored by crime, conspiracy or government. Love interest charged with a crime. Love interest is threatened by someone and lives in terror. Love interest develops eating disorder as well as interest in quack therapies. Love interest deeply in debt and delusional. Love interest has abusive behavior possibly violent. Love interest becomes a drug addict or alcoholic. Love interest is corrupt. Love interest is a career undercover criminal. Love interest is an agent or spy. Love interest involved in secret high risk thrills. Love interest has multiple affairs. Love interest is shocked by event and suffers mental breakdown. Love interest is ill and needing difficult treatment. Love interest is revealed to be a bigot "but they might change!" (hero hater). table: NewBlood An attractive new interesting co worker or professional peer befriends you. You help stranger out who asks you out for drink or coffee. Attractive young person flirts with you lots. Attractive person needs to be rescued, promises to make it up to you. A celebrity admits to finding your hero ID atractive. Person you never consider admits awkwardly they love you. An attractive hero ID fan really would like to meet you. Meet person who is infatuated by you and is now your stalker. A charming sociopath serial killer worms way into your life. Hot mysterious person flirts, turns out later they are super criminal. table: DatingDifficulties Emergency comes up before date or meeting with love interest. Family, friends or co workers interfere with dates. Crime or accident spotted on way to or during date. Date asks you awkward questions about how hero spends time. Muggers try to rob you during date. Love interest expresses annoyance at heroes secretive and busy life. Love interest pressures hero for commitment like engagement or co habitation. Love interest tries to convince hero to adopt less dangerous and quiet life. A romantic rival or ex meets you while on date and makes awkward moment. Love interest makes public romantic gesture and devastated if not returned. table: PersonalProblems Love interest suffers temporary memory loss probably from injury. Love interest feigns illness to get attention. Love interest tests heroes resolve in relationship. Love interest develops a split personality. Love interest struck by disability and requires support. Love interest having crisis and goes to odd sanitarium for rest. Love interest needs a break and flies to opposite end of country. Meddling friends and family try to play cupid and put pressure on relationship. Love interest makes gift demonstrating commitment (house keys or ring). Love interests family make personal attacks and difficult to impress. table: UnwantedInterest Fans of hero swarm about them, both annoying and dangerous. Misguided fan throws self into danger for attention. Unstable fan attacks hero love interest. Powerful being appears declares hero a worthy mate to reproduce with. Villain tries to clone hero to be a worthy mate. Villain taunts hero with crimes in order to meet and seduce them. Media gossips and speculates on heroes love life and interest. Journalist stalks hero and villains try to make use of obsession. Spurned unbalanced former love interest becomes villain for attention. Powerful unbalanced being demands hero love them or inocents will die. table: LovesPain Love interest while on a date outraged hero seems distant and not really interested. Love interest keeps getting urgent calls and cancelling dates for work. Love interest outraged by a heroes opinion and blows it up into absurd drama. Ex love interest tells to much in public or online media making you famous as a jerk. Love interest seems to to only wants you for making babies. Celebrity or social media claims hero in relationship with someone the are not. Love interest sick with worry all the time for heroes well being. Love interest witness to crime or jury member in important case of mobsters. Love interest gets suspicious job offer. Love interest needs time out and goes on trip leaving only a few clues. table: VilePlots Enemy changes love interests age from under age or elderly. Enemy erases love interests memories of hero. Enemy uses mind control to steal love interest out of spite. Enemy reveals (or lies) that contact with hero is a health hazard. Enemy turns love interest temporarily evil and taunts hero. Enemy clones love interest and sets loose to cause trouble. Enemy offers love interest powers so they can be truly with hero. Enemy sends love interest back in time or to future. Creature released by enemy hunts love interest. Enemy tells insane monster the hero secretly loves them. table: SpitefulEnemies Evil demon seeks to torment hero through endangering love interest. Enemy apparently kills love interest but just a cruel trick. Enemy tries to make love interest jealous of friends claiming they are having affair. Enemy declares will kill your love interests. Gangsters kidnap heroes love interest to blackmail hero. Crazed fan lies about being heroes lover attracting enemies to kidnap them. Enemy makes hoax threats of danger to hero love interest to be a jerk. Someone makes false prediction about heroes love life to cause trouble. Fan fakes evidence of hero being love interest (Photoshop or a baby). Enemy fakes evidence that hero killed love interests family member. table: DeathtrapDelight Several love interests in deathtrap you choose between their life or mass desruction. Love interest taken and left in a deathtrap with time limit by villain. Villain uses love interest as hostage to force hero to serve them in a task. Love interest infected with horrible alien parasite that will kill host in time. Love interest parent actually encourages villain to get rid of hero. Villain decides will be heroes only one and threatens to kill heroes love interests. Villain uses an android replicant, clone or plastic surgery look alike to lure hero into trap. Villain sabotages love interests career and reputation with fake evidence. Assassination attempt by some means of hero while on a date with love interest. Villain intrudes on heroes dreams trying to influence them romantically. table: StrangeMystery Love interest turned into a creature. Love interest targeted by mysterious super assassins. Love interest secretly from a non human species. Love interest on the run from super villain or secret society or cult. Love interest is a living time bomb and if not contained in time is a walking disaster. Love interest is replaced by shapeshifter, android, alien or clone. Love interest is being mind controlled by someone. Love interest undergoes incredible image and style change over night. A non human entity declares you or love interest are it's chosen one. table: TimelineCrisis Clues from alternate possible parallel show you with surprising partner. Time travelers from oppressive alternate future are your offspring. Temporal assassins from possible future seek to erase you and love interest from timeline. New enemy from other timeline is evil version of your love interest. An evil version of yourself tries to replace you and steal your love interest. Time travelers come and give you a child you will have in future for safe keeping. A parallel version of your love interest seems more willing but has terrible secret. Love interest is a clone made by someone for a secret breeding program. Time traveler from future tells you to stick with current love interest no matter what. Time travelers appear to see if the chosen one convinced or born yet. table: OhGodWhyMe! Your lover didn't used to be human and came from a lab or spell. Your love interest is possessed by a being from another plane. Your love interest dies in your arms horribly thanks to an enemy. Your love interest carried away by mysterious enemies. Your love interest carried away from the earth. Your love interest meets and tames a powerful being, her presence keeps it under control. Your love interest is a super villain or changed into one or doesn't even know. Your love interest is a leader of a non human secretive civilization with many factions. Enemy made your love interest dangerous for you to touch or be near each other. Cosmic being tells you how your current love interest pans out will determine fate of the world. table: UnnaturalExcursions Unearthly being seeks a host body to be born in this world and impregnates someone. Creepy villain declares love for hero or love interest, if rejected cries then goes insane. Enemy with hots for hero love interest declares a contest to see who is most worthy. Enemy with love for hero or or love interest attempts mind control or drugs. Enemy impersonates hero and is abusive and cruel to hero love interest. Enemy spurned by hero love interest shrinks to micro size and moves inside their body. Hero struck by telepathic SOS message from unknown soul mate on another world. A strange being from beyond warns your love interest that hero is no good for them. Alternate universe self who lost love interest now wants yours and they seem nicer. Fantastically rich lonely creep offers hero or love interest power to fulfill desires. FILENAME: EMO_OSR_HomesForWeeFolk.ipt Header: Homes for the Wee Folk The wee folk live in tiny natural houses, quite often near human villages and rural farms. Some are well hidden or invisible to humans, others are blatant. The latter kind is best avoided as they are pretty well defended to be so brazen. Thought if they get along with locals and trade they might just be neighbors. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/06/d100-homes-for-wee-folk.html
prompt: Show me: {Specific Wee Folk Homes|Make A Home|Home Types|Neighborhoods|Defences|Household Size|Good Wee Folk|Neutral Wee Folk|Evil Wee Folk} Specific Wee Folk Homes use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAHome ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}& {align=='[|Evil|Good|Neutral]'}& {align} Wee Folk Home &
& Home Type[@HomeTypes]& Defences[@Defences]& Household Size[@HouseholdSize]& [|||Connections[@Neighborhoods]]& [@WeeFolkInsert]&
table: EvilWeeFolk {align=='Evil'}[@MakeWeeFolk] table: GoodWeeFolk {align=='Good'}[@MakeWeeFolk] table: NeutralWeeFolk {align=='Neutral'}[@MakeWeeFolk] table: MakeWeeFolk table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& [@WeeFolkInsert]&
table: WeeFolkInsert {align} Wee Folk[@{align}WeeFolk2]& Up To What?[@WhatAre{align}WeeFolkUpTo]& Allies[@AlliesOfThe{align}WeeFolk] table: HomeTypes In a giant mushroom with tiny door and window In a tree stump with chambers going into roots Inside a living tree stump In branches of a tree Inside a large rock formation Tiny little cottage Inside a bush Inside burrow of an animal Inside a [|hill|burial mound] [|Under a pond|On a tiny island] table: Defences Animal guard, an able fighter Animal friend, warns inhabitants Birds get help if trouble Cunning traps Has several potions Magical plant defenders Gods curse any who harm Invisible guardian spirit Magical guard construct Illusions hide home table: HouseholdSize Single and lonely[||, bitter] Single with {d6} pets {d3+1} unmarried[|||, with {d3} pets] Nuclear family of four with {d3} pets Extended family of {2d4+4} with {d6} pets Household of {3d3} mixed wee folk and talking animals table: Neighborhoods Is connected by paths to {1d3} other households Is connected by tunnels to {2d4} other households Is actually a village with {3d6} households Is part of a large hidden colony with a king and/or queen table: GoodWeeFolk2 Kind gnomes who help anybody Faeries Squirrel folk Rabbit Mushroom folk Sprites Mouse folk Mole folk Beaver folk [|Robin|Wren] folk table: WhatAreGoodWeeFolkUpTo Singing and dancing for festivities Singing and doing chores Performing rituals to thank nature Performing first aid on local animal friends Gathering and preserving food like nuts and berries Repairing or expanding home Receiving friends for supper [|Playing games|Performing in a band] Playing with local child and teaching them secrets Hiding from evil greedy adventurers table: AlliesOfTheGoodWeeFolk Bright elves Unicorn Giant eagle Wild dogs Good Tree man Forest Dwarves Kindly Wood troll Local villagers Firebird Faerie Dragon table: NeutralWeeFolk2 Forest Gnomes who help nature Rabbit folk Cat folk Frog folk Moss folk Brownies Raven folk Owl folk Rock folk Badger folk table: WhatAreNeutralWeeFolkUpTo Performing lewd fertility rites Beating a [|trapped|tied] enemy with sticks Having a drunken orgy Milking caterpillars Receiving a guest [|druid|elf|fairie] Placing traps to snare human hunters Seducing a youth they found in forest Buying a child off a parent Laying about in magic mushroom stupor Dancing around a fairy circle to open a gate table: AlliesOfTheNeutralWeeFolk Wood elves Halflings Druids Centaurs Satyrs Dryad and her thralls Stag man hunter Nature spirit Local hunters Were[|boar|bear] table: EvilWeeFolk2 Black hat gnomes who like poisoning wells Toadstool folk Rat folk Redcap gnomes who like to bathe in blood Fox folk Weasel folk Goblins Forest Imps Gremlins Mandrake folk table: WhatAreEvilWeeFolkUpTo Torturing a bound enemy Making poison in a cauldron Preparing spells to torment local farmers Terrifying a small crying child Comparing stolen loot Dancing naked covered in blood around mangled corpse Praising the powers of darkness with blood sacrifice Playing ball with a human head Making zombie animals for fun Planting weeds, thistles and thorns table: AlliesOfTheEvilWeeFolk Dark elves Hobgoblins Goat men Giant spiders Evil tree folk [|A forest giant|An ogre|An evil troll] A coven of witches A wight A wyvern A werewolf table: SpecificWeeFolkHomes Old tree stump with tiny door with a dwarf, otter and beaver having a tea party inside Door on a tree with black cap evil gnomes making a batch of poison for local children Huge fallen log with several doors inside a pixie a sprite and a brownie playing cards A tiny pond next to a tree stump cottage of a tiny frog man who likes to smoke and fish A door under some tree roots is home to several evil dwarves having a black mass A cluster of mushroom cottages with a band of pixies performing for local animals A cluster of tree houses with clothed swashbuckling squirrels polishing their nuts A pond with a tiny shroom house with a bathing nixie, becomes irate if spied on Tiny hut in bush where drunk goblins play spin the bottle with an intelligent pig A small bear and a monkey angrily trying to enter a gnome tree house A tiny lantern filled grove where fairies dance about mushrooms A tiny door in a grassy knoll, a badger in a dressing gown sips tea in the door way Brownies with watering cans tending flowers in a grove in front of a tiny cottage A sloppy tiny shack where goblins lay about eating shrooms with erections A tree stump table where an evil dwarf and weasel playing knife games A colourful mushroom manour with naked sprite doing house work inside A tiny grove where a stern gnome berates goblins for letting intruders in area Red hat gnomes building a tiny cottage for a fairy who squeals with joy Rabbits with tiny waist coats dancing about a maypole instructed by a brownie A rat a spider and an evil gnome drinking dark ale in a burned out tree hollow A cluster of tiny tents where hedgehogs cook grubs on forks over a fire A cat with a fiddle entertaining a giant cricket, a frog and a mole while eating stew A tiny stage in the woods for an insect cabaret with lady beetles and crickets Singing giant mice picking berries flee into their giant bramble bush cottage complex Weasels in teeny robes about to sacrifice a hedgehog on a pentacle carved in tree stump A door in a foxhole is where the local mr fox lives, local barnyard serial killer A creek with a tiny waterwheel cottage home of river rat family who are terribly nice A beavers dam complex where dozens cheerily work, they are a religious commune Tiny tree men and faeries dancing around an attractive glitter covered sleeping naked elf Dark forest dwarf shack where they are busy with prisoners in sacks they need to shank A fluffy bunny, squirrel and brownie in a mushroom house trying to to help a lost faun Band of small duck folk standing around pond trying to solve gruesome murder of a duck Several evil treemen about an old stone shrine plotting how to exterminate humans A dark elf child with his zombie farm animal pals torturing a tied up farmer A tent where an Imp a weasel and a dark dwarf camp in between murdering locals A toadstool patch actually a village of gremlins and their pet toads A grove of fungi where a tender goblin druid with his sickle cares for this garden Fairies playing with brownies who leapfrog over mushrooms laughing A hillock has a tiny gate house where faerie guards to an elfland through the portal Shambling shack with a light on distracts you from an evil mandake plant man A tiny village of toadstool men are performing evil rites to the fungus goddess A slimy fungi cottage in a pond a newt is serenading his love hiding in the house A robin, a leprechaun, a frog and cat telling bawdy stories in front of a door in a tree A kindly wood troll helping little folk repair roofing of their mushroom houses A hole in hill with an adorable tiny mining shack with several moles drinking after a shift Giant bramble hedge where mice and wren with clothing live in multiple cottages Brownies learning about love from an old satyr bard in his hollow tree house Village of sprites in mushrooms having a birthday party for a [|centaur foal|baby unicorn] A mushroom village of pixies with a charmed village idiot they stole from locals Faeries in a village hanging from tree branches all gathered around a human baby Pixies in hut playing with wild baby goats, pigs and other cute animals they look after Dark elf mother in hollow burned out tree with spider nanny and dozens of goblin brats A mossy glade hides dozens of moss men and their strange mentalist powers A worn stone circle is actually a village where rock folk mostly sleep between rituals Raven family with a cottage where humanoids hang humans in gibbets to die A village of raven folk tree houses where they train orphans to be warrior monks Owl folk cottages in branches where owls debate philosophy and giving quests Grove of bird houses where every dawn and dusk a fire bird comes and from his house Industrious badger burrows with doors, mining, working metal and making weapons Old badger with his moss woman and rabbit friend live in a pond side cottage House of a brownie, sprite and faerie teaching a lost child about wonderful faerie land Mushroom houses of brownies who run and hide leaving a {d6} changeling babies Frog men and rockmen village in stone filled swampy pond, training in martial arts Nature spirit becomes visible and pours flowers and fruits over fairy mushroom village Village of evil tree folk, squirrels and imps plot to torment local humans for the year Door in hill where quaint forest trolls have built sprawling cottage for mixed wee folk kids Red hat good gnome village having celebration for ancient treeman guest Black hat evil gnome village summoning imps from the netherworld to alter reality Small shroom house looks like a gnome but is a redcap - turns from a gnome to an ogre Green hat tree gnomes in front of tree homes brewing up potions to awaken trees Druid sacrificing a dog to a mixed group of animals and wee folk who start to prepare it Mixed wee folk village celebrating a dryad and her enterage of charmed humans visit A huge fallen tree cottage is home to jolly wereboars and their dozen children An old bear, a newt man hunter and a forest drake live in a cave together Foggy remains of destroyed tiny shroom cottages guarded by a willo-the-whisp Outside a tiny shack with iron stove live an imp, a fox, a weasel and a goblin gamblers Thousands of fairy huts in branches of trees like glowing fruit, mortals unwelcome Drunken halfling throwing his weight around in a mushroom village of mixed wee folk Pixie mushroom house where household are treating boar wounded human hunter Hobgoblins and goatmen serve dark dryad and her evil faerie friends in their tree house Evil spirits materialze in toadstool imp village to advise their war on humanity Cave of young fauns being tutored by a brownie and a badger in life's secrets Craggy rocks with many holes and thorn bushes home of plucky mouse settlers Tiny shack where hedgehog and blackbird live with mementos from their adventures A treehouse belonging to a harpy and her tree imp friends who plan evil deeds A tribe of savage forest octopi folk holding druidic rites in woven communal tree nests A cobwebbed grove with dark faerie toadstool houses, above them lives their spider god Creepy pond where a kelpie her frog and goblin servants live in a shack Several dark faerie live in a shroom cottage on a crypt of a banshee spirit Sprite and a frog co habit under a creek waterfall in a mushroom outraging their families Frog mushroom village around a pond having an inspiring sing song Nixie a pixie and a brownie by a mushroom cottage run a small shop peddling supplies Goblin brothers lounging on porch of their shack built on a cave mouth busy drinking A wicked gnome and her spider consort live in a battered old mushroom house Several wicked imps hold an attractive elf prisoner inside a tree awaiting a ransome A clan of giant bat riding small goblins live in tree nests built from guano A tiny door leading into a hill is entry to a tap filled kobold mine A cave mouth with smoke pouring out is home do dark dwarf smiths trade in weapons Witches coven cavorting with goblins, cats and imps in toadstool grove Old hag telling stories to young goblins, dark elves, rats and spiders in a cave shack
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largando · 6 years
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FILENAME: EMO_OSR_WeirdDungeonIdols.ipt Header: Weird Dungeon Idols Idols are common in dungeons and often dedicated to obscure cults unfamiliar to adventurers. Occasionally you even find a good one sealed away or used as a trap or semi-defiled by evil. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/12/d100-weird-dungeon-idols.html
prompt: Show me: {Specific Weird Idols|MakeAnIdol} Opt1 use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAnIdol ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Type[@IdolType]& Religion/Purpose{purp}& {c1=='Decoration'}{c2=='IdolDecoration'}{c3=={1d2}}[@MakeRow]& {c1=='Nearby Art'}{c2=='IdolAccompanyingArtworks'}{c3=={1d5-2}}[@MakeRow]& {c1=='Sacrifices'}{c2=='IdolPopularSacrificesOrOfferings'}{c3=={1d2}}[@MakeRow]& {c1=='Security'}{c2=='IdolSecurity'}{c3=={1d2}}[@MakeRow]& {c1=='Magical Powers'}{c2=='IdolMagicalPowers'}{c3=={1d2-1}}[@MakeRow]& {c1=='Idol Enjoys'}{c2=='IdolEnjoys'}{c3=='{1d2}'}[@MakeRow]&
table: MakeRow {option=='[when]1>{c3}[do]1[else]{c3+1}[end]'}& [#{option} MakeRow2] table: MakeRow2 1:\z 1:{c1}[@{c2}] 1000:{c1}
[!{c3} {c2} >> implode
]
table: IdolType Ancestral [|god|spirit]{purp=='The great ancestor watches all and judges you all'} Elemental being{purp=='Brings power from other dimension'} Monster or evil god{purp=='One of the great evil powers of the world'} Obscure strange cult{purp=='Strange cult, little known about purpose'} Dungeon spirit cult{purp=='Dungeon is alive and demands sacrifices'} [|Monster Hero|Evil saint]{purp=='A past evil doer is revered as a hero'} Beast Spirit Cult{purp=='Evil version of a animal cult'} Diabolic{purp=='Lawful evil idol dedicated to devils of hell'} Demonic{purp=='Chaotic evil idol dedicated to demons of the abyss'} Great Old Ones{purp=='Dedicated to pre human elder horrors'} table: IdolDecoration Gem Eyes [|Gold|Silver] leaf Annointed with [|oils|blood] Wrapped in cloth as if clothing Wears a [|crown|necklace] Sits on a pile of skulls Creature skin draped over like a cape Lit [|candle|stove|lamp] before it Carpet with exotic mythical patterns [|Painted|Made up with cosmetics] table: IdolAccompanyingArtworks Mural on walls depicting mythology Tapestry depicting patterns and mythology Candelabra of exotic design Braziers burning strange scented offerings [|Book|tablet of stone] before idol Tiny [|statuettes|dolls] arranged before it Musical Instrument used in ceremonies Ornamental bowl with [|oil|booze|unholy water|blood] [|Weapons|Tools] in rack, often used for ceremonies Small separate altar for sacrifices table: IdolPopularSacrificesOrOfferings [|Incense|Essential oils] [|Meat|Guts] [|Blood|Rendered body fat] [|Food items|Drugs|Booze] [|Hearts|Brains] [|Coins|Semiprecious stones] [|Skulls|Bones] Small animals Humanoid Corpses Weapons table: IdolSecurity Fake treasure, [|cursed|poisonous] [|Trap|Alarm] activated when offering touched Curse spell on any who touch it [|Fear|Confusion] spell on any who touch it Magic mouth scolds anyone touching it disrespectfully Illusion Spell guards it, tries to scare away intruders Magical damage spell guards it Monster guards it Evil [|priest|shaman|cult hero] guards it Protective spirit guards[|||, animating it] table: IdolMagicalPowers Heals supplicant if sacrificed to Blesses supplicant, usually before battle, for sacrifice Causes weird dreams if slept near Aids in communion with the dead if a corpse is lain before it Grants a petty minor mutation once Used for simple Y/N divination for sacrifice Makes warriors who sacrifice go beserk during next battle Protection from [|Good|Good|Good|Evil] for sacrifice [|Purifies|Creates] [|food|drink] if sacrificed too Creates a [|skeleton|zombie|] if sacrificed to table: IdolEnjoys Acts of sadism and torture Lewd dancing Sexual performances Sacrificial murder [|Chanting|Singing] for hours Offerings left for it Acts of [|betrayal|injustice] Unspeakable oaths to perform vile acts Humiliation of slave or prisoner Self-mutilation table: SpecificWeirdIdols Crude idol of rat god with 2000cp arranged in in neat pile before it. Squat gjade idol curses any who touch with jealousy and paranoia. Vampire ancestor idol worshipped out of fear of the dead. Squid demon in green stone that causes nightmares. Death cult idol used to speak with sacrificial victims for information. Bat idol to attract bats to area some but some specialize in vampire bats. Insect god used to attract food or vermin to area. Fungus god idol attracts fungal blooms and mould to area. Jewelled eye demon curses any who steal gem with impotency. Gilded six armed snake demon emits narcotic vapours if dance before it. Idol to Xor the flesh god rewards devotion with chunks of bloody fresh meat. Scorpion idol if set off will grasp victim and sting if treasure touched. Dog idol will heal wounds if food offerings left for the dog goddess. Spider idol can call swarm of spiders if non believers touch. Dungeon Spirit idol will reset local traps if given offerings. Crystal ball idol with show horrible false visions of future. Dungeon pie shrine contains one magic pie sent by the dungeon god. Black lotus demon idol if lit emits narcotic vapours that cause dreams. Swine idol improves fertility if sex act performed in front of it. Demon idol will reward you with vision of desire if you sacrifice an eye to it. Worm god idol will brand forehead of defiler with rune visible to goblinoids. Succubi idol 5% summon a succubi if masturbated in front of it (or incubi). Satyr idol if given wine all worshiping will feel drunk for an hour. Sphynx Idol if gems crushed for it will answer a y/n question. Spirit lord idol if sacrifice accepted makes invisible spirits visible. Wolf demon idol if given a human heart or baby fat will make you a werewolf. Assassin Demon will drip poison onto a blade before it in a ceremony. Goat head demon if danced before it will heal worshipers a HP each. Orcus idol if sacrificed person to will arise as a zombie to guard the shrine (one only). Jubilex idol if sacrificed rotten food will vomit a tiny gelatin or slime monster. Hellcat idol will deliver prayers to lords of hell 5% chance will call a hellcat to help. Hellhound Idol if leave a human heart will 5% summon a hell hound to protect the idol. Elemental idol for sacrifice will call a elemental guardian spirit to guard it. Devil Idol will bless a weapon +1 for an hour for a blood sacrifice. Asmodeus idol if prayed to supplicant will be offered a wish for your soul 5% chance. Rakshasa Idol is worshiper sacrifices self is reincarnated as other creature 5%. Snake demon idol will show visions of sleeping serpent men location for sacrifice. Rat shrine if bowl filled with milk will make rat beings ignore you for a day. Elf shrine if offerings left will prevent faeries pranking you for a d6 days. Black dwarf idol if fed iron will sharpen a weapon +1 for first blow. Fire demon shrine if offerings burned fire will stay lit for a day. Phallus Idol if sacrificed to will increase fertility within next full moon. Blood Goddess for cup of blood will make dagger +1 until hits. War behemoth demon will give +1 STR for a hour if victim burned alive. Black crystal trapezohedron will summon shadow if covered with a cloth. Head hunter demon will grant +1HP for a day for every head you sacrifice to it. Ice Toad Demon keeps food and flesh fresh if kept nearby. Salamander idol 5% chance of calling a salamander if incense burned in brazier. Raven Idol if offered eyeballs might give you vision of what you seek 5%. Black skinned aroused demon idol, if genitals kissed get +1 next saving throw. Naga Idol if left food and wine will grant +1 on your next saving throw. Ugly toad demon will call random encounter if area touched by non cultist. Strange idol of the render of veils if human sacrificed gives vision of another plane. Fly idol crawling with flies and maggots which swarm at any who try to damage it. Dragon idol will accept coins in slot and will breath burning hands on any theif. Angry sky god will shocking grasp any non believer who touches it used as cult test. Troll demon idol, human flesh eaten before regenerates wound with disgusting lumps. Reptile demon idol if bathed in blood a recently missing limb will regrow over a month. Cyclops demon if one eye sacrificed to it user gains infravision 6" range. Vulture god idol if fed human meat will grant +1 WIS for a d4 hours once a week. Water demon if victim drowned before it will 5% chance become invisible as spell. Hungry Giant idol if own flesh served to it d4 HP will grant +1 STR for d4 hours. Ogre Mother demon if fed treasure gives 5% chance of remove curse. Crude monolith with hole for severed head, 5% chance will speak to spirit of head. Eunuch demon if you sacrifice your genitals to it gain +1d4HP permanently. Peacock-horse demon if valuable incense burned will clean and repair your clothes. Lioness demon if fed human blood of a prisoner it will grant +1HP for the day. Fish god idol if given gold or human flesh will make next fishing better for a day. Ape demon idol if you stab yourself with dagger before it grants +1 STR for a d4 hours. Faceless demon idol if you sacrifice a HP to it your shadow will rise from your corpse. Demon idol if self torture before it get 5% call a lesser demon per day. Lava demon if fed d4 HP of your blood -1 fire damage per dice for d4 hours. Lamprey Demon if fed d4 HP of your blood will give you visions of when demons ruled. Star Demon Idol if human sacrificed to calls a byakee from space 5% to serve till dawn. Dungeon Spirit Idol will summon a spectral hammer to fight intruders for 2d4 rounds. Orc ancestor spirit if anointed in blood allows you to dream of any orc ancestors. Famous Evil High Priest idol if swear to it gain protection vs good 1 hour once per day. Hunter god if fresh skeleton left for it grows a new animal 5% of the time. Shaman idol if fast before it can commune with a ancestor after d4 days hunger. Zombie god if you sacrifice a HP to it you become a zombie on death. Tentacle eye thing idol will drip nutritious slime to worshippers who flog themselves. Frog god idol if you lick it will cause a d4 hours of nightmarish halucinations. Chaos mutant idol will grant a lesser mutation once if a 1HD being sacrificed. Insect demon idol if fed well will guard shrine area with a insect swarm. Shrieking Fungus Demon will scream if non cultists enter the shrine room. Cave god shine if evoked with ritual will give 6" infravision and make you an albino. Tick demon idol if fed a drop of blood will keep all lice and parasites away for a day. Mummified hand idol will bless true believer for an hour or curse false believer. Shark idol place hand in mouth as test of faith, will bite for d4 damage pleasing the god. Crystal demon idol will contact other plane if you sacrifice a INT point. Slug demon idol for a sacrifice of beer will gather a pound of delicious slugs to eat. Trilobite Demon if given blood will increase AC +1 for a d4 hours once a week. Centipede Demon idol if fed meat will gain +1"Mov rate for a d4 hours. Horned Devil idol for a piece of silver will burn like a fireplace for d6 hours. Efreeti Idol if fed blood will make your next urine highly flammable like alcohol. Djinn Idol if given maiden tears will cover nearest 6" radius area in fog for an hour. Dinosaur demon for a d4 HP per day will make dinosaurs less interested in eating you. Troll Idol shoots a magic missile at anyone uttering swear words or foul language. Farmer Idol keeps elves and fairies away if offering of pubic hair burned every day. Shoggoth Idol allows wielder to call long hidden sleeping horror 5% per week prayer. FILENAME: EMO_Hell_Sewers.ipt Header: The Sewers of Hell So the Sewers of Hell are a sort of interconnection to all the proper layers of Hell, the Hell's Boiler Room, and even to the sewers of the mortal realms. It's not formally a place of torment but that does happen too. The Sewers can be an alternate way in and out of Hell but can also be worse than systematically passing through Hell legally with a passport. Mind you, the gates and ferrymen of Hell have some pretty terrible fees so the Sewers often seem like a decent alternative. Plenty of renegade devils will offer to show you the shortcut to the next level, then leave you in an eternal maze of shame and filth. Hell's Sewers offer a higher level adventure into the sewer setting. For more about Hell, refer to EMO_Hell_General.ipt. For more about sewers, see EMO_OSR_Sewers.ipt from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/09/sewers-and-cesspits-5-sewers-of-hell.html elfmaidsandoctopi.blogspot.com/2017/12/sewers-and-cesspits-6-into-under-dunny.html
prompt: Show me: {Sewers Terrain|Sewers Dressing|Sewers Wonders|Sewers Hazards|Common Sewers Encounters|Uncommon Sewers Encounters|Sewers Monster Decor|Manhole Lids|Liquids in Hells Sewers|More About Sewers} Sewers Terrain use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& {init=='[@GetInitials with {$prompt1}]'}& {note=='[#{init} GetNote]'}& [when]{rep}=1[do]{$prompt1}{note}
[end]& [@{choice}] table: GetNote type: dictionary default: \z LISH: Sewerage problems of the surface world are the least of your problems. Rivers of hell frequently flow through also. Sewerage is still most common, though, 4-in-6 times. table: SewersTerrain [when]{rep}=1[do]Nothing yet![end] table: SewersHazards Green slime growing over sewerage hard to cross but peacefully grazing. Flash flood of sewerage. Devil magistrate with guards holding trials to see who may pass onto the next level. Badly wounded unconscious angel half drowned in filth. Hoard of mindless least devils gibbering migrating en mass along walkways like river. Gibbering lemurs swarming across walkways and the water. An altar to a lord of hell if not acknowledged will attract an encounter. Olive slime and zombies growing in area. Yellow musk creepers and zombies. Fery with a ferryman daemon awaits coin or organs to travel by waterway. Wrecked boats litter shore line possibly some repairable. Crumbling stone bridge with gargoyle guards. Rickety rope and wooden bridge damp and slightly rotten over rapid flow water. Several ropes over water with rats crossing on them. Scaffolding bridge over waterway used by kobold repair crew. Plague miasma cloud flows through tunnel. Area filled with flamable gas easily ignitable. Area filled with low oxygen require save or black out. Fog fills passage way making visibility poor. Stinking cloud floods corridor save or must flee while vomiting till outside plus one round. Confusing fog fas save of suffer confusion. Frozen section with ice bridge of frozen feces and ice crapsicles hanging from roof. Giant ants busily removing a blockage. Kobold labour camp run by several petty devils working on rebuilding a substation. Bridge has collapsed into flowing sewerage. Rapid flowing waters partly overflow walking areas. Section of cave fishers like to hunt in this junction. Dilapidated shanty town with desperate mob of needy mongrelmen. Crumbling bricks under walkway. Walkway section of floor is a mimic that has fitted in the collapsed section. Slippery walkway easy to fall into waterway. Plesiosaur snaps at people near water way. Spawning giant frogs in water mostly too busy to pay attention to walkways. Plank over water filled with vicious rippy fish bubbling hungrily in water below. Kraken blocks the tunnel demanding treasure or sacrifices to pass. Temple dedicated to lord of hell over the sewer flow, greater devil charges quest to cross. Thin shaky wooden bridge with angry hungry troll living undeneath. Embankments and walkways formed of naked bound damned souls in stasis. Bored devils on suspended walkway fire muskets at travellers on paths for fun. Hands form in liquid sewerage grasp at feet of travellers on paths. Illusion of loved one calling you appears in flowing waste. Illusion of intact path or bridge tricking victim to fall into waste waters. Pacing sewer golem on path will swing at any who pass but not chase. Devil watchpost being attacked by dragon, possibly move past without attention. Sleeping hell crocodiles on banks can be passed with care. Dozing hell crocodiles in sewerage form a bridge across water if crossed quickly. Aggressive hell hippopotamus lurking in area will chase humans on shore if noticed. Banks covered in rotting corpses which might slip into the river of filth if disturbed. Piles of loose bones, unstable and might collapse into waters if disturbed. Shores crowded with damned souls who push and shove each other into filth flows. Burning sulphurous turds of devils are on path stinking up the place. Giant slugs are licking of the filth of brickwork and might notice walking meat. Boat of devils with muskets rowing down river looking for pests who don't belong. Walls have collapsed over the pathway leaving loose slope of rubble into fith. Hellish sewer gas on fire area filled with burning gas jets blocking passageways. Flame geyser shoots fire from the bubbling sewer pools. Surface of the sewer waters has burning patches of fire. Flammable gas fills corridor ready to explode violently. Sulphurous mineral secretions of wild colours encrust surfaces, fragile, crumble easily. Strange vapours and mists with eerie faces of the damned appearing in them. A flatulent devil wallowing in filth smiles as he farts stinking clouds filing tunnel. Imps hurling turds at passers by, some urinating on travellers flying over head. Block of solidified tallow probably from humans blocking passage. Giant mosquitoes hovering around, laying eggs on water, hatching from water larvae. Huge head size flies buzz about nipping and landing on travellers. A devil on a bridge demand soul or something horrible to pass or a bizarre contest. Black clouds of flies block vision, crawl in eyes, nose and mouth. Huge tapeworms revolting heads rise from sewer waters when meat tries to walk past. Huge devil with erection smiles creepily at anyone passing. Mounds of loose dirt, rubble and filth on banks full or giant rats with human faces. Giant squatting devil with diarrhea squatting over walkway. Piles of rotting plague corpses littered on walkway and floating in water. Water choked in rotting corpses with crocodiles feasting on them. Damned quack doctors offering strange unpleasant remedies and cures persistently. Giant sewer constrictor snakes coiled up resting on banks camouflaged as excrement. Drunken renegade devils drinking on banks throwing bottles at travellers. Damned artist colony painting and sculpting with feces and impressed by their efforts. Giant devil baby sitting on bank smearing shit on walls gleefuly. Sewer serpent forming a bridge over water, promises will let you cross. Damned merchant selling rubbish he has found in sewer furious if you don't like it. Damned dirty bandaged beggars swarming banks demanding food. Damned bandits demanding a toll. Devil renegades demand a toll. Devil renegade wants you to stop and listen to his treasonous plot against hell. Devils want you to judge which devils turd most impressive. Filthy sewer nymphs want sex waiting on pathway for men. Devil handing out treasonous pamphlets about unfair conditions in hell. Gambling damned insist you play some games with them but never satisfied. Ferryman will transport you around area for a few gp each. Ferryman will transport you to local layer of hell for a body part each. Ferryman will take you to any layer of hell for a willing soul. Devil offers to show you where to escape for a soul. Devil offers you illusionary delicious food actually feces. Locked portcullis gate over sewer exit. Fortified hellmouth with guards, exits sewer if they let you. Raft made of corpses with damned pilot offering to sail you out of here. Giant fly demons offer to take you to the mortal world if you let them implant eggs in you. Giant fly demons offer to take you to the abyss no charge. Fallen angel tries to trick mortals to damn themselves. Damned wizard with sewerage golem demands toll to pass. table: CommonSewersEncounters Fly demons looking for food and filth and sinners. Zombie sewer worker crew with tools ignore the damned. Orc warriors on a glorious pilgrimage to hell through these holy caverns. Bored Imp prankster follows party for a while or helps start fights. Gremlins with pet rats heroically attack or prank giants. Ratman war band hostile to humans. Small breed or ratmen, less hostile and willing to trade. Ratman chaos monks with foul brazier spreading plague miasma. Ratmen cultists led by ratman wizard-priest. Ratmen worshiping a demon rat cult idol forbidden in hell. Fly demon worshiping altar to fly lord. Devil Swine wallowing in filth and eating sewerage charm party to join them. Fly men feasting on sewerage while others caring for maggots. Rat size of a cave bear ferociously stalks victims and attacks at bad moment. Water weirds playing in the filth. Hoard of desperate filthy damned beggars want all your stuff. Lesser devil militia marching inspecting passports. Lesser devil atrol bored and willing to attack any outsiders. Rebel outcaste devil looking for possible allies against those who banished it. Erinyes devils looking for people to question and punish. Furious purple worm attacks from sewerage. Blood worms frolicing in the waste. Larvae crawling about on shore eating a turd 1in4 chased by an imp. Giant sewer octopus will eat anyone. Hellish giant carniverous sewer apes in a band attack. Witches hoping to impress masters in hell by attacking intruders. Savage sewer dinosaur wallowing in sewerage but hungry for manflesh. Goatmen warriors in service to a devil. Toadmen marching looking for unlawful intruders. Lizardmen troops on amphibious manouvers. Lesser devil tells mob of the damned they will be rewarded for killing intruders. Awful batmen searching for intruders in sewers. Filthy ogres wandering about feasting on sewer waste or victims they eat. Cave fishers in ceiling. Piercer colony clustered in junction. Chaos sewer otter men like to play with corpses in water. Flail snails gorging themselves on excrement. Giant slug grazing on filth but likes meat for variety. Giant centipede swarming area. Gargantuan demonic centipede. Tarrasque wallowing here in between being tormented by humans. Hell hounds hunting 1in6 have a lesser devil handler. A befouled styx devil in filthy robes demands gifts to pass. Sewer golem like a clay golem but grosser. Pigmen wallowing quickly grab weapons and charge at edible strangers in sight. Cultists on pilgrimage through hell. Filthy lost band of murder hobos no idea where they are. Filthy band of desperate murder hobos lost in hell will kill anyone for food or grog. A wounded outcaste lesser devil willing to trade information for food or healing. Filthy were rat cultists looking for victims. A medium devil inspecting sewer complex for unauthorised planar portals. A medium devil and lesser devil guards looking for some lost souls for a mission. A black dragon having a bath in filth and eating a dead hell cow. Hell cat is friendly and offers to be a servant to a party member. Death knight riding a nightmare searching for a particular damned soul. Night Hag on nightmare offers to take you home for a larvae each. Giant Frogs waiting in flooded walkway. Fire Toads wallowing in water but hungry. Fire Newts exploring sewers for territory for their race. Firenewt scouts on strider birds skirmish only and retreat to base. Orcs riding wyverns on patrol resting to eat somebody they caught in spitroast. Greater devil riding barge with lesser devil servants. Cultists with hellish mutations serving the fast track to become devils. Goblins bathing together on holiday will grab weapons if edible adventurers seen. Kobolds repairing brickwork assume the worst and start shooting with bows. Lesser devils on patrol with guns will be satisfied firing a few volleys. Lesser devils with hellhound on chain searching for a fugitive. Scorpion centaurs highly enraged looking to kill anyone they can. Giant crickets grazing on cave fungus panic and scream when intruders scare them. Giant sewer lobsters grazing on filth on shoreline become fiesty if food near. Giant sewer crabs picking clean shore line but crave meat most. Giant snapping turtle covered in slime aggressive ambush predator. Swarm of giant cockroaches mindlessly knock people over and release nauseating gas. Swarm of bluebottle hell flies blacken the tunnel many will nip anyone on the way. Giant robber flies sitting on edge of filth will attack. Giant mosquitoes (reskin stirges) lurking on banks. Giant sewer platypus (as bear but poison stingers and swim). Lizardmen riding dinosaur or giant snapping turtle. Murderous magic sewer dolphins with illusion of sweetness invite you to play with them. Kelpie will take form of a maiden or fine horse and try to touch victims to drag into water. Selkie wereseal extremely lost and wants to be free, possible love interest. Horrible giant weasel clan looking for food. Giant sewer owls hungry but night spare educated persons to talk to. Miserable sewer elves living among reeds and marshy bogs of slime. Sewer naiad attractive but filthy and hungry for love but diseased with swamp fever. Hellish blood elves looking for victims to murder to drink their blood. Mutants crawling with plague and necrotic mutations and parasites hat normality. Confused gang of thieves took a wrong turn now in hell hostile but might cooperate. Sewer workers looking confused and lost. Angel mad with wrath looking for any evil or damned it can punish with its fiery sword. Stench cattle drinking filth on shoreline will panic and stampede if spooked. Gigantic sewer sea serpent writhing through tunnel hungry for meat. Boat load of lesser devil marines in boat steered by styx daemon. Hydrodaemons wallowing in filth playfully frolicking feeling frisky. Evil naga and cult killers looking to plunder arcane knowledge from hell. Bearded devils with pitchforks angrily looking for outlanders to persecute. Earth elemental formed from excrement on the rampage about existing here. Pack of ghouls some with a legendary ghoul leader. Formarian giant bathing will arise hungry for meat. Pisco Daemons swimming in water looking for entertainment. table: UncommonSewersEncounters [when]{rep}=1[do]Nothing yet![end] table: SewersMonsterDecor [when]{rep}=1[do]Nothing yet![end] table: MoreAboutSewersOfHell [#{rep} MoreAboutSewersOfHell2] table: MoreAboutSewersOfHell2 1:Some particular Hells like the Swamp Hell or Plague Lands connect well here as does Hell's Boiler Room. As to escaping Sewer Hell, that should be hard. Easy to get in and more likely to take you backwards than forwards. I guess when players really regret it and don't want to come back in it's a sign they have been in too long. On the other hand, entering the Boiler Room might make them regret leaving the Sewers. 1:The Sewers of Hell have many damned, either trapped or trying to escape some other layer. The damned are mostly naked miserable humans. Many here are trapped awaiting transport to a fresh place of torment and many try to cross the sewer stream but can't until they have learned some lesson. The devils facilitate this with horrible trials and scenes of torment. The damned of course keep returning refreshed even if they seem to die; sometimes death just moves them backwards on the snakes and ladders game played out on the realms of Hell. Devils often refer to their damned charges as human effluent, turds and shits who deserve to be here. 1:The dressings tables are somewhat horrible decor to come across but is mostly harmless common scenery. The wonders are really horrible mind-scarring things; you have been warned. None of them automatically lead to fights but might if players want them. 1:Metal lids on sewer access plates all have occult sigils on them preventing certain types of devils or demons from accessing them, keeping them out or in. The metal rims covering the manholes are part of the seal and the seals are worth little without lids. Sometimes the lids and seals are mismatched making them mostly worthless. Removing the fittings ruins them so there is no way to remove them without ruining them. There are gates, grills and portcullises with the same properties but these are much less common. You might find something trapped in a dead end or in an area sealed in several places. You might even be able to trap an entity. table: ManholeLids Silver, keeps lesser devils out Iron, keeps lesser demons out Keeps non corporeal beings out like ghosts, astral forms, shades, fetch, etc Keeps corporeal undead out Keeps lesser devils, demons, daemons out Keeps the old ones out Keeps major demons out Keeps major devils out Keeps major devils, demons, daemons out Keeps elementals out Defective or mismatched lid and rim Keeps any natural plane-shifting beings out table: LiquidsInHellsSewers Lava Burning sulphur Revolting bile Boiling oil Boiling blood Boiling urine Diseased puss Acidic slime Maggots or snakes Mass of molten Lemures or writhing larvae River of liquid flesh with moaning faces Miserable moaning phantoms Molten lead or other metal River waters of Acheron - river of woe where souls cross to meet fate but neutrals sit on banks River waters of Cocytus - river of lamentation where frauds and traitors and unburied wallow River waters of Eridanos - the amber river at the the end of the world that traps victims forever River waters of Lethe - river of forgetfulness where souls are purged of memories River waters of Phlegethon - river of of fire, burning diseased blood where violent souls are drowned River waters of Styx - river of hate used for oaths, drinkers lose voice for seven years, destroys vampires River waters of Vaitarna - river of blood, vomit, pus, hair, fingernails with heaps of bones on its banks and mud of blood and flesh, full of leeches and crocodiles, surrounded by vultures and ravens with iron beaks (this bonus river brought to you by Hinduism) table: SewersDressing Old chains. Crumbling bricks. Air vents. Broken sewer pipes. Pipes running along passages. Bricks worn away by flowing water. Mass of slime covering everything. Glowing mushrooms. Glowing algae on wall. Capets of slimy mould. Clusters of fungus and mushrooms. Giant mushroom. Chained up corpse or skeletal remains. Chained up zombie or skeleton. Human skulls decorating walls. Iron barred vents at floor level just big enough for small humanoids. Minotaur skulls with sigils on walls. Small impish stone gargoyle statue set into wall. Large stone gargoyle, often in pairs by doors. Dripping flesh mass with wailing human face pouring down drain hole. Stone statue of cowering frightened naked person. Spectral phantoms moaning float down passage and through wall. Discarded human skin freshly discarded. Sounds of person screaming muffled from behind freshly mortared wall. Human bodies drift by in water. Fresh occult sigils painted in blood. Net across water filled with trapped human body parts. Human heads on spears, some old and rotten. Sulphurous burning turds that stink of rotten eggs. Flayed human skin nailed to wall. Mound of fingernails and pair of blacksmith tongs. Rusty old trident or pitchfork stuck in ground. Mutated corpse fused to suit of plate armour. Muttering naked madman oblivious to anybody else chewing fingers. Pile of human teeth. Stones in wall resemble screaming faces. Blood pouring out of drain into water. Pit full of drowned corpses. Pit full of snakes. Pit full of toads. Pit full of maggots. Pit of burning gas, occasionally great jet of flame comes out. Horrendous stinking flamable gas. Corpses with bleeding eye sockets. Archway made to look like laughing devils open mouth. Archway made up of stone skulls. Moaning faces appear on scummy froth on top of water. Burning swarm of rats running down passages. Zombie giant rats munching on corpses. A small devil shitting a pile of human eyeballs. Singing gremlins rowing floating turds down stream. Imps workers with tiny helmets and tools repairing a pipe. Imps workers with tiny helmets fixing a portal. Imp worker placidly eating a bowl of maggots awaiting his shift to start. Imps watching two hellish larvae fighting over a turd. Gremlins throwing turds at each other. Zombies moving liquid filth by bucket to upper level. Trail of bloody stools on walkway. Several devil swine in hog form bathing in effluent while imps scrub them with brushes. Some of the pipes running along the wall are biological and you can see something being pumped through by how they twitch. Water weirds playing in the filthy water surrounded by drowned corpses. A devil whipping naked damned making them walk into the filthy water and drink. A naked old man with eyes and toungue torn out feeling way through tunnel. Mostly submerged damned, heads usable as stepping stones to cross river of filth. Damned suspended by chains or in gibbets or cramped iron cages from ceiling. Rats eating skin off a body that flee when you approach, is eyes open and it begins to scream and runs around hystericly. Damned scrubbing floors wirg buckets of acid while a lesser devil foeman whips them. Lesser devils with bows gleefully hunting naked damned souls. Demon bounty hunters with chained lost souls, returning escapees to ordained prison in hell. The stinking filthy slime explorers walk through is body temperature. Puddles of vomit across walkway. Damned souls, naked experiencing explosive diareah and vomiting at same time begging for death, producing more than body weight in filth. Devils holding damned and pouring drain fluid into mouth with ladle and funnel. A plank with bottom holes over the drain with damned souls eternally shitting diareah, also they are emaciated and starving. Devils holding damned by feet and dunking heads into flowing drain. Damned squatting over drain eternally shitting strands of tapeworms. Devils spinning a wheel with a damned victim tied to it. When wheel stops particular devil squats and shits something horrible on them d6 1=flesh eating worms 2=acidic slime 3=burning sulphur 5=red hot coins 6=diarrhea if they get jackpot all the devils vomit on them. Devils stuffing various things in butts of damned with privy keepers tools d6 1=coins 2=live toads 3=red hot iron eggs 4=gunpowder and fuse 5=live bats 6=maggots. Devils chatting watching their larvae swim and curse each other in sewer. Devils hurling corpses of damned into flowing drain channel. A giant toad is eating the damned presented before it and devils evaluate damned attempts to explain their dark deeds before letting the toad eat them. Dodgy devils selling chained damned souls to demons in breach of hells protocols. Devils selling indulgences permits allowing you to be forgiven before you commit the sin, totally legit, printed on oficial looking wood block printer with oficial looking wax seals and everything. Devil selling damned souls with official looking documents, totally legit. Devil offering to amend your hellish passport of make new ones, not strictly legal but less trouble than dealing with real civil servants of hell. Devil offering to buy part of your soul only with not very complex interest system you can buy it back later, contract manual ony 8 fat volumes but will charge you to look at it. Devil looking for adventurers to assassinate a lesser noble of hel for a lesser wish each, has plan to get you in their palace risk free and everything. Devil selling magic items, mostly non cursed with mostly no unforseen side effects. Devil playing shell games with damned, each loser gets longer periods in various parts of hell. Devil selling baby Imps, hell hound puppies and hell kittens at this age they bareley are capable of swindling you out of your soul explains the devil. Hundreds of squat miserable figurines moulded from feces arranged by tunnel walls. Esoteric occult graffiti in blood all over walls that greatly offends literate older devils and demons. Area has boiling volcanic mud and sulphur deposits oozing everywhere from vents covering everything in stinking and boiling hot excrement. Mineral deposits of salt and sulphur have formed crust over the fluid and covered walkways in forests of yellow and white crystal. Mound of shroud wrapped plague corpses almost block passage. Devils caring for several larvae wrapped up in bundles and crying like babies, devil larvae sitters are at wits end on how to shut them up. Devils gambling over larvae in pit with cursed red metal coins. Giant purple worm peacefully grazing on filth in drains while devils try to milk liquid silk from the other end and not get crushed. Devils fending off fly demons trying to steal the devils larvae. A night had looking after young imps, telling them stories of the diabolic bureaucracy and its struggle with demons of the abyss, she might invite visitors to cups of tea grown in some other dimension. table: SewersWonders A great sinkhole has collapsed from above, semi exposed to sky and some city of hell, devil workers are whipping workers erecting scaffolding to repair the pit. Stacks of coffins spew from cracked open walls spilling plague victim skeletons and mummified corpses everywhere and damning the drain causing a backflow of filth. Huge drain flowing out to river of filth in underworld where hundreds of starving shades lap it up out of desperation. Huge torrent of fluid draining out to some ocean of hell. Huge flowing drain flowing out to some swampy region of hell. Ceiling collapsed leading up to the boiler rooms of hell. A huge coagulated boulder of lard has blocked the passage but looks like something has tried to burrow through. Forest of gigantic bones fills passage semi blocking the passage and waterworks but able to be climbed over. Gigantic turds size of haystacks flow slowly past some being ridden by lazy imps. Gigantic rotten body parts float by, left over from god wars in early days of creation. A huge severed head on side half blocks the drain, its eyes rolling and and silently muttering and spitting out filth. A battered and beaten giant sea god in merman form laying in drain, too big to escape, no longer cares about anything but might be up for conversation or request a message be delivered to the court of the sea king and to his family. Hundreds of orcs with huge net straining filth for interesting loot, so far they have found part of a pipe organ, a gods hand still twitching, dozens of giant lampreys and a giant sized manacle. Raft of bones driven by a ferryman daemon d4 1=looking for cargo 2=damned to next step of punishment 3=devils on a mission 4=adventurers. Huge chamber with dozens of huge pipes flowing filth inside, a giant skull semi submerged is a tavern were devils and damned relax. A depressed scarred whale with many harpoons stuck in drain. Ruined debris of smashed up houses and ships in a huge clogged chamber. A palatial villa built from semi sloppy turds and human bones, with the damned repairing it constantly while a devil swine sits on the heap directing them. A titanic sphincter in the ceiling occasionally dumping a river of filth into the sewer and raising the waterline. A great raft of damned manacled together forming a living bridge over the sewer with devils reminding them why they are here and occasionally stabbing them. A huge reclining devil bathing in filth while hundreds of damned scrub him using own removed scalps as brushes. he devil doesnt even notice them. A huge face emerges from the liquid filth eyes shut and mouth open, devils march endless stream of damned across a gangplank into the mouth. A hundred damned manacled to walls with wire cages on faces with rats inside gnawing off their faces each day, tended by devils and midget rat men. A mighty sewer kraken devil sits among wrecked ships snacking on the damned sailors it saves from drowning in the sewer water. Devils operate huge apparatus for synchronized drowning. Dozens of the damned at a time, with headstones chained to their backs, are dumped into sewer waters. Devils drive the damned back and forth over a broken bridge where a sewer plesiosaur snaps at them hungrily. Many dozens of the damned swim or wallow through sewer waters being chased by small devils riding horned crocodiles and yelling about how the damned chose this afterlife. A devil is forcing damned victims to swallow a chain which passes through them and is fed to the next, every time he reaches a hundred threaded he attaches a boulder each end and shoves them into the sewer waters. Chained damned with buttocks presented are force fed boiled demon chicken eggs and their farts are ignited by gleeful imps with flaming torches. Rakasha with butchers' tools are hacking up hundreds of damned joyfully and casting their still-living hacked-up bodied into the waters where crocodiles eat them alive. A great waterwheel with hundreds of damned tied to it turns slowly, dunking the victims under the waterline while devils cranking the infernal machine laugh. Devils directing dozens of damned to operate pedal-powered flagellation machines that force them to swallow sewerage if they stop. Devils whipping hundreds of chained damned, if they cry out harpies fly over and vomit or shit into their mouths. Hundreds of writhing damned with flesh eating worms crawling under their skin tended by imps. A hundred or so gigantic stone eggs, some broken, some leaking rotten muck, some explode if touched splattering rotten filth and gas everywhere. Large numbers of devil soldiers have made a checkpoint and searching damned, devils, demons and travellers plus checking passports. Looking for contraband, smugglers and unauthorised transit of larvae. Have built a wall and several stockades for travellers to wait in. Hundreds of naked damned having sex without joy on paths and wallowing in the channels of liquid, pay no heed to travellers. A great shambling statue of filth and human remains being worshipped by hundreds of naked damned, bowing and kissing its feet while being whipped by devils, many were priests when alive. Millions of flies cover every surface and dozens of fly covered damned run about in panic trying to see and breathe. A pathetic village built of excrement with villagers of damned going about lives but everything made of feces, their clothes, their food their tools. A titanic hairless she rat with a splendid crown and hundreds of breasts laying in filth suckles hundreds of damned, she looks very pleased. A great pit of filth is surrounded by a hundred kneeling worshipers praying while occasionally an eyestalk pops up to look or a tentacle grabs several and pull them below. Damned souls trying to lash together a raft of giant turds to cross to other side and hopelessly fail and ignore any travellers. Hundreds of drowning damned in liquid waste crying out for help while devils fish for them with hooked chains to murder and eat them. Hundreds of damned trying to escape flowing liquid filth but hellhounds snap at them occasionally biting off fingers or faces. Devils throwing fool's gold coins in filth with hundreds of damned jumping in after them fighting and biting to them. Huge devil head with open mouth in sewer water draining away most of the liquid. Damned sitting on thrones of filth being crowned and adorned with filth by devils mimicking the trappings of royalty, self important damned thrown in river of excrement after ceremony. Damned with huge distended bellies being force fed filth by devils in rows, ones that refuse to eat more get kicked in guts till they burst then fed to survivors. Damned in hundreds admiring faces in reflections in river of shit while devils flash sphincters and balls in their faces with damned oblivious to their efforts. Damned lounging around lake of filth carousing and fornicating with fly demons. Dragons bathing in filth and snacking on damned running in blind panic on pathways. A giant devil on all fours like a bridge between two walkways, with a river of sewerage in between. The damned are herded into its mouth looking human and come out as skeletons or shades or larvae. Other devils wait nearby to take them to their next fresh torment. A great wide flowing sewerway with damned trying to cross, hopping across gigantic turds but some are vicious but sleeping crocodiles that eat them if disturbedA. A river of damned are being herded by devils with barbed whips leaving them covered in open wounds into the sewerage channel. When they climb out other side their sores are swollen, pustulating, and worm filled. The devils are laughing at their freakish suffering. Two thin rope-and-plank bridges over a great sewer channel. Damned run across the bottom bridge in waves; the upper bridge has devils squatting, dropping burning turds and acid urine on the fleeing damned. Any who fall are caught by swimming crocodilian hell dragons. Occasionally devils stop traffic to fix the lower bridge. A line of damned await to cross a rickety bridge but first devils give proctological examinations pulling out toads, snakes, nettles, lobsters and other unpleasant things representing the sinners past crimes or just to make devils laugh. Diabolic custom house bridge span the sewer making damned wait for years with red tape, forms, searches, passport checks, interviews and indifferent hellish bureaucracy. A hundred damned at least wait in line. Swarms of damned carry tiny boats they barley fit in and try to cross the sewer while jolly flying devils shit on them from above sinking their boats. In order to cross over sewer on a thin long plank, damned must kiss the revolting butt of a devil, many cower away at last moment and are sent to back of the line for not showing respect. Horde of damned waiting to cross while devils make them sign false confessions to past sins and soul contracts before being flown across one by one. Whaling ship of blind damned hunt and harpoon a whale sized turd by accident and begin to harvest it. Devils in hundreds dressed as priests having orgy amongst a giant fountain of filth in the sewer channel. Damned in the form of goats with human faces on their butts herded across a tightrope over the sewerway and some fall in only to be sucked away by current. Naked damned swarming trying to cross a thin razor sharp sword bridge while devils pelt them with flaming sulphur turds that from a distance look like pretty shooting stars in the sky, many damned fall or cut off their hands or legs trying to cross. Cannons heard from the distance and see amany smoking mortars, bombards and cannons where devils offer to fire desperate damned over the sewer water to the other side. Most fall short or die splattered against the opposite wall or land shattered cripples unable to walk. Devils helping damned cross the sewer water by force feeding them boiled eggs and sauerkraut then igniting their farts shooting them haphazardly like skyrockets into the air some occasionally surviving the trip. Hundreds of blind sphincter face damned stumble about obstacles set up be devils who trip and abuse them as they did to the blind when alive. Many fall in sewer to be eaten by giant fish. A tightrope over a sewer channel where damned line up to cross, devils on otherside bend over spread buttocks and fire high velocity turds at them crossing, if they fall sewer sharks eat them and devil bros high five each other. Damned crouching behind rubble of broken structures and pipes trying to cross channel bridge while devils with muskets take pot shots any who break cover. Hundreds of damned building huge turd idol of false god who they prey will release them from hell while some passing devils chuckle. Hundreds of damned trying to build a bridge from feces over the sewer channel which keeps collapsing drowning dozens, crocodiles and sewer snakes keep snacking on workers to focused on labours to keep eye out for danger. Devils have built a bridge by lashing together living damned into a structure but the lower ones keep drowning and need replacing and the devils keep finding gullible volunteers from swarms of desperate damned on one shore. Swarm of damned keep trying to cross sewerflow but turd golems keep forcing them back and drowning them by holding them under the surface. Some devils making more golems on other side to replace ones occasionally destroyed or numbers of damned increase. A sprawling structure of scaffolding and turd bricks and garbage is the citadel of the rat men, who torment damned prisoners and prey to their demon rat god. A great black market with mostly devils, cultists, demon mercenaries, night hags, and strange monsters buying and selling illicit goods, larvae and damned slaves. A huge waterwheel that powers huge torture apparatus terrorising dozens of damned. Even the wheel has damned tied to it dunking them under the sewer waters. Devil foremen inspect the machine and refresh the damned who die or are sent to fresh torture elsewhere. Area frozen over with skating devils on the ice, enjoying themselves while damned huddling in masses together shaking. Many dead and frozen to lake surface while ice toads hop about snacking on the dead. Hundreds of devils relaxing swimming in the sewer, playing games, laying about, sleeping or eating picnics on shoreline. Damned scurry about serving them. Ship lands and gangplanks roll out with devils herding naked chained slave gangs out and free them into the catacombs. Ones that don't enjoy their freedom are beaten or whipped till they go. A hellmouth appears and opens releasing scores of naked damned into their new home. Devils tease them then close the mouth leaving the damned clueless and stranded. A giant devil squats shitting fresh damned souls out, and man sized devil midwives chase them away. Thousands of imps fighting, eating, socializing, tormenting the damned and cluttering up area with their diabolic antics. A hundred naked witches holding a grand sabbat fornicating, dancing, performing vile rites with their devil allies and familiars including goats, toads, cats and giant spiders. A great chamber rains damned from a pit above who splash into the sewer way and swim to shore before crocodiles or vultures eat them. Hundreds of coffins float down stream, some land and confused damned with shrouds step out wondering where they are. Goat men herding scores of damned on all fours. Some are drinking from the foul water way, others are licking feces from the brickworks of the shores for food. Some of the goat men are trading the damned others are slaughtering them to eat. Docklands with dozens af jetties where ferrymen daemons come and go, delivering devils and damned throughout hell. Occasionally a hydrodaemon or styx devil takes a non paying damned traveller for food or a slave. A warped and crumbling brick tower and farmstead buildings are on the shore of the sewer. It is one of the homes of a night hag staffed by her servants herding her larvae and stench kow cattle, nightmare pony and pet cockatrice. Her ladyship might see someone who offers a gift. A burned out old fortress built of stolen bricks made during a revolt of the damned none dare speak of now. All fear its reputation as a harbour against the lords of hell and none want names associated with it. Mostly quiet and free on sentient life but a few renegates or plotters hide here still. A tiny watch tower run by devils where patrols stop and messengers can rest for servants of the lords of hell. A crude stockade where visiting demons mercenaries and bounty hunters stay when visiting hell. They are very wary of acting on any usual impulses or traps or tests lords of hell might tempt them with so they oddly polite to explorers. A huge ornate stairwell going up but passage caved in long ago. A volcanic vent in sewer hear fills area with steam, bubbling sewerage, calcium deposits and cracked brickwork. A colossal pipe intersects a tunnel, occasional huge rumbling sounds and vibrations come from within, some use it as a bridge. Some one in huge tunnel section has painted huge portraits of lords of hell using only sewerage and horrible discharges found in drains, each portrait is several stories tall. A sprawling brownstone with columns run by an eccentric outcast devil is a museum of sewerage, displaying stools of titans and beings from across the dimensions as well as toilet designs, models of sewer structures and construction and statues of the architect devils who built this world between hells. The curator will let you stay as long as you look and listen to his tales. A crumbling collapsed tower bridge over a huge river of filth has signs of occupation. All kinds of outcasts, escapees, and renegades dwell here, and only monthly do devils kill everyone here nowadays. A bubbling pit of primal chaos intruding here with slimey mutant horrors guarding it. Pretty soon someone will tell Hell's officials and an army will come to destroy it. A huge tunnel with sleeping and lounging giants, many chained and others too big to leave, imprisoned here by the gods. Many offer cosmic secrets and occult knowledge in return for trivial favours. Wizards and troublemakers and spies of Hell come here. FILENAME: EMO_OSR_CityLocations.ipt Header: A-Z City Key I have done this treatment for several dungeon types and rural villages. I considered doing one per district type but my pen and paper notes showed too much repeating so one will do. The point is to use the key to populate areas rapidly with generic room types and variations. Especially handy for populating maps generated by this: watabou.itch.io/medieval-fantasy-city-generator from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/a-z-city-key.html
prompt: Show me: {Random|A Administration|B Barracks|C Church|D Dining|E Entertainment|F Farm|G Guild Hall|H House|I Inn|J Park|K Cult House|L Penal|M Market Place|N Vacant Site|O Health|P Common Shop|Q Rare Shop|R Exotic Shop|S Scholarly|T Waterway|U Underground Entry|V Vice|W Workshop|X Funerary Place|Y Charity House|Z Criminal Guilds|} Random use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /_/]'}& [when]{choice}=Random[do]& {choice=='[#{1d100} ChooseAny]'}[@{choice}_Desc]\n\n[@{choice}]& [else][when]{rep}=1[do][@{choice}_Desc]
[end][@{choice}]& [end] table: ChooseAny type: Lookup 01-04:A_Administration 05-06:B_Barracks 07-09:C_Church 10-12:D_Dining 13-14:E_Entertainment 15-17:F_Farm 18-19:G_Guild_Hall 20-30:H_House 31-35:I_Inn 36-41:J_Park 42-43:K_Cult_House 44-48:L_Penal 49-52:M_Market_Place 53-54:N_Vacant_Site 55-59:O_Health 60-64:P_Common_Shop 65-67:Q_Rare_Shop 68-69:R_Exotic_Shop 70-74:S_Scholarly 75-77:T_Waterway 78-79:U_Underground_Entry 80-85:V_Vice 86-90:W_Workshop 91-92:X_Funerary_Place 93-95:Y_Charity_House 96-100:Z_Criminal_Guilds table: A_Administration_Desc A Administration & Buildings used by governing bodies of the cities where laws of the city are written and made and records are kept. Adventurers needing deeds, titles, citizenship, warrants paid, bounties, dungeon claims, exploration permits, mercenary licences, all need to come here. table: A_Administration Public Hall - meeting hall for public discussions or common assembly Court House - where trials and court cases are judged often include cells Municipal Stores - government store house often for equipment, goods or food Custom House - where custom staff based who examin incoming and outgoing goods Record Hall - documents of deeds, marraiges, births and deaths and other documents Tax Collector - tax collectors, records and counting house Council Chambers - where city or ward council meet Clerk Office - office of city where bureaucrats work their magic Planning Office - city planing and development often with maps and models of city Palace - palace of senior officials and rulers table: B_Barracks_Desc B Barracks & City armed forces buildings where militia and army are are based and work from. City will often have a militia, town watch, military and sheriff office connected to courts. A sheriff servers the court and has two bailiffs each with two beadles who aid him. Militia are semi paid local volunteers for defence and public order. The watch patrol by night and are often paid for by local businesses to enforce curfews. Military are permanent regular soldiers for attack and defence in war. Secret police are inteligence agents seeking spies and traitors table: B_Barracks Guard Post - small cell and several watchmen based Gate House - controll entry into a court or district with gate, guards and murder holes Guard Tower tower - watching or bigger with guards and cell incide Recruiting Hall - office where men offered boots and daily meat to join armed forces Drill Hall - hass where men train and march and assemble in Armoury - where armed forces store and make weapons and armour Militia Barracks - dormatories for armed forces, mostly halls with a dozen bunks Militia Office - office where local militia directed from by sheriffs and bailiffs and beadles Secret Police Bunker - where secret police based with cells, dungeon and sewer entry Fortress - fortified defencive structure possibly holding some goods or important point table: C_Church_Desc C Church & Religious buildings made by various church organisations and cults. Every block has some religious structure. Many act as administration for ecclesiarchy of various faiths. Religions are quite competitive for attendees and buildings. City encourages church charity and tax breaks. table: C_Church Templar Hall - templar barracks where they live, prey and store banking records Hermatige - where pilgrims, monks and hermits live or stay in barracks Holy Monument - statue, fountain, symbol or idol dedicated to a god or saint or hero Monastery - where monks live and work often some industry or scriptorium or winery Inquisition - where investigators of witches, demons and foul spirits based Reliquary - where religious treasures and relics kept for pilgrims to visit for a fee Seminary - school where clerics and priests trained by religion Shrine - small often roadside holy place often attended by a young cleric Temple - larger church with worship for 12-people inside run by many priests Cathedral - huge church towering over city 100+ church staff and 1000+ at a service table: D_Dining_Desc D Dining & Common eating areas for all kinds of food and drink popular with many citizens with no kitchen at home or travelling or just rich enough to eat out. table: D_Dining Street vendors - stall, stand or pushcart offering cheap common snack food from a cp Snack bar - counter selling popular snack items often with a specialty like pie from 1cp Greasy Spoon - Small eatery for common workers who are regulars from 1cp Coffee House - exotic, fashionable places with literate and bards meet from 1sp Tea Room - exotic place for intellectual discussion over mystical herbs from 1sp Canteen - common mass eatery for workers of a single trade like clerks or sailors 1cp Ale House - cheap place to drink often with games or entertainer with no meals 1cp Tavern - common drinking and eating place with a good night out for both from 1sp Restaurant - where wealth and sophisticated persons eat and ponder from 1ep Feast Hall - where groups come to celebrate with all you can eat and drink 1gp table: E_Entertainment_Desc E Entertainment & Popular sports, games and performances keep the masses happy but are also hotbeds of vice and rebellion. Popular with all classes and visited by secret police often. Prices from 1cp common 1sp merchant class 1gp for noble. table: E_Entertainment Theatre - large hall for performances with large boisterously drunk audiences Fighting Pit - small cheap grubby stadium with are for men or animals to fight for money Gladiator Pit - fancy large facility for state spectacles of slaghter for the well off Music Hall - huge hall with band for mob to sing and watch popular common performances Opera House - huge ornate theatre for nobility but some abandoned and ruined Amphitheatre - large ground for races, sport events with covered raised seating Dance Hall - large hall with band, dancing and dancing troupes performing Side Show - cheap stalls and tents with carnies, freaks, games, gimicks and scams Speakers Corner - stone blocks where various people speak to locals on various issues Odeon - hall where singers and poets perform works for civilized audience table: F_Farm_Desc F Farm Buildings & Even in the big city agriculture dominates life and there are many work opportunities for farmers in the city. table: F_Farm Stables - where horses bought, sold and kept with various qualities Granary - where large stores of grain kept under guard Grain Mill - mill where grain ground into flour for bakeries Barn - for storage of animal feed and other farm animals in stalls Piggery - where city waste and sewerage is fed to pigs Feed Market - where animal feed sold Farmers Guild - where farmers meet and display goods Farmers market - where farmers sell goods to commoners Livestock Market - where animals in pens sold and suctioned Bird House - great house where birds kept for ornaments, messages or food table: G_Guild_Hall_Desc G Guild Hall & Various buildings of trading and crafting organisations of the city. They meet, drink, feast and maintain industry monopolies and protect members. Some act as banks, pension funds, bulk buyers and other uses. Some even have retirement homes and widows and orphans homes. table: G_Guild_Hall Artisan Guild - craftsmen of various specialisation guilds Adventurer Guild - dungeon looting adventurer clubs Mariners Guild - sailors clubs and ship owner and navigator guilds Mercenary Guild - various mercenary company barracks and offices Trader Guild - small local traders, stall holders and shop keepers specialties Merchant Guild - trade companies and houses who freight bulk good across land and sea Magical Guild - specialist magician schools, clubs and secrts Trade School - school run by guild to train students often a sweat shop for orphans Post Office - carry messages by runner, horse, bird or sea Banking Office - pure financial organisations exchange or loan money and goods table: H_House_Desc H House & Where people live (with likely number of residents) table: H_House Shack - a cramped one room building made from recycled garbage 4-10 Cottage - quaint often d3 room wood and plaster common house with thatched roof 1-12 Tenements - crumbling single room flats, substandard construction and bad health 1-8 Apartments - huge multi story buildings with small rooms and often no stoves 1-6 Homestead - multi room house for a family often with a shopfront or a business 1-12 Townhouse - pleasant courtyard house with multiple levels for a family and slaves 12-30 Fortified House - manor house with easily fortified windows, lookouts and entries 12-50 Community Hall - where locals hold community events, meeting and entertainment 100 Penthouse - fancy apartment building with owner usually on top floor in best one 12-30 Mansion - a sprawling huge house complex for a extended family and servants 20-200 table: I_Inn_Desc I Inn & Temporary accommodation mostly for travellers of various quality. table: I_Inn Flop House - where drunks, drug addicts and homeless stay 1cp Boarding House - cheap common house with board and meal most have curfew 2cp Lodging House - nicer common house with larger rooms ans service 1sp Dormitory - mass housing often for industry, cramped and filthy 1cp Messenger Station - where traveling messengers stay and refresh and pass on news Caravan Lodge - where traveling caravans stay with animals and workers Hotel - large place with quality rooms and stables 1cp floor 4cp or 1sp or 1gp for rooms Coach House - where travellers using coaches stay on travels between trips 2-4cp Student Lodge - where students establish cheap housing many bawdy and vice ridden Guest House - rental house with servant for more substantial travellers like merchants table: J_Park_Desc J Park & Various parks in the city for various purposes. Many are enjoyed by locals and urchins. table: J_Park Military Monument - statues, graves and other monuments to past wars and battles Religious monument - collection of shrines and religious statues or monoliths Civic Monuments - monuments to civic leaders and organisations Plaza - open area often with stalls where people meet and socialize Hedge Maze - often overgrown thorny mazes often where homeless or stray animals hide Botanical Garden - park with interesting trees and flowers sometimes foreign or huge Zoological Garden - park with exotic animals caged for scolars and popular entertainment Fountain Garden - park with expansive water feature often a common meeting place Fairground - common fair and carnival events held here Common Green - common area for various seasonal events, markets and recreations table: K_Cult_House_Desc K Cult House & Buildings built or operated by evil insane cultists, quite common in the city, remnants of ancient evil table: K_Cult_House Witch House - where witches do or once lived, creepy with strange secrest Cult shrine - where some cultists meet to revere a idol or shrine in secret Cult warren - mess of interconnected shambling buildings turned into a cult nest Cultist House - old large house where cult live and meet serving the master of the house Secret Lodge - secret fraternal order or men's club meet to mostly drink Monster House - house occupied my dangerous creature and avoided Demon House - house known for evil, murder and wickedness, mostly ruined Cursed House - sinister empty house where something happens to every resident Haunted House - old empty house where the dead drive intruders away Black Lodge - evil wizard school entry where demons teach black arts table: L_Penal_Desc L Penal Buildings & Prisons are quite common and specialized. Also include buildings for state punishment of all kinds. They can be quite small but most overcrowded and cruel. table: L_Penal Debtors Yard - where those who cant pay bills are worked in sweatshops to pay Jailhouse -common prison often divided into seperate classes and standards Torture Chamber - place where authorities torture confessions from victims Asylum - where disabled and mentally ill or troublesome are locked up Oubliette - tiny confined prison built into wall or tower for single inmates for years Execution Point - a block for public beheadings, hangings, disembowelment Punishment Block - a block for floggings, gibbets, stocks and mutilations Star Chamber - where secret courts drag prisoners for questioning Lords Prison - important prisoners kept in luxury quarters under contract for ransoms Prison Hulk - a ship left afloat with chained up overcrowded prison table: M_Market_Place_Desc M Market Place & Many specialized markets are inn the city table: M_Market_Place Street market - common mixed goods from stalls and traders Artisan Market - for guild approved fine craft items for the rich Craft Market - for ordinary craft goods for commoners Spice Market - where exotic food flavouring herbs and spices sold Slave Market - where live prisoners sold for sale and kept Goblin Market - where goblins sell strange fruit, fungas and strange stuffTreasure Market - where exotic found goods like old coins and dungeon loot sold Black Market - where criminals sell illegal and stolen goods without proper tax Fleamarket - were second hand common household goods and trinkets sold Fish Market - where seafood brought in by fishermen live table: N_Vacant_Site_Desc N Vacant Site & Places have been abandoned and ruined by neglect. Such places often used by children, gangs and the homeless. table: N_Vacant_Site Squat - ruined building filled with homeless people possibly paying rent to criminals Shanty Town - collection of shacks and tents on empty or ruined plot for desperate poor Homeless Camp - with neat rows of old tents and some clergy bring food for homeless Empty Lot - empty grassy lot with some trash and potholes and rubble Abandoned house - damaged empty old house often occupied by someone in secret Building Site - slow building side with scafolding, stacks of bricks and builders Ruined factory - old industrial building like workhouse with remains of machines Ancient Ruins - ancient walls and rubble with carvings and other signs of ancients Garbage Mound - lot full of trash and garbage possibly run as a second hand shop Rubble Heap - mounds of rubble from long collapsed building and dumped here table: O_Health_Desc O Health Building & Various services for bathing, laundry, hygiene, first aid and healing. table: O_Health Sauna House - a heated steam house for people that like to sweat Bath House - small wash house where common folk pay to be washed Apothecary - selling medicine made by alchemist or a complete charlatan Public Bath - large public pool where people meet to be sociable and bathe Barber Shop - common for shaves and hairstyles but also first and and dentistry Holy Spring - place where special spring flows into sanctified holy belonging to a church Wash House - where laundry washed by commoners usually filled with washer women Laundry - a commercial laundry complex serving well off and better hotels Churgeon - a private healers house mostly with private clients Hospital - a large complex for the sick often maintained by clerics for a church table: P_Common_Shop_Desc P Common Shop & Everyday shops as used by commoners table: P_Common_Shop Butcher Shop - shop to buy meat and butcher animals Bakery - baking bread and cakes and snacks Produce Store - selling vegetables, eggs, dairy, and some live chickens Tailor Shop - selling clothing repairs, alterations and comisions Tinkers Shop - repairing and selling old pots, tools, knives and trinkets Metalsmith - metal cookware, tools, horseshoes, nails Leatherwork - leather goods like tools and clothes, saddles, bags Carpentry Shop - wooder furnishings and everyday items Stonemason - stone items like idols, bricks, fireplaces, headstones Pottery Shop - pots, bottles, jars, vases, plates table: Q_Rare_Shop_Desc Q Rare Shop & Less common specialty shop used by better off professional and merchant classes table: Q_Rare_Shop Herbalist Shop - selling herbal medicine, charms and drugs Scribe Shop - selling written works and reading and writing services Pawn Shop - selling second hand goods and high interest loans Armourer Store - armour and weapons sold to public Map Shop - cartographer and navigator supplies and old maps Rug Shop - carpets, runners, wall rugs and more Book Shop - mostly second hand books Idol Shop - idols from many cults and religions Jeweler Shop - jewels cut and set, secong hand treasures Wilderness Shop - selling ropes, folding boats, pulleys, mining tools, traps table: R_Exotic_Shop_Desc R Exotic Shop & Shops in this class are rare and too expensive for the common folk. Most have a guard to keep out rifraff and might refuse commoner or merchants only dealing with the rich table: R_Exotic_Shop Magic Store - shop selling magic items and services Humanoid Store - selling goods from the old country for non humans Demi Human Store - selling goods from the old country for non humans Alchemist Shop - selling and identifying potions Engineer Shop - machinist tools and machines mostly for building and industry Gunsmith Shop - blackpowder, guns and cannons Antiquities Shop - old decor items and art objects of high quality Divination Shop - specialist in telling the future my magic or charletan Golem Shop - builds magical mechanisms to be servants, pets or guards Black Magic Shop - sell curses, evil books, poison and drugs table: S_Scholarly_Desc S Scholarly & Educational facilities for learned classes or for specialist teachers of certain skills. Fighting schools a common part of education. table: S_Scholarly Scriptorium - large scribe centre making books and scrolls with dozens of scribes Library - place where you can pay to look at books often scholarly or magical Museum - where exotic goods kept on display for the entertainment of the idle rich Bard School - where bards go to learn trade from a master Gladiator School - fighting school for martial artists for hire Gymnasium - where people go to train and exercise and practice gymnastics Fencing School - where gentlemen learn to fight for self defence Wizard Tower - where wizards live and teach small groups of students Wizard School - where many wizard students taught in formal boarding school setting University - where magicians and scholars study advanced degrees table: T_Waterway_Desc T Waterway & Docklands and waterways where people cross rivers or land trading ships or have fishing fleets. Navy and pirates and merchants main shipping. table: T_Waterway Shipyard - where ships built Merchant Dock - merchant moorings with storage sheds of merchant traders Criminal Dock - dock full of villainous scum, pirates and theives Cargo Warehouse - warehouse storage for shipping Fisherman's Wharf - where sall fishing boats dock and sell fish Poor Bridge - where commoners permitted to cross Middle Bridge - where well to do and merchant class cross Nobles Bridge - where only the rich and servants may cross Ferry Jetty - where folk await boat or raft to cross water Canal Way - water channel to transport goods with a built waterway table: U_Underground_Entry_Desc U Underground Entry & Various underground city passages and complexes table: U_Underground_Entry Catacombs - tunnel complexes where dead buried and people hide Dungeon - complex for state torture but overrun with monsters Drain Passage - manhole entrance to drain system Cistern - entry for underground water storage complex Well - opening to underground water spring or cistern for common use Latrine - public toilet block Tunnel - entry to tunnels used for transport goods unseen Hidden Canal - covered canal entry where goods moved on water in tunnels Garbage Pit - hole where garbage is dumped and possibly gets moved Sewer - enterance to sewer system under city table: V_Vice_Desc V Vice & Seedy business mostly run by specialized criminals guilds and tolerated by state that probably gets a cut. table: V_Vice Pleasure Dome - perfumed pleasure house of sorcery cult Lotus Den - drug house where customers lay in drugged stupors Whorehouse - prostitute houses with wide range of services and specialties Brothel - large complex with dozens of prostitutes run as business by house Gambling Den - seedy house opened to public for games of chance Pornographic Press - erotic prints made here by earnest fanatic artisans Private Club - private gentlemans club with fancy drinks, foods and rituals Casino - fancy upmarket gambling palace for the rich Burlesque Club - dive for seedy exotic performance, food and drink Strip Club - where cheap live sex shows and services available with grog table: W_Workshop_Desc W Work Shop & Various places of mass labour often dangerous and polluting workplaces. table: W_Workshop Warehouse - storage of bulk goods mostly for merchants to store and sell from Brickyard - where clay bricks made, fired, recycled and sold Dyers - pits of chemical dye with stained workers Abattoir - animals slaughtered on industrial scale Brewery - beer brewed from grain in giant kettles and barells Metal Yard - large scale smelting and refining of metal and large blacksmith projects Lumberyard - trees cut into planks and carpenters make large thingsen mass Textile Mill - fabric factory with weavers looms, spining wheels, fabric and tapestries Artisan Studio - upmarket art studio where artist and students make fabulous work for rich Sweatshop - large factory overcrowded with workers many who ive at work table: X_Funerary_Place_Desc X Funerary Place & Where dead are buried, prepared and celebrated by population. Most are sanctified and fenced to keep out necromancers, grave robbers and undead. ones where the sanctity expire become haunted and places of evil. Necromancers are unpopular but many wish to speak with the dead so they are quire common in cities just for this table: X_Funerary_Place Graveyard - fenced blessed field with headstones and possible buildings for dead Mousoleum - huge building for storing rich dead in stone crypts, a great monument Tomb - stone building for individual or family with some monument on surface Mortuary - building where dead stored, mummified or made ready for funerals Crematorium - where bodies burned by specialist priests for some religions Necropolis - city of the dead, large scale area with many tombs and monuments Corpse Pit - pit where commoner corpses and plague victims thrown in with lime Charnel House - where bodies flensed so skeleton remains can be kept Necromantic Lair - necromancer tomb or tower where they teach and serve comunity Funeral Parlour - where funeral ceremonies held before burial or burning table: Y_Charity_House_Desc Y Charity House & Various religions practice charity a good source of new recruits and competing who can help the most. Some professional bodies like sailors guilds run old seamens homes. Orphanages are good profitable business. Some charities make good money. table: Y_Charity_House Orphanage - house for orphans often provide training and real sweatshop experienceSeamen's Home - where old and crippled and mad sailors live after tithing to order for life Poorhouse - place where poor housed, fed and clothed by church workers Missionary House - mission with specific group it aids raises funds and work on project Soup Kitchen - free soup and other donations for poor administered here by church Homeless Shelter - large complex of temporary clean church run dorms Workhouse - live in factory building run fairly well and not over crowded possibly a co-op Pilgrim Hostel - where traveling pilgrims can stay and prey and receive charity Old Widows Home - old women live here in a sweatshop knittong and sewing Almhouse - collects money for poor, hospitals, orphanages, convicts with charity drives table: Z_Criminal_Guilds_Desc Z Criminal Guilds & Criminal organisations have a long history and many have a legal front and pay tax or bribe the secret police to exist. Highly specialized city crime syndicates operate all over the city in various niches and classes. Non regulated criminals are hated by everyone. table: Z_Criminal_Guilds Thieves Guild - a criminal gang based here with many living in run as secret society Assassin Guild - clubhouse for prpfesional killers often run like a cult Beggars Guild - beggars allocate turf and pool resources for food and housing Pirate Guild - seafaring plunderers discuss internal matters then get horribly drunk Smuggler Guild - guild for smugglers who pass as shifty traders selling dodgy goods Lotus Cult - drug dealer guild warehouse where drugs stored and refined before sale Orc Gang - gang of orc thugs mostly work as criminal muscle or killing Protection Cartel - guild of criminals specializing in extortion and muscle Spy Ring House - group of spies possibly for hire as a guild or foreign agents Gang Turf - Common youth gang might hold sway over many houses or alleyways FILENAME: EMO_OSR_PeasantRevoltWarZone.ipt Header: Peasant Revolt War Zone This post will focus on revolts, revolutions and civil wars. It's inspired by some of English peasant revolts, English civil war, French and Russian revolutions and colonial uprisings. It could also be used to run a human revolt against the monster kings if players ever time travel back to the history of my setting. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/peasant-revolt-war-zone.html elfmaidsandoctopi.blogspot.com/2017/11/d100-gossip-during-revolution.html
prompt: Show me: {More About War Zones|Starting The Revolt|Rebellion Military Objectives|Ending The Revolt|Revolt War Encounters|Wonders Of War|Faction Events|Make A Faction|Gossip During The Revolution|Rebel Forces|State ForcesRebel Forces|State Forces|Other Forces} More About War Zones prompt: War Level: {1 - First 24 hours, opening of war|2 - A few days after the start|3 - Ongoing War} 1 - First 24 hours, opening of war use: common/nbos/Tools.ipt use: EMO_OSR_WarZoneHumanForces.ipt table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& {choice=='[{$prompt1} >> replace / /\/]'}& {choice2=='[{$prompt2} >> replace / /\/]'}& {notes=='[#[{choice} >> left 7] Notes]'}& [when]{rep}=1[do]{$prompt1}{extra}{notes}
[end]& [@{choice}] table: MakeAFaction table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Support Base[@FactionSupportBase]& Goal[@FactionGoals]&
table: HowFarIn {d10} {d20} {d100} table: MoreAboutWarZones [#{rep} MoreAboutWarZones2] table: MoreAboutWarZones2 1:Basically each War Zone introduces new encounters and spectacles of war as invasions take place. & These are not necessarily the types of wars that heroes can stop, but they might prevent some suffering or help some people. & I guess you could it as a misery crawl like Patrick Stewart's dam-busting disaster adventure, or you could include some key objectives for players to damage the invasion or even lead troops.\n\n& Encounters are types of threats roaming the countryside, while wonders are spectacular sights that could be avoided but could lead to fights. & They include descriptions of what the bad guys are up to, as well as scenes of suffering in the war zone. & 1:This one focuses more on urban areas than some of the others. I might consider a siege-based bunch of tables for when parties are trapped in a city or castle during a war. Mixing this with siege war zone would work well. Big fun.\n\n& This is not one of those fantasy revolts where the good guys establish Utopia after a montage of heroic struggle with muppets fighting profesional troops with sticks and nets and nobody gets hurt -- this is horrible, dangerous and cruel. 1:If players get in the mix and support a faction they might get caught up in purges and counter-revolts. Revolts are often sponsored by foreign powers or dynasties and not really about helping the poor. Factions often struggle with each other, some uniting, some crumbling, some destroying each other or formung a united government that uses elections or treachery to seize absolute power. 1:To start, there might be 2d4 factions, and weekly rolls on the faction table will remove or add factions to the struggle. Factions might represent different ethnic groups, religions, economic zones or settlements. Some factions might want just a kinder ruler, others might want no more nobility or rich, or a democratic parliament. Allying with or leading a faction is dangerous but could result in absolute power. 1:Force description are good for other warzones as defending armies vs. enemy types. Possibly elements of this could be used in a dungeon. A dungeon might have brutal inter-faction conflict and could produce similar results. Often during wars, regions might break out in rebellion or behind the lines might increasingly resemble revolt areas. 1:Not picking a side makes you the enemy of both sides eventually. And when you finally do pick a side, you hear of some awful act committed by your faction. The dungeon is looking safer every day, and many flee to the wilderness to hide until the war ends. table: Notes type: dictionary RebelFo: Rebels are mostly untrained mobs, although in the course of war the may improve and adapt. They often incorporate existing rebels or bandits who in fact were outcasts and mostly robbed the rich. Most rebels are irregular and undisciplined but rely on numbers. The equipment of rebels is often inferior, old and inconsistent. Sometimes soldiers will join the mob and will help train them. Mobs might fail morale checks and make foolish decisions rather than flee. They might charge, fall into a trap, kill prisoners, stop to loot or worse. Such armies struggle with supply lines and often stop to loot and gorge on food. As the war goes on and competent leaders receive foreign aid and spend booty, they may form new more modern armies able to try new weapons, giving them an edge. Revolutionaries are more willing to adopt new methods like guerrilla warfare; they'll tend to refuse pitched battles in the open, preferring forest skirmishes where armies are less effective. Common forces often shun flashy displays of wealth while the old order might make more flamboyant displays of wealth and waste. StateFo: These are the traditional armed forces of the state. Of course, the state will also used peasant troops in forces similar to rebels; these will be treated as expendable. Then again, such troops may change sides if mistreated. Professional troops are disciplined and willing to kill everyone in war. Experienced officers and supply trains give them an advantage but often self-assured incompetent or mad nobles might interfere, making foolish decisions based on pride and damaging morale. Various specialty support staff include baggage handlers for mule trains, translators, wizards. OtherFo: Non-human troops might get involved also, which could affect popular opinion; the king recruiting orcs might end up increasing the mob's size. Some trained monsters are possible. Monster armies might pour from dungeons as opportunists while bandits and robber knights might pretend to serve a faction just to get loot helping or hindering factions. (No table) RevoltW: Use "War Level" to change the range of possible results.{extra=='[{prompt2} >> substr 2 0]'}{hfi=='[{prompt2} >> left 1]'}{encRoll=='[#{hfi} HowFarIn]'} GossipD: This is the stuff people discuss in taverns during the revolt. Obviously some of these rumours are lies and propaganda spread by bards and spies. Some of these rumours could start the next riot. Every day, people are killed for spreading such gossip. table: StartingTheRevolt A new tax oppresses the people. A costly war hurts the common folk most. A popular hero is executed for crimes against the crown. A rival dynasty exorts the mob with promises of improvements. Famine has driven the commoners mad with hunger. A traditional right has been taken by the ruling class. Rebels are funded by foriegn power using agents to stir the mob. Middleclass idealists fermenting revolt. Older mode of religion is being oppressed by the nobility endorsing new faith. A massacre of innocent peasants incited unrest. table: RebellionMilitaryObjectives Burn down government and church records of tax, births, deaths, marraiges. Behead the unjust tyrant and supporters. Kill bureaucrats such as tax collectors, court officials and goveners. Make the tyrant and nobles promise to improve conditions and rights. Seize food and money from the rich and merchant classes. Burn down buildings that are instruments of the oppressive regime. Set free all the state prisoners and slaves. Kill militia and military leaders who don't side with revolution. Exterminate the monied classes who oppress the poor. Establish new government for benefit of the commoners. table: EndingTheRevolt Invaders enter country uniting everyone as foreigners worse than local tyrants. Most of the buildings and infrastructure are destroyed leaving nation in ruins. Most of the ruling class and state clergy dead or flee. Surviving nobility sign treaty ending conflict with promises (will 50% break promptly). A faction of ruling class or foriegners support commoner take over. Ruler is beheaded publicly and new government formed. A distant heir arrives or common hero emerges and promises to return to good old days. Plague devastated all factions leaving country anarchic ruined wasteland. After destroying old order various factions struggle to control whats left. A faction of religious inspired zealots inspire the mob and seize control. table: FactionSupportBase A rural district with hastily improvised fortified village or town. A religious stronghold with a fortified church, monastery or holy place. A city state or town with tradition of independance. Suburb or district of a city barricaded. Castle taken early or donated by rebel noble. Encampment in forest or mountains difficult to find. An easily defended dungeon complex. A ruin refurbished as defencive base. A manor house taken early in struggle or donated. A cavern complex with many secret and secured entries. table: FactionGoals Support a different bloodline of traditional monarchs who promise to be kinder. Support a religious faction who promise to rule on theocratic principles. Formed from criminal classes who claim they were always for the people and against rich. Wish to enshrine legal rights and guarantees for the common man. Seek to end slavery and serfs forever at any price establishing a new order of free men. Aim to kill all enemies at any cost then worry about governing. Create a new order with no masters and a bureaucratic order enforcing equality. Military order where whole economy serve armed forces and spread revolution abroad. Claim to support common freedom but really run by hostile agents or a cult or mobsters. Preach freedom but seek a middle class mercantile society based on money. table: FactionEvents Two factions settle their differences and unite. Faction invites other to talks and betray them with bloody slaughter. Faction has a bloody coup and a new leader takes control. Faction leadership are slaughtered by the remaining old order forces. Faction splits into two over some petty difference and become bitter enemies. New faction emerges, surprising everybody, becoming a new force to deal with. Faction crumbles from incompetence, scandal and internal struggle. Faction slaughtered by the old order forces. Faction betray everyone and take direction and money from a foreign power. Faction makes deal with the old order and joins them. table: RevoltWarEncounters [#{encRoll} RevoltWarEncounters2] table: RevoltWarEncounters2 Bard spreading word of revolt in romantic terms encouraging all to resist tyranny. Rider scouting area. Bandits hiding in ambush for any oportunity. Angry peasant mob on way to join forces with others. Militiamen squad on patrol. Spy in common clothes serving a faction. Noble officer galloping through with message for superiors. Rebels watching road. Angry city mob with burning torches. Large militia force on the road unsure of which side to join. Swarm of angry farmers led by a charismatic hero or bard. Light cavalry galloping to support a battle urgently. Skirmishers on move looking to control a point. Light infantry on the march led by knight. Archers on the move uncertain of whose side they are on. Poorly equipped knights on horseback on way to lords estate. Merchant waggon with guards fleeing area. Goblins sensing chaos looking for opportunities. Yeomen band on the march. Light infantry guarding tax collector waggon. Crossbowmen squad set up position watching a road. Angry mob on way to local manour. Light cavalry on the march. Heavy Cavalry on the march. Light Infantry on the march. Heavy infantry on the march. Clerics holding the road. Foriegn mercenaies of uncertain alliegience. Orc mercenaries kee to comit atrocities for money. Bandit rebels on march leading peasant mob. Priest leading peasant band. Druid leading a barbarian warband from the wilds. Yeomen leading common horde. Student idealists leading a city mob. Military supply waggon desperate to get back to own lines. Military waggons with light infantry guards. Force of slingers with women, old and youths in vengeful mood. Marching archers on the run to join resistance. Grenadiers and light infantrymen escorting waggon of gunpowder. Mob escorting waggon of looted artworks to stronghold. Light infantry captured escorting peasants to execution place. Several siege weapon waggons with light infantry escort. Bandits attacking merchant waggons. Rebels attacking infantry escorting noble carriage. Lone battered knight fleeing a massacre. Knights in finery marching to the front. Knights in finery escorting noble to safetey. Foot Knights have barricaded road. Peasant mob have blocked road with rubble. Bandits have tree ready to drop on road to stop traffic. Peasant archers chasing some light infantry. Militia who have changed sides to rebellion fighting light infantry. Faerie folk of the woods chasing fleeing light infantry. Noble wizards on hill overlooking road with light infantry escorts. Beastmen looking for human corpses to take home to eat. Druid commanding forest animals to attack crossbowmen. Peasant priest with rebel militia marching to front. Crossbowmen suspending chain over waterway to stop boats. Peasant mob burning supply waggons and looting dead soldiers. Peasant mob with captured weapons and drunk. Cleric order squad declare any who resist heretics. Cleric order guarding holy relic waggons to safe church. Cleric order burning peasants at stake for godless rebelion. Noble dandies on horseback certain they can route any foe. Peasant mob have dug in position with trenches and sharpened stakes. Foreign noble leading disciplined peasants with long spears marching in formation. Necromancer wizard with zombie knights. Heavy infantry driving conscripted peasants militia before them. All women peasant mob angrily marching to front. Peasants have overturned waggons to block road with archers. Alchemist noble has mined road and has crossbowmen guards hidden with fuse. Dandies with fancy groomed warhounds chasing peasants and laughing. Horde of marching peasants with noble heads on pikes. Resting horde with bonfire of noble and knight corpses singing and drinking. Fortified buildings with peasants inside surrounded by nobles with siege weapons. Peasants in fortified church, nobility moving cannon into position. Nobles with bombards shelling a town. Peasant mob with captured crossbowmen equiptment. Peasant horde fighting army and losing ground. Mercenary captain with squad of new model army and peasant mob. New Model Army in force marching. Musket men with light infantry holding road. Artillery covering road from hidden position with crossbowmen. Marching army with important general. Noble army in stockade surrounded by hordes of peasants with burning torches. Cavalry charging peasant fortified trenches. Slingers hurling fire heated clay bullets at burning fortified noble house. Peasant archers and crossbowmen maneuvering and trying to get advantage. Noble forces watching while grenadiers sneaking up on peasant barricades. Nobles with cannon with grapeshot in house taunting peasant mob to attack. Musket Men in tower shooting peasant gang trying to batter through tower doors. Archers and crossbowmen shooting each other over a body of water in stalemate. Musketeers pinned down peasant militia in ditch by road. Foreign mercenaries attacking local noble forces. Foreign mercenaries attacking local peasant forces. Several armies under command of field marshal marching. Thousands of men on both sides in terrible battle blasted wasteland. Beastmen feasting on field of corpses keen to fight any humans. Huge force of bandits attacking noble supply convoy. Hundreds of cultists with torches in hoods looking for victims for great sacrifice. table: WondersOfWar Smoke from distant burning buildings. Corpses of peasants on roadside. Dead tax collector and guards. Dead priest, disembowelled on road. Refugees fleeing conflict with worldly goods. Refugees some wounded with nothing. Lost children who's parents fled. Fleeing wealthy with waggons overflowing with wealth planning to leave country. Rider warning an army or mob on the march. Burning house. Hung corpses dangling from trees. Pit full of corpses by roadside. Peasants hanging a merchant. Slavers trying to get captives out of the area. Noble carriage fleeing. Shepherd fleeing with animals from military. Serfs wrecking a bridge. Serfs collapsing cliff to block a road. Noble and militia abusing serfs. Knight leading light cavalry against fleeing women and children. Priest trying to convince peasants to cease the godless rebelion. Priest trying to exhort peasants to revolt against tyranny. Knight convincing militia to turn on villagers in revolt. Militia watching executioner behead captured bandits. Dandy nobles watching light infantry execute of peasants. Servant is disguise with waggon trying to get noble children out of kingdom. Traveling carny folk trying to flee area. Vutures feasting on stripped mutilated corpses. Ravens picking at corpses hanging in trees. Impaled corpses on poles. Remains of burnt corpses on charred steaks. Noble born priest and infantry preparing to burn accused witches. Severed heads on pikes. Soldiers killed shepherds and rounding up animals for army. Peasants mutilating and torturing nobles. Noble and his men chasing village wenches for sport. Peasant women castrating nobles who tried to rape them. Envoy of ruler declaring rebels to be executed unless they surrender to any who listen. Hear drums and horns of marching distant army. Young wizard apprentice has fled master to join rebellion. Squad of infantry guarding a noble wizard looking for missing aprentice. Crossbowmen chasing peasant children escaping from waggon. Merchant with only a few guards tries to bribe any potential foe. Noble lord with savage war poodle and crossbowmen. Noble lord actually demon cultist wizard with crossbowmen. Witches collecting blood and organs from battlefield. Cult summoning a demon on the road to add to mayhem. Nobles burning a commoners church with women and children inside. Cultist convincing mob to murder and torture captured royalists. Witches brewing poison in cauldron to befoul local water in field of corpses. Peasants with beautiful noble witch in cage awaiting a priest to help burn her. Peasants eating a horse by mutilated noble corpse. Peasants trying on fancy clothes from looted noble carraige. Wild dogs gnawing on corpses. Witches cooking and eating a baby by side of the road. Peasants burning waggon load of books. Nobles putting peasant children in catapault and firing into bonfire58 Peasants have left waggon of poison brandy on roadside with dead donkey. Peasants have taken an abattoir and have cages full of merchants and nobles families. Peasants have captured knights and have them bound and ready to behead. Nobleman and troops have captured turncoat militia and are holding a trial. Nobleman and troops have captured a bard fermenting unrest and holding a trial. Nobleman and militia have captured a foreign spy aiding the revolt. Peasant soldiers have captured a noble spy and debating how to kill him. New model army training peasants into regular army in field. Multiple burning buildings with cheering men watching. Soldiers locking peasants in barn and getting ready to set on fire. Peasants burning down a monastery full of records. Fortified town buildings heavily barricaded with paranoid villagers inside. Fortified manor house with starving nobles and men inside. Pack of starving dogs looking for food. Hungry kobolds trading weapons for food with peasants. Soldiers robbing peasants for food and presenting them with IOU from ruler. Starving peasants begging for food. Soldiers burning haystacks. Peasants hanging soldiers entrails in the trees. Soldiers nailing flailed peasant skins to wall. Peasants testing exciting new decapitation machine built by engineer student. Doctor treating wounded by side of the road. Priests preying at roadside shrine for peace. Priests begging for money to help the poor or the ruler. Peasants begging weapons so they can join the rebelion. A war poodle with fancy haircut and collar belonging to a rich man lost from a battle. Camp of soldiers resting after a battle, treating wounds and getting drunk. Peasants roasting a nobleman's pet poodle on a spit. Peasants playing ball with merchants severed head. Peasants robbing a money lender and demanding his ledgers so they can burn them. Knights playing polo with peasant children, several killed already. Noble riders with torches setting alight peasant houses. Mob of horrible freed criminals robbing and killing a merchant caravan. Turncoat light infantry helping peasants fight knights. Huge prison camp stockade with hundreds of prisoners under guard. Knights throwing women tied to children into a well. Witches tormenting tied up knights. Drunken cavalrymen robbing an alehouse. See army assembled with ruler inspecting them. Cultists in field of corpses dedicated blood to chaos gods. Noble trying to stop men and orc mercenaries from fighting. Orcs demanding more pay from mercenaries. Peasants meeting foriegn agents delivering coffer of gold coins to aid the revolution. table: GossipDuringTheRevolution The ruler has more sympathy for lords and foreign interests than common people. The nobility will say anything to maintain their privilege and cannot be trusted. The rich are in league with devils and have sold soul of the nation to hell. The rich enjoy finest food and clothes while the commoners live in filth and squalor. The tyrants and the rich seek to keep the poor slaves. The rich have brought foreign religious ideas and keep the poor out of their churches. The lords of the land feasted on fine food while shooting the poor dressed as animals. The nobility have no idea how the poor live and believe the gods favour them. The rich will never learn and so we need to execute them all, long live the revolt!. The rich are really witches who eat babies and summon demons to keep them in power. The poor are ignorant filthy beasts and need the guidance of their betters. The mob commit awful ungodly acts of cruelty and depravity and deserve death. The poor are scruffy godless heathens and in the name of god need to be yoked. Commoners have been killing and eating bankers and merchants alive. The poor only act like the faithful but really worship dark pagan powers and demons. The poor brought their dreadful condition on themselves if only they worked harder. The poor dream above their god ordained station and deserve their suffering. If only the poor would accept their lot in life and not torment themselves with fantasy. All the wretched poor from servants to household cant be trusted, all plot treason. Filthy peasants have called for the head of our ruler may the gods smite them all. Witches have been seen swarming in the skies by night spreading chaos. A noble general has a pet clearly a devilish familiar spirit advising his cruel acts. Churches serving rich and poor are on fire and priests have been murdered. Whole villages have been burned and the land is scattered with refugees. The river is choked with massacred corpses of both sides. Only the axe makers have benefited from all the executions on both sides. Foreign powers have been watching with envious eyes and waiting to invade. Foreign powers are terrified the revolt will spread to their lands. Foreign powers caused this war with agents and troublemakers. The mob stormed the prisons freeing cutthroats and murderers to roam the land. Criminals and zealots have seized power over the mob leading them to greater atrocities. Whole noble families have been murdered, ancient lines now gone forever. A great peasant leader tried to talk terms of peace but the nobles just murdered him. The mob have been burning rich homes full of art and fine things. The countryside is in ruins and will never be the same again. The common man is armed and nobody is safe from the mob. New leaders keep appearing and being replaced in coup after bloody coup. The ruler has invited foreign troops into the country, a gross act of treason. Bandits and criminals have risen to prominence in the mob. Soon the mob will crown a murderer in mockery of the nobility. Everyone is hungry and noble and peasant has turned to canibalism. The rulers are bankrupt and forcing nobles to lend money to the war effort. Noble armies desperate for food have been looting the countryside and the farm folk. Peace, land and bread has become the chant of the mob marching on the empty palaces. Foreign nations have promised the mob gold for their war efforts to undermine the rulers. Many records have been burned by the mob damaging the nobles tax revenue. Each day brings fresh stories of atrocities on both sides. The war is no longer about right and wrong, now it is just a matter of survival. Signs and omens of evil are being reported daily. The whole court are engaged in demonic orgies and need to be killed. Everyone is being accused of espionage, best just lay low and don't stand out. Both sides have been sending adventurers to loot tombs and dungeons for war funds. A faction have begun issuing paper money they claim will be worth silver after the war. Torture and murder have become so commonplace nobody will be unscarred by the war. The war has turned every side utterly evil all claiming necessity for their atrocities. The ruler has had men steal from the church for war funds but promises he will repay. Common men starve and give their all, nobles still dress like fops and expect the best. Velvet, lace, silk and finery are signs of noble scum and will be banned by new order. Only strict service to the gods will save us now, stern morals not grog will win. Just the other day our ruler enjoyed roast swan, pheasant and the finest wine. The price of just one of our rulers outlandish outfits could feed a town for a year. In this new war weapons are changing, gunpowder is becoming more common. A prison for noble families has been set up in a ruined castle where they await death. Plague has broken out in places under seige, it must be the end of the world. A witch hunter has himself been accused of witchcraft after burning dozens of women. Common country priests allied with the poor demand the church share its wealth. A bishop imploring the common folk be patient was torn apart by the mob. Our just ruler has decreed anyone in revolt will be damned to hell and executed. Some villages have been depopulated leaving them in ruins. The ruler's hunt for traitors has left so few able men they cannot manage the war effort. Eveyday the ruler sees traitors everywhere and sends several allies to be executed. An assassin injured the ruler while dining on lampreys, just a commoner with a gun. A general enraged the mob by roping peasants to the mouths of cannons as a threat. A mob leader has declared all nobles everywhere must die and a new order begin. A noble woman was thrown to the mob and killed, enraging the noble armies. Printing presses have proliferated and both sides print lurid pamphlets or enemy crimes. Commoners parading in looted noble fashion were attacked by a rival mob of zealots. The ruler was saddened after discovery he had executed his advisors due to enemy lies. A woman has has led a mob to victory over a royalist army, surely the world is ending. A stench of death covers the land, wild dogs roam feeding off the dead, woe to our land. Alchemists have made the secrets of black powder commonplace changing everything. Humanoid monsters from the wasteland have been massing and raiding daily. Cultists have infiltrated both sides in secrets, the rich versus the poor is just a sham. The factions of demon worshipers controlling both sides seek to trigger the apocalypse. Enemy armies have been crossing our borders killing and looting as the will. The king has allied with our nations enemies promising them who knows what. A noble scholar has suggested the poor all be killed and replaced with humanoid slaves. I have seen the leaders of the mob drinking and dining like nobles the hypocrites!. The river is so choked with corpses that the water is fouled with plague. Rat swarms have grown so bold they enter houses and eat whole families alive. The ruler has contracted wizards to make him orcs and zombies to win the war. Werewolves and vampires have been more open, easily feeding and killing in the chaos. A witch hunter confessed under torture to be in it for the money and to rob old widows. Cats are the minions of evil, these devil familiars have been the cause of the whole war. Recently a mob burned a family of nobles and imps fled their burning bodies. Our ruler has been bewitched by his mistress, a succubus sent to ruin the kingdom. One of the royal children has fallen ill and another was captured by the mob. In these dark days only the church can save us, demons walk our land in the open. One faction of the mob propose all property and children be held in common property. Noblemen have been renting out their wives to raise war funds the dirty bastards. FILENAME: EMO_OSR_FairyWarZone.ipt Header: Faerie War Zone All wars are a mess but faerie wars are the worst. Faeries are not nice, weak, puny or rare - they are spiteful, boil up hordes from nowhere, use magic, and leave the land cursed and dangerous. When a faerie war ends, the landscape is changed and unrecognisable. The human survivors are changed forever. You can't retaliate against infinity and it can vanish without a trace when it chooses, taking all your children. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/faerie-war-zone-part-1-forces-of-fey.html elfmaidsandoctopi.blogspot.com/2017/12/faerie-war-zone-part-2-across.html elfmaidsandoctopi.blogspot.com/2017/12/faerie-war-zone-part-3-rumours-and-loot.html
prompt: Show me: {More About War Zones|More About Fairies|What Started The War|Objective Of Invaders|What Will End The War|Troops|Faerie War Encounters|Wonders Of War|Events Of The Faerie War|Rumours During The Faerie Wars|Strange Loot During Faerie Wars|What Faeries Do With Prisoners|Faerie Forts|Changeling Baby Really Is...} More About War Zones prompt: War Level: {1 - First 24 hours, opening of war|2 - A few days after the start|3 - one week in|4 - The first few months|5 - Prolonged war} 1 - First 24 hours, opening of war prompt: Troops {Fairy Army|Humans Fight Back|Wee Folk|Nature Divinities|Elves|Goblins|Other Races|Giant Animals|Magical Beings} Fairy Army use: common/nbos/Tools.ipt use: EMO_OSR_WarZoneHumanForces.ipt table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& {choice=='[{$prompt1} >> replace / /\/]'}& {choice2=='[{$prompt2} >> replace / /\/]'}& {choice3=='[{$prompt3} >> replace / /\/]'}& {notes=='[#[@GetInitials with {prompt1}] Notes]'}& [when]{rep}=1[do]{$prompt1}{extra}{notes}
[end]& [@{choice}] table: HowFarIn {d10} {d12} {d20} {d50} {d100} table: Notes type: dictionary T: Use the Troops prompt to see different Troop types. "Fairy Army" and "Humans Fight Back" could produce long lists of troops.\n\n[#[@GetInitials with {prompt3}] Notes2] FWE: Use "War Level" to change the range of possible results.{extra=='[{prompt2} >> substr 2 0]'}{hfi=='[{prompt2} >> left 1]'}{encRoll=='[#{hfi} HowFarIn]'} Faerie encounters are less willing to die than others. If foes don't succumb to magic or flee or surrender the faerie will be cautious. If many are wounded or a single one is killed, the whole group will try to flee with the wounded or dead, hurling curses and threats. As immortals they take death seriously. SLDFW: Prices in wartime are cheap when flooded, but possibly 4-10x times more in times of rarity. Some of these goods are designed to cause humankind ruin. WFDWP: Faeries will take the strongest, prettiest and the young and often leave the old, the sick, the mad and the infertile. Faerie use humans as labour, wet nurses, servants, soldiers and even change humans to suit their whims. Humans might be turned into beastmen, plantmen, or lycanthropes. Humans are also good for breeding. \n\n table: Notes2 type: dictionary FA:Faerie armies are often swarms mixing all their troop types, either mixed and irregular or chaotically swarming around a core of disciplined regular elves. Magical leader types often support the elves also. Faerie leaders are more willing to fight than human leaders. HFB:Humans forces are similar to others in this series but humans have come to rely on rangers scout groups made up of hunters, gamekeepers, trappers and men of the forest. While not as good as elven warriors, such scouts could give early warnings and perform well against beastmen and centaurs preying on the rural humans.\n\n& In many cases rural humans, scouts and yeomen were most reluctant to fight faerie, as their ancestors had worshipped them and they even had some common blood. Most urban humans fear the wilds and their disrespectful attitude to nature antagonises faerie. While human forces try to behave as disciplined modern armies these tactics fail against most faerie. GA:Giant Animals are often ridden by naked feral elves, wildmen or wee folk. ND:Nature Divinities dislike moving from home or going war, but may act as leaders. E:Elves are the most common and disciplined, and the most human-like. table: FairyArmy Core:
[!{elf=1d4} Elves >> implode
]
& Accompanied by:
[@{{elf}d4} Accompanying >> implode
]
table: Accompanying 4:[!WeeFolk] 1:[!NatureDivinities] 4:[!Goblins] 4:[!OtherRaces] 4:[!GiantAnimals] 4:[!MagicalBeings] table: HumansFightBack 1:Human Rangers - elite scouts with bows and experts at tracking and foraging but can act as regulars. 3:[@RebelForces] 3:[@StateForces] table: Troops [@{choice3}] table: MoreAboutWarZones [when]{rep}=1[do]& Basically each War Zone introduces new encounters and spectacles of war as invasions take place. & These are not necessarily the types of wars that heroes can stop, but they might prevent some suffering or help some people. & I guess you could it as a misery crawl like Patrick Stewart's dam-busting disaster adventure, or you could include some key objectives for players to damage the invasion or even lead troops.\n\n& Encounters are types of threats roaming the countryside, while wonders are spectacular sights that could be avoided but could lead to fights. & They include descriptions of what the bad guys are up to, as well as scenes of suffering in the war zone. & [end] table: MoreAboutFairies [#{rep} MoreAboutFairies2] table: MoreAboutFairies2 1:It is worth pointing out lots of elf stories feature reptilian or draconic features at times. The batwing snaked tailed person is such a faerie. & In one tale a man marries one and is give a condition he breaks and she flies away. Their three sons are brutish sadists and one has a huge overhanging fang. & The point is, faeries may seem similar but they're really quite alien.\n\n& Faerie will pay a tithe to hell, often with human babies, every 7 years to keep devils away. Faerie have many other uses for humans. 1:Human women are popular for breeding, as faerie mothers often die, or find giving birth distasteful or dangerous. & Faerie may give birth to non-faerie children; some produce goblins instead, which have their uses but makes the elf mother ashamed. Some birthe animals and other creatures. \n\n& Faeries' children are weak and many never mature. Human mothers are more resilient and their children are stronger. & It takes a few generations to breed out the human but these part-elves help to bolster the faerie races. They do respect kindness and will repay it with information (treasure, where witches meeting) but most don't speak much. Wildmen are led by druids and some directly follow dryads or other beings. 1:Faerie and goblin food or drink is addictive and if eaten, makes it hard for diners to survive in the mortal world; without the food they will eventually wither and die. \n\n& The highly addictive food of fairy land is a big threat and is used to entrap and enslave humans, attuning them to faerie land. \n\n& Strongly virtuous mortals are better able to resist the temptation. 1:Faerie gold tends to vanish and is used to trick humans in trade deals or as bait. Children and youths are atracted to faerie promises and gifts more than adults. 1:Elves will have armies that fight humans slightly more traditionally. Many faerie are skirmishers, raiders and don't differentiate human soldiers from civilians. They will accept human surrender or worship or even let humans ignore them. Fighting or keeping the faerie from doing as they please can make trouble. 1:Faerie with long-term plans over human lands will plant rapidly-growing trees, stelae, crystal fountains, hills, and other objects that allow faerie reality to overlap and overtake human reality. & Faerie rings and stone circles and strange mists act as gateways for faerie to come and go as they please, and cause many side effects:
&
Intelligent talking animals increase. &
Tree and other spirits awaken. &
Spirit folk come out of hiding in their secret places.
1:Many beings can spy on humans and walk among them. Humans spies on the other hand have little hope of gaining any comprehensible intelligence, but a few pro-human elves, hybrids and former slaves might talk. 1:Wildmen are naked savages, often hairy, possibly wearing living vegetation on their bodies or in their hair. They worship faeries. Many are berserkers and hostile to humans. 1:Faerie forts might just appear and while small could hold thousands of fey warriors; a seeming easy victory might be a deathtrap. Faerie magic makes them unpredictable. Nothing is certain and everything is turned on its head. 1:As the war progresses, more and more evil creatures will be used as faerie grow more angry or desperate or committed. They dislike death and will often retreat when injured to fight another day, preferring to use non-immortal troops for suicidal actions. table: WhatStartedTheWar Humans cut down sacred trees. A human hero stole a elfmaid. Humans killed too many unicorns. Humans settled on land belonging to elves without knowing. Humans raided a elf farm killing and looting. Humans started a forest fire. Humans refused to return a elf relic. Humans attacked a elf castle out of ignorance. Human villagers killed changeling babies left in their care. Humans attacked a dryad grove and burned it down. table: ObjectiveOfInvaders To punish humanity for greed and development. To make sure humans never cause trouble again. To restore the natural balance. To heal humans of their many maladies. To cull human numbers for they are a pestilence on nature. To restore ancient forests for sylvan beings. To relieve boredom. To take slaves away to fairyland forever. To conquer humanity and control their rampant overbreeding. To teach humans respect. table: WhatWillEndTheWar Faerie just vanish with no explanation. Planted enough fast growing forests for now. Satisfactory amount of death and mayhem. Faerie get bored and end war on a whim. Left thousands of changeling babies among human kind. Their honour is satisfied. A treaty is sworn by leaders. A great wasteland is left and faerie lose interest. Seasonal change and faerie moods change at a whim. Faeries have a change of heart and are sick of war. table: EventsOfTheFaerieWar Human commoners aid the faerie who treat them better than nobility. Human slaves escape elfland to aid and advise humans. Faerie use of werewolves spread out of control lycanthropes. Faerie factions help humans escape wrath of faerieland. Dark elves raise huge horde of undead that rampage mindlessly. Centaurs rampage from the forests and mountains to take advantage of chaos. Satyrs run amok stealing women and booze from both sides. Elven tribal differences fracture a major force over rivalries. A evil faerie lord tries to usurp power sending faerie into chaos. Local nature spirits revolt against faerie to support human commoners. table: WeeFolk Halfling Slingers - light sneaky woodland folk irregulars Halfling Warriors - chain, javelins, clubs or shortswords, regulars Brownies - near invisible, able crafters and use magic, skirmishers Leprechauns - guards and scouts not good fighters but good saboteurs and spies Nixies - aquatic highly magical, charm humans and sabotage water transport Pixies - skirmishers with magic drugged arrows, invisible and polymorph selves to spy Sprites - scouts and skirmishers with dugged arrows Buckawn - drugged dart hurling scout type irregulars, more willing to fight and kill Korred - humanoid bestial folk, elite irregulars with magic and boulder throwing Dwarf Mercenaries - elite regular sappers and siege troops, elite regulars with chain, axe, crossbows Gnome Mercenaries - often with animal friends and magical, but otherwise like smaller dwarves Quicklings - scouts and messengers, fastest moving beings known Redcap - bloodthirsty killers change from gnomes to ogre size Spriggan - small gnome size with thief and magic abilities or giant size hate humans and gnomes Flower Faeries - coin sized can be invisible and steal coins or grain, linked to a type of flower Gremlins - tiny prankster goblins who spread bad luck, steal goods and breed into plagues table: NatureDivinities Dryads - often awakened in forest as obstacles, highly revered by fey as goddesses Nymphs - often dominate waterways and prevent crossings with powerful magic Sirene - aquatic or on land, able leaders and fighters, often lead charmed forces Swanmay - wereswan women rangers, skilled in woods and waterway actions Neried - water faerie with magic power can hold water ways Sylph - powerful magicians often with pet or air elemental Hags - various types and power, witch like mostly malicious with magic and shape shifting Lanah Shee - vampiric beauty atracted to bards mostly but inspire them to great short lives Banshee - undead elf maid whose scream kills table: Elves Elven Archers - longbow, leather and spell wielding elite regulars Elven Rangers - composite bow, sword, leather, elite irregular skirmishers Elven Warriors - with chainmail, spell, spear and sword elite regulars Elven Halberdiers - with plate, halberds and pikes for anti cavalry in huge phalanxes Elven Mounted Archers - with composite bows mostly irregular skirmishers, ride elk or horses Elven Knights - with plate, lance and sword on faerie horses elite regulars Elven Griffon Riders - often elite scouts and skirmishers who target heroes or horse cavalry Elven Pegasus Riders - mounted rangers used for scouting and skirmishing Elven Unicorn Riders - elite cavalry and healers Dark Elf Assassins - with poison arrows from shortbows and sabres, elite regular skirmishers Dark Elf Fungi Herders - drive basiron before them in battle and plant shriekers and dangerous fungi Dark Elf Driders - spider centaur dark elves use bows and magic Sea Elf Marines - use advanced ships and attack coastal areas, can breathe water Sea Elf Mounted Marines - ride dolphins, giant sea horses, lobsters, sea serpents and other creatures table: Goblins //table duplicated to allow more rolls in army Goblin Irregulars - bred by elves to guard borderlands, irregulars with slings and spears Goblin Regulars - more trained regulars with shields, maces, swords and axes or some with spear Goblin Phalanxes - regulars with spear and shield in phalanxes Goblin Archers - irregular or regular elites with shortbows Goblin Wolf riders - elite skirmishers and scouts use shortbows and swords Goblin Bat riders - skirmishers with shortbows especially by night Goblin Irregulars - bred by elves to guard borderlands, irregulars with slings and spears Goblin Regulars - more trained regulars with shields, maces, swords and axes or some with spear Goblin Phalanxes - regulars with spear and shield in phalanxes Goblin Archers - irregular or regular elites with shortbows Goblin Wolf riders - elite skirmishers and scouts use shortbows and swords Goblin Bat riders - skirmishers with shortbows especially by night table: OtherRaces Orc Mercenaries - used when desperate by elves, spear and shield regulars Orc Archers - regular shortbow troops but fight with swords up close and good morale Wildmen Berserkers - irregular scouts but fearsome and fight to death for faerie gods Wildmen Druids - magical priests often guarded by berserkers Beastmen - strong fierce warriors, irregular mostly goat, wolf, lion, rabbit, elk, deer, bear, panther Centaur Cavalry - use shortbow, lance and clubs, might transport halflings or others, irregular Hybsil - deer centaur small but use sleep poison and mostly skirmishers in large mobs Faun Warriors - regularor irregular scouts with bows, spears, javelins and clubs Satyr Warriors - brave but drunken lechers, morale high discipline poor, irregular , mostly with clubs Charmed Human Soldiers - many faerie beings can charm humans - any human troop type Animal Spirit Folk - shapeshifting animal to human forms, magical, often fox, cat, hawk, lynx Nature Spirit Folk - shapeshifting to human forms, magical often tree, river, rock types Faerie Spirit Folk - change from palm size tiny faeirie to human size, with insect wings Kobolds - small mine goblins who drive miners away, others are drunken lecherous and friendly table: GiantAnimals Beavers - might dam water or flood regions or build wooden forts or walls Bears - heroic berserker warriors, bear cavalry is frightening Boars - heroic berserker mounts Eagles - aerial troops who often carry smaller races and spies or archers Frogs - in wetlands like swamps or waterways Lynx - possibly ridden by small fey folk Owl - night scouts and transport spies and assassins Dog (cooshee) - faerie dogs will transport smaller folk or accompanied by elven ranger Porcupine - fire quills making good missile troops Ram - mountainous areas often ridden by gnomes Goat - popular mounts with wee folk in mountains or forests Elk - or Irish deer giant deer often used as cavalry Crow - ridden by dark elves. mostly scouts Swan or Geese - ridden by elven female archer fly and aquatic Lion - fierce huge roaring king of beasts, will lead animals and roar causes fear Fox - sneaky thieving cunning, experts at luring pursuers to danger table: MagicalBeings Werewolf Pack - sometimes led by elf huntmaster but increasingly wild and out of control Other Lycanthropes - bear, boar, panther, lion, weasel, elk, shark, crab, horse, owl, raven Elementals - often summoned by druids and wizards and priests of fey folk Faerie Dragons - are very powerful magicians who lead and advise leaders Treant - often used as siege artillery because of size Will-o-the-wisp - powerful dangerous magic scouts and often obstruct roads by night Firbolg Giants - magical elites often act as independant heroes Formarian Giant - mutated hideous giants who claim human land, act as elite heroes Troll Mercenaries - horrible chaos trolls devour everything and hard to kill Merrow - aquatic troll race that might be unleashed on coastal areas Selkie - aquatic will hold coastal and waterways Fachan - one legged one armed hopping fiend usually with a mace Dragon - rare flying mounts for heroes, often coloured to suit terrain or metallic types Phooka - shape shifting faerie beast often black goat, pony, eagle or beastman form, like cruel jokes Nuckelavee - hideous aquatic rotting horse like beast with glowing eyes live in stagnant pools Waterleaper - like a tadpole almost on frog from with a tail and glider wings that eat a person whole Mermaids - aquatic race which may aid faerie war against coasts and shipping table: WhatFaeriesDoWithPrisoners Let monster troops eat them. Take best to faerieland as slaves returning them in d10x100 years when old and useless. Take best to faerieland for breeding for d10x100 years. Transform them into lycanthropes and release. Transform into orcs and offer to join forces or release in distant land. Transform into beastmen and offer to join forces or release in distant land. Transform into trees. Transform into halflings and release. Transform into ordinary animals and release. Strip arms, armour and food then release with warning to not resist faeries again. table: FaerieForts Giant tree surrounded by other trees, concealed with hidden entrance. Small ancient keep that looks like it has existed forever where thee was none before. Hill rumoured to be burial place of ancient kings, hollow with faerie court inside. Glass or crystal fort that moves or disappears (black glass for dark elves). A great door in a hill or rock enters into a impossibly large otherworld citadel. Ring of mushrooms or flowers is a gate to faerie castle on other side. Standing stones if walked about right is a gate to faerie castle on other side. Blackened stone ruin partially built from charred skulls. Invisible tower only visible from the inside. Cloud fortress occasionaly lands or drops a ladder. table: ChangelingBabyReallyIs... Wooden or straw golem with illusion A small ugly old goblin in disguise. A changeling who shifts from baby to adult elf like spirit folk. Sickly dying faerie baby. Kobold in disguise highly aroused. Brownie just wants free meals. Vicious spriggan or redcap shaved and in disguise. A Phooka in disguise. Gnome shaved and in diguise. Polymorphed troll with time delay to return to normal form. table: FaerieWarEncounters [#{encRoll} FaerieWarEncounters2] table: FaerieWarEncounters2 Tiny invisible faeries loot pockets and bags for coins and food. Gangs of halflings mugging travellers around countryside and steal food. Leprechaun with pot of gold runs buy temping pursuit into dangerous terrain or ambush. Animals of the wilds pause and watch and follow, possibly pixies or shapeshifters. Charmed people invite travellers to a healing spring where nixies await to enslave. Charmed people invite travellers to their camp to a wild party in a dryad grove. Shower of magic darts or arrows from some wee folk rain down from invisible attackers. Wildmen band attack travellers with clubs and javelins for loot and slaves. Wildmen led by druid with wild animals attack but will flee if any killed. Wild animal attacks will usually flee if any killed, include normally non hostile species. Beastmen bandits attack all same type. Wildmen mounted on animals attack but will flee if any killed. Goblin scouts attack for food will flee if any killed. Goblin bat riders fly by and fire arrows will flee if any near death. Goblin wolf riders will attack with missiles and possibly melee if they seem to be winning. Dwarf mercenaries will demand surrender and will release you if you hand over weapons. Gnomes and some animal friends will demand humans surrender weapons and food. Quickling runs by and reports party to elves or other faerie forces. Redcaps block road threaten travellers and demand human flesh, turn huge if resisted. Elf scouts will fire arrows from afar and pursue or flee if resisted. Serious fauns will threaten party declaring they would rather you surrender. Satyrs will drunkenly threaten party want to take booze, bards and women. Centaurs charge and will savagely attack with bow, lance and clubs. Elven warriors will attempt to soften party with spells then attack. Hybsil scouts with poison arrows ambush but flee if take losses. Wild trolls attracted by war sniffing about for people to eat. Orc archer scouts looking for loot and slaves or corpses to eat. Marching orc troops moving to a critical battle. Wildman berserkers with druid prince in chariot of living wood with leaves growing from it. Elf archers on elk skirmish with humans but avoid casualties. Spriggans in small form soften party then become giants if resisted. Swanmay rangers will pepper with arrows then fly away if any harmed. Charmed human soldiers working for faerie will try to capture or kill resistors. Talking animal try to convince humans to surrender to faeries for own good. Spirit folk magicians try to capture party and flee in non human form. Spirit folk pretending to be human try to infiltrate human travellers. Pixies pretend to be lost crying children, hungry and need help, spies38 Trees turn into spirit folk warriors led by dryad. Faerie spirit folk lady with elf knights tries to convince party to join them. Sirene warband will skirmish from ambush then flee to water if any badly harmed. Savage korred band will threaten humans to join dance or hurl rocks and use magic. Nymph and pets appear by water source uses powers to enthral or nudity to kill. Nereid in serpent form with pets by stream attacks, if harmed offers a reluctant kiss. Sylph will send a air elemental and support it with spells and flee if she is endangered. Goblin regulars on march led by elf commander on way to battle. Giant eagles fly by dropping rocks (or owls if night). Dark elf assassins riding giant ravens or bats will investigate travellers. Giant intelligent talking lion leading army of fauns, beastmen and animals. Army of children joined faerie cause try to take party prisoner and fight to the death. Fox woman animal spirit tries to join party to evaluate threat to faerie kind. Wildmen riding giant boars attack with javelins and clubs but flee if losing. Wildmen berserkers riding bears will dismount and fight side by side to the death. Wild naked elves riding giant goats and will fire arrows but avoid direct fight. Elf archers hunting with elf hounds will try and take prisoners. Elf archers hunting with werewolves trained to respond to horns. Werewolves savagely attack, use human form to get close. Jolly drunk on mead werebears in human form offer to travel with humans to judge them. Elven knights block road challenge nobles to contest or attack ignoble humans. Elf she witches riding owls fly overhead with spells then flee. Elf women riding unicorns request humans surrender to be treated fairly. Grubby naked swamp elves riding giant frogs attack from body of water. Kelpie in horse form tries to lure humans into riding it then dives in water. Kelpie maiden in waters edge offers free love to strangers. Faerie bard attempts to charm party and convince them to aid faerie forces. Dancing faeries offer to dance with them and offer magic faerie food and drink. Spriggans try to sneak past but stolen babies cry out. Spriggan thieves interrupted dividing treasure and angry at traveller intrusion. Dancing feasting faeries offer hospitality to polite visitors and give gifts to well mannered. Goblin market meeting on roadside. Faerie nobility with elf knight escort out seeing their ancient reclaimed lands. Sirene invite men to be husbands in their underwater land free of war and death. Firbold leading swarm of madcap chaos goblins high on magic potions. Formarians leading human captives in chains. Elf griffin or pegasus riders fly overhead mostly non hostile reporting to faerie leaders. Elf mob playing hurley ignore humans unless interfered with. Banshee maid who blocks the road killing travellers by night, in day corpses found. Abandoned baby in basket is a changeling who can turn from baby to adult elf. Tiny birds hopping about camp are really pixies in disguise studying humans. Drunken leprechaun spinning on head like a top will make shoes if you give him grog. Drunken leprechauns have robbed a wine cellar or merchant and are hopelessly drink. Goblins offer delicious faerie fruit for sale at low low prices. Miners camped by road driven out of their mine by kobold knockers pranks. Drunken aroused naked kobolds fornicating by roadside follow any who give them booze. Evil dark dwarves torturing victims by roadside. Brownies out to steal horses and weapons lurk by old standing stones by road. Will-o-wisp menacing travellers in fog shrouded road. Phooka in form of black goat or pony, if ridden cannot get of and takes on a wild ride. Mob of dark elf, faerie and beasts tormenting travellers forcing into depraved acts. Hag with goblin flunkies demands a handsome male be turned over to her to pass. Gremlins swarm and overun road, some sneaking into bFaggage for later mischief. Banshee washing bloody clothes by river, if spoken to she reveals true form and screams. Hag leading a band of dark elves demands gifts or compliments to pass. Drider squad prowling road for victims to torture. Treant uproots self and menaces travellers, ploding and happy to scare people away. Hag with sack load of crying babies outraged at any interfearance. Dark elves herding ambulatory fungi of various kinds down road to kill everyone. Mermaid spirit folk in human form investigating surface to see if a good flood needed. Fatchan bandits spring out onto road demand treasure, weapons and armour. Force of elven halberdiers on the march, move into formation, demand surrender. Changelings in human form investigating which humans worthy to spare or enslave. table: WondersOfWar Goblins spreading spores and spouting huge fungal blooms. Faerie fortress appears where none existed before. Wooden stockade elves operating as a prison camp. Strange mist covers land with queer lights seen in distance. No animal noises or creatures visible for some time. Ancient trees cover an area previously grassland. Road vanishes, covered in grass. Huge magic mushrooms by roadside. Crazed squirrels rampage over travellers looting camp and biting as swarm. Vines overgrow area grasping travellers entangling them. Sounds of revelry, faerie party celebrating return of the old order. Huge marching army of thousands of elves marching o ancient faerie road. Swarm of tiny birds actually brownies fill sky chirping. Stone monoliths by roadside ancient yet recently moved there. Ancient faerie road has become visible, thousands of small pointed footprints. Strange animal noises, a animal leader talking to dozens of various animals. A gigantic tree fort visible in distance like a huge tower where there was non before. A forest walking in distance will freeze if they know they are watched. Swarm of thousands of tiny flower faeries on the move will be glowing if night. Hundreds of strange vegetal man sized plant pods open and growing from ground. Thousands of beautiful flowers covering ground and surfaces on flowering vines. Drowned smiling men floating in waterway and laying on shores. Smiling travellers sitting by roadside in drugged stupor eating faerie food. Wagons tipped over and empty wine barrels and bottles scattered everywhere. Shimmering glass tower visible in distance. Dragon flies in distance burning haystacks. Swarm of panicked commoners fleeing something in distance. Stampede of deer or goats charge down road led by beastmen. Clothes and shoes of hundreds of people discarded by roadside. Tapping and knocking sounds from underground. Mysterious hill blocking the road with a single door. Elves partying with hundreds of local youths getting ready to go to faerieland forever. Waggons pulled by phooka driven by goblins carry strange delicious looking fruit. See a huge grasshopper with a human head winks at you then hops out of sight. A man screaming riding a black billy goat that carries him wildly through thorn bushes. Goblins drinking and dancing, singing about the new world order. Children marching to elfland with begging and pleading parents following them. A faerie army in distance march into a hillside and the door vanishes. A great boggy pit of peat where mud covered newly born adult orcs arise. A strange cloud flying overhead seems to be following party. Flock of giant eagles flying overhead with elven archers riding them. Hundreds of halflings enjoying a feast celebrating return of the good old days. Troll shaped holes in rocks seem newly formed. Horses stampeding being chased by hungry griffons. Phooka in form of a black bull chasing screaming farmers around roadway. Swarm of attractive giggling flower faerie girls lewdly frolicking before travellers. Gigantic mushroom forest has sprung up overnight populated with goblins and dark elves. Huge cave mouth opened with huge faerie fungi caver complex within. Human refugees fighting over faerie gold while leprechauns laugh at them. Scrawny refugees by roadside seek faerie food they are hopelessly addicted to. Chests of faerie gold laying spilled on roadside to delay and weigh down fleeing humans. Aged old bard in latest fashion laying by roadside in last dying gasps asks for sweetheart. Kobolds engaged in drunken orgy by roadside with humans mirthfully watching. Mob of old people in long ago fashion speaking barely recognisable dialect all lost. Cult of faerie worshippers dancing around a bonfire having a celebratory feast. Druids performing ceremony to awaken the trees (calling tree spirit folk and dryads). Druid led country people pulling a huge monolith on a sled dedicated to faerie. See in reflective surface of a pool a fabulous faerie kingdom city. Great megalithic Stonehenge archway where a stream of faerie beings marching from. Huge wild thorny hedge maze overgrown landscape. Human army have discarded weapons and armour worshipping a faerie lady. Naked hairy man with a collar on covered in scratches laying on roadside. Sleeping old man with thirty foot long beard under tree, been in faerieland a millennium. Mushroom houses of faerie folk village by roadside with sprites or gnomes. Friendly smart animal really a pixie follows party as a spy. Peasants dancing around a maypole led by druid priestess according to the old faith. Priest yelling abuse at peasants revelling in ancient naked pagan rite to faerie folk. A great burning wickerman with singing druidic cultists, new faith priest inside screaming. Cultists frolicking naked and talking to great horned faerie serpent in magic fruit tree. Dwarves, gnomes and forest animals dancing and feasting together in joy. Druidic wedding ceremony between a human and a elf or wildman. Abandoned merchant caravan and clothes with naked wildmen looking about confused. Scholar translating text on a newly appeared ancient elf monolith. Farmer arguing with cow that refuses to go to market. Hunter has been trapped by forest animals who are giving him a murder trial. Dark elves raising dead farm animals and farmers as zombies for a laugh. Dark elves pouring potions into river causing poisoning and mutations. Korreds having a rock throwing contest invite travellers to join in contest. Procession of woodland elves and fey folk at waters edge meeting sea fey folk envoys. A parliament of giant owls talking will go silent when they realize humans near. Hundreds of arrows in ground sprouting rapidly into oak trees. Sickly human refugees carrying elfpox heading to city to escape faerie invasion. New trees overgrowing road up close see warped features of anguished humans. Hairy wildmen solemnly carrying a fallen elf in a funeral procession. A wizard catching flower fairies in a net and bottling them to sell. Humans sprinkling iron filings on road to annoy faerie invaders. Humans torturing elf captives with heated pure iron rods for information. Inquisitor leading a mob to burn pro elf cultists as a message. Priest leading line of human soldiers towards the front lines, sombre and fearful. Formarians wallowing in bog eating rotting human corpses cheerfully. Formarians with cages on their backs with captive humans marching to next village. Flying elven skyships with escorts of griffons and giant geese passing by. Elves singing and calling down celestial fairies and elves to join their ranks. Hear distant treant songs awakening long slumbering tree folk for miles. Goblins throwing human corpses into a bog while dark elf lord raises them as orcs. Hundreds of dead soldiers with horrified twisted expressions and white hair. Soldiers throwing off clothes and walking into water to follow sirene lovers. Elf queen with every being that meets her eyes falling in love and following her. Elf king in giant form striding over land with faerie minions. The wild hunt led by horned god leading faerie minions on rampage. table: RumoursDuringTheFaerieWars This has happened before and all traces of mans civilization was reduced to rubble. The faerie world will overlap ours and smother our reality with theirs forever. People taken long ago by the faerie have been returning, often aged and befuddles. Any one sympathetic to the fey is one of them or addicted to faerie food or charmed. They see us destroying the world and only wish to save us from our own folly. When they take over we will all live eternal lives of pleasure and purpose. The more we attack and destroy them the more we undo creation itself. All kinds of natural objects may be slumbering faerie beings who are now awakening. Even the trees watch us and inform on our every action to them. Animal kind all rejoice in the new order when they are no longer our slaves. The old religion was more sympathetic to them and druid cults have returned to benefit. The priests have tried and failed to use the power of the gods to stop them. We broke the ancient forgotten pacts that kept our worlds apart and now we will pay. Strangers have been flooding the market with ancient gold coins I can't wait to get some. I bought the most amazing new fruit in the market the other day I cant wait to get more. I saw some goblins by the roadside selling magic stuff, for prices commoners can afford!. I saw glowing lights in the woods last night something is out there i tell you!. Some children found faerie flower circles the other day now they are all being kept inside. A newborn baby the other day, he looked like a wizened old man, it was one of them!. Elves caused my hairloss I tell you with their magic darts!. Faeries stole my prize cow the other day, taking some milk was one thing... Villagers up north burned a collaborator people said was talking to the trees. A farm was found where the people were dead and the animals were undead monsters. The roads have become overgrown with grass and some trails have disapeared. Ancient faerie roads have been returning connecting their special places. A beekeeper was found dead killed by his own bees, his family fled their farm. A hunter was found mauled and eaten by animals, nothing like anyone has ever seen. Clothes was found on the farm, the only trace of humans left remaining. Some children went missing but only mushroom fairy rings were found. Giant mushrooms and toadstools have been found all over the land for some reason. A trapper found a whole faerie village of tiny mushroom houses but now he is mad. The madhouses in the city are full, an epidemic of crazed people has flooded the land. A strange elfpox on people is a plague sent by them to weaken us for invasion. The crops this year are the biggest ever, farms are out of control with abundance. Some of the leaders of the army have been struck with madness. Some people living close to the invasion have been exhibiting strange mutations. I had a strange dream the other night that I met my faerie lover in the forest in secret. I heard strange sining and dancing from the woods the other day but kept on going. Some youths went to investigate the strange forest music, they never came back. Most of the mines in the countryside have been abandoned, flooded by kobold knockers. Iron production has almost ceased with mine closures, why would this happen?. A strange white stone tower has appeared by the road, it just appeared over night!. The woods seem to have grown thicker of late, more unfamiliar and strange. A trader came to town and left yesterday, then his rotten corpse was found in the well. You cant trust anyone anymore, changelings are everywhere replacing us all. Young people have been disappearing, some villages have only the old and lame left. A woman was sure her baby was a changeling and she threw it in the fire poor fool. I swear I heard the barnyard animals talking and plotting against us. I woke up and all my food and booze was stolen, I don't know what happened. So this nasty gnome threatened us and we laughed then he grew into a giant and we ran. I heard this screaming last night and in the morning the watch were found all dead. I saw the ferryman just walk into the river smiling and he never was seen again. Several bodies have been found drowned with blissful smiles on their faces. Found my boy in the forest looking for some girl, now he wont eat and only thinks of her. Heard strange singing by the river, it seemed to be coming from under the water. He swears he found a door in the hill and it was full of faeries but the door is gone now. I met this lady in a alleyway and when I awoke she was a toothless old crone laughing. This woman came to the orphanage and took away all the children to who knows where. Brutish centaurs and beastmen have been carrying of village women god help them. A stranger was beheaded and tiny elves came out of him and ran into the forest. Elves have a much bigger plan with many worlds and humans are just a part of it. Strange whispering voices at night have been keeping people awake. People who lived in the long abandoned ruins millenia ago have been returning. All kinds of fantastic creatures have been spotted, unseen in generations. Strange weather like fog and storms has been keeping armies and travellers limited. A village reported raining delicious food, people have come from miles around to feast. A merchant opened his strongbox and cried out to find it filled with coal. A man trapped elves in his barn and burned it but they all turned to birds and flew away. A great noble found his lover was a elf in disguise so they had to burn her. Nobles known as unicorn hunters have been found murdered by elf assasins. A man painting elven ruins disappeared leaving only a painting of himself in the ruins. Children have been finding treats from the elves, like candy and gold coins and cakes. Faerie pranks have been an epidemic across the kingdom keeping everyone in fear. Strange lights have been seen from forest ruins and the old monoliths on the plains. Faerie are bad now other old powers like elementals, dragons and giants will be back. Faerie have paid off hell and calling on favours from kinship to the gods to rule overn us. We started this, men killed elves and defiled them, noble immortal blood was roused. They had warned us for decades and we hadnt noticed the warnings now it is too late. We have to hold true to the good gods in these troubled times and resist vile evil. Soon you will see things will go to far and the gods will act you will all know it. Elves can transform us into other faerie people and be enslaved by the elfking forever. The elf queen is a dirty whore and a prostitute who has sex acts with gods and animals. Some worship the elf goddess as the love and fertility cult of old druid days. Humans who have learned the faerie spall lists are heretics and witches and warlocks. Many sorcerers power come from faerie bloodlines or to land and nature spirit folk. Some say the elf king is the lord of the green in the old nature cults. Many people have gone feral and naked and hairy wearing fines and leaves as wild men. Faerie have come and gone since the dawn age as they please taking what they want. Sometimes when elves invade they return things and creatures long lost in lands of man. The bright elf king and queen are the same as the dark elf king and queen. Elves breed rarely, their babies are sickly and weak compared to humans. Village priest died and within weeks the townsfolk had returned to nature and elf worship. Elven bards in disguise are spreading rumours and gossip, the elves control everything. Problems with plague and famine were caused by the elves all along to keep us weak. Humans need to stand strong and resist all the filthy elves, orcs, goblins, halflings etc. The lords of the land have appealed to hell to aid mankind, devil worship will rule us now. Dragons will come next to cleans the land with fire for our sins and wicked living. invisible faerie spirits are swarming everywhere you just need special vision to see them. All kinds of faerie folk are returning from the woods, the waters, the stars and planets. The gods and the titans, spirit lords, dragons, jotun and the old ones are all returning. table: StrangeLootDuringFaerieWars Arrow that always points north, +1 if used, reusable. 200gp Elf arrow if stuck in ground or corpse grows into a oak tree that grows a yard a year. 100gp Stone arrow made by wildmen can hurt any fairy creature from magic flint. 100gp Returning arrow will return to quiver if not broken (happens 1in6 times per use). 400gp Elf Pox arrow save or inflicted with disease one use only. 200gp Chaos arrow save or confused one use only. 200gp Sleep arrow save or sleep one use only. 400gp Charm arrow save or charmed one use only. 400gp Light arrow one use light spell when elf word written on it spoken. 200gp Living bow grows an arrow a day up to 12 grow from the bow at most but can be picked. 1000gp Tin of faerie candy highly addictive faerie food. 30gp Tray of goblin fruit highly addictive faerie food. 1gp Healing herb parcel good for treating a d4 open wound often found in a d4 batches. 10gp each Elf bread very filling and lasts a long time, weight negligible found in d12 daily batches. 1gp each Chaos Mushroom will inflict a random lesser chaos mutation only once. 50gp Deathcap Mushroom will inflict a random lesser necro mutation only once. 50gp Faerie Mushroom will take viewer to a dream in faerie land for homesick fey folk. 30gp Faerie Cordial comes in tiny crystal bottle with d10 sips heal 1 HP each. 10gp Faerie cake if eaten by mortals turn temporarily into faerie being, eat 2, it's permanent. 100gp Magic pie with various random magic effect left out as delicious tempting trap. 400gp Flower faerie in bottle looking sad will dance if shaken, must be fed faerie food or die. 200gp Gremlin in a box will perform a act of sabotage if released. 100gp Kobold in a carpet bag trained servant and fairly good with disarming traps or locks. 50gp Faerie pony is a small lithe but strong horse that ignores terrain and is very smart. 1000gp Goblin seeds if planted will grow into goblin servant in a day d12 batches per tin. 25gp each Horn of the hunt will call a wildman who will act as a guide or scout once a week. 500gp Messenger faerie in a bottle, whisper it message and recipient and release. 400gp Faerie dog puppy will grow into a elf hound. 200gp Faerie kitten will grow into large clever handsome cat that understands speech. 100gp Blink dog puppy hard to contain when chewing or pooping growing up. 500gp Faerie Gold looks like polished gold coins after 24 hours vanishes or turns into stones Faerie gems look valuable but turn into lumps of coal and setting turns into twigs Faerie ring if worn lets see auroras and possibly find faerie roads, gates and doors. 500gp Faerie lamp is a tiny glowing luminous sad faerie in bottle just shake to light 1" radius. 400gp Faerie arm ring allows you to see invisible faerie creatures like brownies and sprites. 500gp Elf Boots let you walk silently in wilderness or outdoors. 400gp Elf Cloak lets you keep camouflaged in foliage or the forest or in vegetation. 400gp Faerie Poem on illuminated scroll of very high quality. 500gp Faerie Painting contains a dreamland inside you can enter in dreams. 1000gp Spirit Bottle contains a poltergeist that will haunt where released. 100gp Puffball if thrown produces a 5 foot radius choking cloud that lasts d4 rounds. 25gp Explodestool if carefully placed will explode if anyone within 5 foot for or d6 once planted. 25gp Screaming mushroom baby, set as an alarm will scream if disturbed, often in chests. 25gp Love Mushroom if planted will grow a naked elf of appropriate gender to be your lover. 1000gp Feast Mushroom if planted grows into a picnic in one hour that feeds 12 well. 50gp Corpse Mushroom if planted with body will arise a zombie, obey planter or goes wild unguided. 100gp Horse Mushroom overnight grows into a faerie horse that lasts for 24 hours. 400gp magic Acorn will grow to 30 yard tall oak tree overnight possibly damaging structures. 400gp Pod Plant Seed if planted near sleeping person grows a hostile doppelganger. 1000gp Bat Mushroom if spore packet sprinkled grows into mushrooms that turn into d12 bats. 25gp a dose Faerie Dagger +1 dagger that glows with 1" radius. 400gp Faerie Sword +1 can harm any faerie being glows with 1" radius. 1000gp Faerie Shield +2 has no weight and can block a magic missile once per day. 1000gp Faerie Lance can grow from a dart to a javelin to a spear to a lance or a pike. 1000gp Faerie Chainmail weighs as mush as leather and as quiet, worn by thieves. 1000gp Faerie Platemail weighs as much as chain and as quiet, can be worn by clerics. 3000gp Faerie Axe +2 anyone executed in ritual is reincarnated. 4000gp Faerie Mace +1 head lights like a jewel 1" glow and +d3 damage to undead. 4000gp Elfbane Sword +1 +4 vs any faerie or being from faerieland. 4000gp Darkelf Dagger +1 and fist foe stabbed each day save vs poison or sleep. 2000gp Elf Key allow you to enter elf doors and enter into faerie hills and gateways. 1000gp Elf Circlet lets you understand and read elvish. 1000gp Elf Charm allows a spell caster to memorise one extra first level spell if on leyline or elf road or standing stones. 1000gp Elf Beer Cup is a silver stien with a lid, once a day fills with fine bitter beer. 400gp Acorn Cup fills with water three times a day on request. 400gp Elf Perfume in a crystal bottle d10 doses +1 to reactions for a hour. 400gp bottle Elf Gem bonds to forehead and adds +1 INT, removed on death. 1000gp (only one per person) Elf Crystal bonds to forehead adds +1 WIS, removed on death. 1000gp (only one per person) Elf Star Stone bonds to forehead adds +1 CHA, removed on death. 1000gp (only one per person) Elf Gloves +1 DEX. 1000g Elf baby sickly and weak but if makes a saving throw will live and grow. 100gp Goblin baby is intelligent but looks a bit like old person and will grow into a goblin in 3 months. 30gp Log Baby has an illusion of being a baby but isn't, but popular as toy or for mad women or monster bait. 30gp Changeling baby, sickly and weak but if makes a saving throw will live and grow, if survives infancy can change into a animal or tree or rock daily. 400gp Orc Baby grows darker, bigger, stronger and faster, adult in a year, teeth give away. 50gp Goatman baby horns just coming through, grows hairier and adult in year. 100gp Wildman baby rapidly turns hairy prefers being clothed in leaves. 100gp Charmed baby will grow into a [|wizard|sorcerer|witch|warlock]. 100gp Blessed baby will grow into a holy person like a priest or shaman. 100gp Doppelganger baby will grow normally but eats other children and malicious. 1000gp Owlbear Egg, make adorable baby owlbear, takes four years to mature. 100gp Rust Monster Egg, takes three years to mature. 100gp Carrion Crawler Egg, needs to be implanted in meat to hatch. 100gp Baby Giant, huge and grows into human adult size in a few years. 1000gp Terrorbird Eggs, each takes 3 years to mature adorable fluffy flesh eating babies. 75gp Giant Eagle Eggs, each takes 2 years to fully mature. 100gp Sea Serpent Eggs, grow a yard per year till mature if released in river. 100gp Giant Spider Egg Sac, grows d10 huge spiders but they will try and eat another. 100gp Hook Horror Eggs, take 4 years to mature horrible nasty monster babies. 100gp Treant Seed ready to sprout takes hundreds of years to grow to adult. 1000gp Spyglass of Unseeing, a large lense with a handle can see hidden faerie things. 1000gp Book of ancient faerie lore naming their royalty, tribes and bloodlines. 1000gp Book of magical beasts details habits of intelligent and giant animals. 1000gp Erotic coloured print of the faerie queen and/or the king (10gp) or the whole court (100gp). A great epic poem about the faerie queen, the goddess of the land, and her court. 100gp Playing cards with depictions of the elvish leaders and depicting their caste system. 10gp Scroll of protection from faerie 1" radius lasts one hour on person or place. 1500 gp Scroll of monster summoning spell but versions that faerie monsters. 100gp per level Scroll of speak to faerie spirits - reader questions invisible faerie spirits a turn. 100gp Sword of the elfking +2 +4 vs human Intelligent Chaotic, sense Human within 3" and wielder gains fast draw skill. Communicates desire of faerie king to wielder by telepathy through dreams. 5000 gp FILENAME: EMO_OSR_WarZoneHumanForces.ipt table: RebelForces 10:Peasant Mob in a [#{d25} RebelForceSize] armed with common farm tools, passionate, but irregular and poorly disciplined. [#{d13} WithMagician] 9:City Mob in a [#{d25} RebelForceSize] armed with common weapons and tools, chaotic and bloodthirsty. [#{d14} WithMagician] 8:Peasant Militia in a [#{d35} RebelForceSize] with some regular training with spears and polearms in formation. [#{d16} WithMagician] 7:Peasant Slingers in a [#{d25} RebelForceSize] with slings; irregular with low morale. [#{d13} WithMagician] 6:Peasant Archers in a [#{d25} RebelForceSize] with shortbows; march as regulars but low morale. [#{d14} WithMagician] 5:Yeomen Soldiers in a [#{d35} RebelForceSize] elite freemen regulars with longbows and two-handed swords, high morale. [#{d15} WithMagician] 4:Bandit Gang in a [#{d35} RebelForceSize] veteran skirmishers suited to raiding and subterfuge. [#{d15} WithMagician] 3:Foreign Mercenaries in a [#{d35} RebelForceSize] with quality equipment operate as state forces. [#{d14} WithMagician] 2:New Model Army in a [#{d36} RebelForceSize] regulars with heavy armour, pikes, halberds, crossbows and gunpowder. [#{d18} WithMagician] table: RebelForceSize 20: gang of 20, with a sub-boss, 15: band of 40 band, with a boss, 10: mob of 100, with a hero, two bosses, and five sub-bosses, 1: horde of 1000, with a great leader table: WithMagician 12:\z 2: Includes a low-level [@RebelMagician]. 2: Includes a mid-level [@RebelMagician]. 2: Includes two low-level [@RebelMagician]s. 2: Includes a high-level [@RebelMagician]. table: RebelMagician 1:[|wizard|sorceror] 3:druid 3:priest table: StateForces 100:[@StateSquad] 50:[@StateTwoSquads] 25:[@StatePlatoon] 6:[@StateCompany] 4:[@StateArmy] 1:[@StateMultipleArmies] table: StateSquad Squad of ten including a corporal - 10 men:\n[@OneSquad] table: StateTwoSquads Two 10-man squads with a sergeant - 21 men:
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table: StatePlatoon Platoon with four 10-man squads and a lieutenant - 85 men:
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table: StateCompany Company with four platoons and a captain - 341 men:[@StateWizard]
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table: StateWizard 8:\z 3:Accompanied by a [|low|low|low|mid|mid|high]-level [wizard|sorceror] 1:Accompanied by {d2+1} [|low|low|low|mid|mid|high]-level [wizard|sorceror]s table: StateArmy Army - four companies and a general - 1200+:
[@4 StateCompany >> implode
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table: StateMultipleArmies {acnt=d2+1} armies are led by a field marshal:
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table: OneSquad 10:Militia Squad with beadle instead of a corporal, bailiff instead of sergeant and sheriff in charge. 9:Light Infantry, mostly skirmishers in leather with spear and shield with some javelins. 8:Barbarian war band, [|| irregular,] shield, axe, javelin[||, paid to fight]. 7:Heavy Infantry with chain, shield and halberds. 6:Foot Knights in plate with shields, spears and swords - uncommon elite trrops. 5:Crossbowmen with chainmail and crossbows. 2:Musketeers with [|an arquebus per two men|a musket each]. //usually only a few squads 1:Grenadiers, use cast iron greanades and bombs. //usually only a squad at most or more in siege 1:Artillery with [|ballista|ballista|catapult|catapult|cannons], mostly for siege work. 3:Light Cavalry with leather, javelins, lance. 2:Heavy Cavalry with chain, sword and lance. 1:Household knight, elite cavalry with full plate, shields and lance. 1:Priest units in chain, shield and mace, act as medics and elite troops often in holy military orders. 1:Noble Dandies on horseback with swords and dueling pistols, often overconfidant FILENAME: EMO_OSR_FairyMaidens.ipt Header: Fairy Maidens Fairy maidens are found in the woodlands on the border of Elfland. Some are worshipped as minor divinities. Some are charged with a purpose. Faerie beings, even the mostly bright ones can have monstrous forms and can be spiteful or cruel. Some faeries might fluxuate between bright and dark with the seasons, or even night and day. Maidens in fact might be a obstacle in a mountain pass or forest trail that stops civilization passing. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-fairy-maidens.html
prompt: Show me: {Specific Fairy Maidens|Make A Fairy Maiden|How To Gain Her Hand|Fairy Maiden Love Gone Wrong|More About Fairy Maidens} More About Fairy Maidens use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAFairyMaiden {compHD==1d10*10}& ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Duty[@FairyMaidenDuty]& Enjoys
[!{1d3+1} FairyMaidenEnjoys >> implode
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& Companions[@GetCompanions]& Friends
[!{1d2+1} FairyMaidenFriends >> implode
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& Magic Accessories
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&
table: MoreAboutFairyMaidens [#{rep} MoreAboutFairyMaidens2] table: MoreAboutFairyMaidens2 Heroes might fall in love with them or be charmed by their superhuman beauty. But Man and Faerie are not meant to mingle. Most love affairs turn out bad or with the mortal enthralled or discarded after time. It is also a disruption of natural forces and many beings will not be pleased if a maiden neglects her duties. At best being with a mortal might last a few decades, assuming the husband survives and can cope. Faeries have family and kin and if you harm them you might bring great danger and curses on yourself. Most have semi-divine kinfolk. Faerie dwellers experience a strange flow of time that might be continuity-incongruous or distorted. table: GetCompanions
[@ListCompanions]
table: ListCompanions [@GetNextCompanion]&
{comp} ({hd}hd)& [when]{compHD}>0[do][@ListCompanions][end] table: GetNextCompanion {setHD==''}& {comp=='[!BrightFairyMaidenCompanions]'}& {compHD==compHD-hd}& [when]0>{compHD}[do][@LastCompanion]& [end] table: LastCompanion [when]{setHD}[do]{compHD==compHD+hd}[@GetNextCompanion][else]{hd==hd+compHD}{compHD==0}[end] table: BrightFairyMaidenCompanions //d10x10HD Worth 4:Local commoners enthralled{hd==4d6} 4:Local commoners, have worshipped for generations{hd==4d6} 1:Chariot team{hd==8}{setHD=='yes'} 1:Mount{hd==3}{setHD=='yes'} 1:A Familiar{hd==2} 1:Guard animals{hd==2d6} 1:Farm animals{hd==2d6} 1:Wild animals{hd==2d6} 4:Murder hobo adventurers of the worst sort, in love{hd==4d6} 1:Charmed lovers, bards{hd==3d6} 1:Charmed lovers, bandits{hd==3d6} 1:Charmed lovers, knights{hd==3d6} 1:Charmed lovers, hunters{hd==3d6} 1:Charmed lovers, revelers{hd==2d6} 1:Charmed lovers, servants{hd==2d6} 1:Hybrid animal friends{hd==2d6} 1:Sphynx friend{hd==8}{setHD=='yes'} 1:Lycanthrope friends{hd==4d6} 1:Draconic friends{hd==4d6} 1:Halfling friends{hd==4d6} 1:Gnome friends{hd==4d6} 1:Dwarf friends{hd==4d6} 1:Elf friends{hd==4d6} 1:Orc friends{hd==4d6} 1:Kobold friends{hd==4d6} 1:Goblinoid friends{hd==4d6} 1:Ogre friends{hd==4d6} 1:Troll friends{hd==4d6} 1:Giant friends{hd==4d6} 1:Faerie folk friends{hd==4d6} 1:Beastman friends{hd==4d6} 1:Animal spirit folk friends{hd==4d6} 1:Nature spirit folk friends{hd==4d6} 1:A slumbering kaiju monster that can be awakened if the maiden is very cross{hd==50}{setHD=='yes'} table: FairyMaidenMagicAccessories A lute A flute A horn A harpsicord A pool A fountain A water jar A well A sword A bow A spear A dagger A mirror A brush A perfume bottle A makeup tin A dinner set A stove A basket A mill A cave A hollow tree A buried chest A hollow stone A dress A cloak A girdle A gloves A ring A medallion A crown A broach A loom A spinning wheel A painting set A sewing box A summoning circle A shrine A monolith A portal table: FairyMaidenDuty Guardian of region of nature Watching area for great evil to return To test heroes on a quest Ruler of local sylvan beings Guardian of a holy place Guardian of a great secret Defender vs. encroaching humans Serves [|a divinity|lords of faerieland] [|Cursed|Banished] Watches over [|a dungeon|ruins] table: FairyMaidenEnjoys [|Singing|Dancing|Poetry|Playing music] Frolicking with animal friends Working on exquisite [|art|craft works] Helping woodland beings Playing pranks on naughty humans Caring for [|human|animal] orphans Worshiping the [|faerie king or queen|gods] Educating young forest folk in faerie lore Punishing the wicked Grooming and bathing, often with friends or followers table: FairyMaidenFriends Has a favorite animal companion Friendly with a local nature spirit Friends with local elven people Kin with [|tree|animal|water|earth] spirit folk Friends with treants Raised by a local hag of great power Related to Elf court who watch out for her Favoured by a god Worshipped by druids and rangers Sylvan friends - [|satyrs|dryads|centaurs|gnomes] table: HowToGainHerHand Assist her purpose or save her from enemies. Perform quest or acts of unselfish kindness and heroism. Helping the natural world resist exploitation. Aid forces of the faerie kingdom. Encouraging her interests with gifts or help. Gifts of fantastic works of artisans or craftsmen. Gifts of exquisite food and drink. Gifts of jewelry and magic items or fabulous clothing. Share discusions and documents of scholarship. Stealing her prize possessions and holding them hostage. Defeat her in a contest of her choice. Steal her magic item and hold it to ransom (jerk move bro). Entrap her and force her to marry you (jerk move bro). Steal and threaten her pets (jerk move bro). Make a deal with faerie nobility. Prove your devotion for years attempting to please her. Slay her current husband who forced her into bondage. rescue her from a dragon or hag or demon or wicked knight. Succeed at near impossible faerie challenge. Convince her of your lifelong devotion and unquestioning obedience. table: FairyMaidenLoveGoneWrong //For anyone having relationship with them Children with mortals will be cruel ugly mutants or goblins. Eventually will flee with children to fairy land. Child grows rapidly in fairy land returns as knight hating father. Child grows rapidly in fairy land returns as vengeful troll. Mother flees and children turn into horrible monsters. Takes lover to fairyland to meet family, lover is returned 1d0 centuries later. Family and possibly divinities offended send monsters and assassins. Children and mother sickly must return to fairy land or die. Sickly children and/or mother dies in childbirth or in grief from childrens deaths. Feeds addictive fairy food to lover, move to faerie land or die. table: SpecificFairyMaidens Shalara the Dawn Mist Maiden\nEntices intruders to dangerous mist shrouded waterfalls. Caerranna, Lady in Green\nTurns men who spy on her into trees. Farneras the White Lady\nWarps flow of time so dallying whith her takes d100 years. Cragyana the Weeping Widow\nSobs and washes clothes in river, hearing her steals all joy. Cibrana the Innocent One\nFrolics in the woods and is guarded by disgusting harpies. Korana the Wild\nHunts mortal men for sport with her bow and will never submit to man. Erradora the Woman in Red\nSkins and flays men to make leather for the elf king. Sashaldra the Air Maiden\nFrolics on mountain tops and those who chase her fall to death. Karmndela the Battle Maiden\nLusty and loves sex almost as she loves decapitation. Voornadala the Cavern Maiden\nGuards cave entrances to the underland, warning visitors. Bellahabi the Wild Girl\nRuns with wild dogs and wolves and deer and shepherds hate her. Karrana the Dancer\nFrolics with her animal friends and will talk only to good dancer. Cyrella the Harpist\nSings beautiful music and is surrounded by jealous charmed bards. Vorana the Sleek\nLives with her mountain lion friends who dislike her mortal admirers. Pandra the Celestial\nReally really loves dragons and will shapeshift lovers into dragons. Korranna the Sweet\nProtected and cared for by tiny faeries who dislike mortals. Virridia the Mad\nDances with her swords and loves to see body parts and blood fly. Seeranna the Frost Queen\nSurrounded by snow and ice troll guardians. Kola the Rabbit Queen\nSurrounded by large thuggish rabbitmen who love maiming man. Herroda the Golden\nSits spinning gold with elf handmaidens for the elf court who love her. Virrida the Skymaiden\nWalks naked in the woods and her beauty can kill. Godvirja the Divine\nHas great wisdom and sylval beings come to her for advice. Sunmaak the Radiant\nGlows with light and the plants sway around her. Khieric the Healer\nCares for sick and wounded and woodland folk will never let her leave. Bezzora the Wailing\nLost her lover in the dawn age and cries ever since. Sirranna the Sweet\nFrolics in the woods but will do anything for honey and sweets. Kirranis the Delight\nSings and dances with her chorus of elmaids that please the gods. Zarifiah the Sword Maiden\nLikes to adventure with her tako wizard companion. Tesorah the Glib\nLikes to read meloncholic books and poems and is hungry for more. Hannirah the Exquisite\nSits in her crystal cave contemplating mysteries of the ages. Voadora the Silver\nWears silver armour and weapons, enjoys duel practice with anyone. Belomas the Contrarian\nAlways acts the opposite to the intentions of strangers. Sironis the River Maid\nLives on the shore raising nixies and sprite children. Veragorana the Mountain Maid\nLives with wild boars and carries a titan war maul.M Kalenara the Night Maid\nA dark elf princess who delights in torture and poison. Tetyanavorana the Grim\nDaughter of a night had and a elf prince she rides a nightmare. Elorra the Wood Maid\nOnly talks to human rangers who she trains in secret. Voranid the Radiant\nSurrounded by prismatic auroras in her gem encrusted cave. Derasa the Swan Queen\nLeads her sisterhood of swanmay rangers protecting the woods. Korlandra the Inscutable\nSits motionless contemplating secrets of illumination. Janmalla the Guardian\nLives in her misty dinosaur filled valley with her pet sabretooth cat. Jubnubblar the Earth Maid\nSleeps with any mortal and sends them any bastard children. Korindra the Flower Maid\nLives in a garden with her sprites and flower spirit changelings. Zorranna the Dark Lady\nRuns with her wolf and giant bat friends and hates human men. Koriola the Runner\nSeen ever running with deer through the woods with her bow. Lyshea the Stalker\nInvisibly follows intruders and judges conduct to see if they live or die. Corinda the Shining\nOne is a happy maid who plays with animals and is kin of the elf king. Zoranna the Seer\nAn expert on divination and mostly interested in learning new methods. Viradja the Redeemer\nConsulted by fallen holy folk to find the means of redemption. Sidri the Historian\nRemembers great events since the start of time. Koorindala the Panther Maid\nLives with several great cats and they hunt together. Loradama the Peacemaker\nUsed to be a diplomat for the faerie folk but is over it. Korindala the Shrine Maiden\nAttends hundreds of scattered shrines to her divine kin. Sarinntor the Bather\nSpends days bating in springs with elfmaids, dislike spies. Marradansoor the Provider\nPuts on a splended feast for her sylvan friends each day. Terrania the Gatekeeper\nWatches a mysterious gateway in a cliff bound with chains. Karisama the Singer\nAlways performing for animal friends and loves to hear new songs. Ellianya the Delightful\nSpends days listening to pleas of human and non human admirers. Sarinara the Vine Maiden\nMakes wine from wild grapes with her drunken satyr friends. Jasseeran the Enabler\nSits with elf friends smoking hookahs of exotic and inhuman drugs. Torilindar the Maker\nSpends her days making art and is aided by her faerie friends. Seemaris the Dreamer\nSpends most of her time sleeping and guarded by trolls. Gorgora the Strong\nEnjoys wrestling with bears and ogres or anyone really. Violetta the Serene\nSits in meditation guarded by seven giant serpents. Zorrana the Delectable\nLies about seductively for lovers then turns them into animals. Corrinda the Archmage\nDwells in a cottage guarded by elementals researching spells. Sorrindel the Summoner\nDwells in a cave researching the of summoning planar beings. Pessarind the Adoring One\nGives her love freely and stores her best lovers in crystals. Vorinda the Reveler\nAlways partying with centaurs and satyrs and anyone really. Zeeranon the Fornicator\nMates with all kinds of creatures spawning hybrid creatures. Pathelas the All-Seeing\nDwells in a cave and watches the world from her crystal ball. Morandor the Witch Queen\nLeads a coven of witches dedicated to keeping humans away. Corlia the Collector\nHas a cave full of her treasures and will trade wisdom for more. Korrianna the Dice Maiden\nLikes games of chance and staking lives, she has divine luck. Hortence the Apostate\nBelieves humans are equal and rejects elvish philosophy. Palentia the Waterfall Maiden\nBathes in the misty falls watching a hidden sleeping dragon. Zimmarra the Maid of Plenty\nHas a magic cornicopia and lays on a fantastic feast daily. Tsammarra the Corn Maiden\nVisits human fields to bless them and makes corn golems. Vharjezra the Watcher of the Stones\nGuards a prehuman black monolith of the old ones. Phenltralia the Rubble Runner\nFrolics in the ruins of a lost prehuman civilization. Khemnara the Voluptuous\nGuarded by bronze golems sent by this milleniums lover. Torrian the Slayer\nEnjoys hunting monsters who's corpses she mummifies as trophies. Ferranial the Smith\nWorks metal in her cave with dwarf, gnome and troll lovers. Beerinda the Bee Keeper\nGrows flowers, keeps bees and makes mead for sylvan friends. Velenteena the Spearmaiden\nLikes to fight and drink with barbarians and vikings. Sirrella the Maid of a Hundred Wands\nCarries a different one each day from her collection. Cormandeera the Blessed Virgin\nBathes with goddesses daily to restore her virginity. Hanamelta the Perfumer\nBrews perfume and makes incense in her laboratory cave. Lidiratta the Axe Maiden\nDaily beheads a criminal delivered to her by faeries. Vilidaxa the Drowned Maiden\nLures handsome heroes into her underwater prison. Midrella the Night Hunter\nPatrols her woods with her owl friend scouts and guardians. Zardella the Friend of the Furry Forest Folk\nSpends her time with intelligent forest rodents. Assurkalan\nHas 100 gnome husbands who toil in her underground pleasure palace. Varrassa the Tree Conqueror\nLives in a giant tree fort guarding elf relics. Ramina the Hero\nDwells with her elf and sylvan friends who adventure together. Sarrella the God Slayer\nWorks to repair a relic that fragments each time a god is killed. Oorlana the Bell Ringer\nHas a collection of magic bells she rings daily to effect weather. Zaphia the Solemn\nCares for an ancient forgotten elf war memorial and prays for its dead. Kola the Ape Mother\nDwells with her friendly family of flesh eating giant apes. Zemijya the Walking Bird Maid\nLives with her flock of terrorbirds and elf amazon riders. FILENAME: EMO_OSR_EnemyHooks.ipt Header: Mysterious Enemy Hooks Mysterious Patrons got some kind comments from readers, so this is the inverse. A secret jerk is doing stuff to cause the party trouble. Blatantly and deliberately. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-mysterious-enemy-hooks.html
prompt: Show me: {Mysterious Enemy Hooks|Enemy Is...|Enemy Goals|Means Of Secrecy And Delivery} Mysterious Enemy Hooks use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MeansOfSecrecyAndDelivery Urchin messenger throws items [|through window|at character's head]. Thrown off passing vehichle so almost hits character. Wrapped like gift delivered by cheerful courier. Theives guild agents deliver by sneaking into bedroom. Delivered by plague-carrying beggar. Dagger with note stuck in [|bedhead|house] in morning. Dropped through room with a crash. Found with a corpse in lodgings. Robe-wearing fanatic agent, fights to the death if stopped. Clerk from a law firm who knows nothing. table:EnemyGoals To ruin adventurers' lives. To slander adventurers and publicly shame them. To stop party from interfering with schemes of plotting villains. To stop upstarts with sudden wealth from disrupting social order. To protect secretive cults from interference. To prevent humankind from discovering long lost secrets. To prevent the economy becoming enriched with treasure. To get revenge for stopping some villain's past scheme. To prevent party becoming successful or wealthy. To please other planar force of wickedness. table: EnemyIs... A scheming cult leader. A shapeshifting creature in disguise. A noble scheming against upstarts. A wealthy sadistic merchant. A corrupt government official. A pre human monster boss. A former adventurer hoping to toughen party up. A powerful evil high priest. A criminal mastermind. A wizard who hates everything that party does. table: MysteriousEnemyHooks Dead animal in bed. Headless chicken and blood nailed to door. Dead stray dog or cat you were friiendly to. Corpse of some commoner you talked to earlier. Picture of a loved one stuck with dagger on wall. Poison fruit basket. Pickled human head in jar. Gallons of blood in bed. Childs corpse, mother nearby calling. Youth noble corpse in bed, baillff knocking at door. Spirit trapped in bottle released in lodgings. Invisible creature bites character in home. Stirge nest in attic. Rats swarm through floor attacking in home. Monster bursts through floor. Hit by poison needle in public place. Shot with arrow by sniper. Targeted with destructive spell. Succubi or incubi sent to seduce character. Giant spider enters house at night. Someone releases giant snake into house. Gang of hired thugs attack party in public. Tax man investigates party for fraud or evasion. Militia investigate party for murder. Tribe of monsters swear to kill party. Assassins try to kill in house at night. Someone leaves a seige mine on party residence at night. Someone releases green slime inty privy chamber. Some one slips adictive drugs into characters food and drink. Noble house given evidence party murdered a kinsman. Evil cult given information party out to get them. Dark elf treehouse destroyed in fire, party blamed by fake evidence. Party accused of drug trafficking. Church investigate party for heresey. Witchunter had anonymous tip party up to no good. Party reported to espionage, papers hidden in party acomidation. Witness tells secret police party plotting treason. Lodgings set on fire. Assassins await party outside next dungeon. Bandit group give parties name during heists. Wanted cultist robes, masks and bloody daggers left in party house. Someone puts plague tainted goods in party house. Characters horse or pe attacked. Characters follower beaten. Party recieve death threats. Someone writing slander about party on city walls. Terrible gossip spread about party. Bard composing lampoon about characters adventures. Duelist provokes fight with party in public with abuse. Play being performed about party scandalous cowardice and incompetence. Comedic puppet show popular about characters being awful people. Someone in neighborhood spreading gossip party killing missing people. Knight told character acused him of being coward. Popular comedy song about party is a hit. Spellbook delivered with contact poison on pages. Treasure Map delivered directing party to trap. Treasure Map to lair of impoverished vampire lair. Witches hired to curse party. Someone murdering elves or dwarves leaving fake hateful note from party. Someone tries to trick party into kidnapping someones family member. Sewer workers bribed to flood party hangout with human waste. Someone told a dragon party killed it's son. Dangerous traps placed in party residence. Dangerous spores put in roof and basement of residence. Horse and cart try to run character down. idol wanted by cult hidden on characters possetions. Family member of character threatened. family member of party assaulted. Rabid dog attacks in street. Theives guild robbed, party blamed. Assasin guild members murdered party blamed. Cursed magic items sent as gifts. Given deed of haunted house. Hobbit village raided and burned left clues naming party. Someone burned orphanage and blamed party. Seduced by diseased prostitute sent by enemy. Investigation into kidnapping cult party blamed by victim. Shadows sent by witch attack party in sleep. Water weird released in characters privy. Elemental attacks and destroys lodging. Devil in disguise tries to trich character into selling soul. Devil tempts character with desires. Gremlins set loose in character lodgings who follow party. Imp invisibly harrasses party with pranks. Demon attacks party while at home. Party find treasure island map, ship abandons them. Party of doppelgangers copy party and behave badly. Mimic let into party house. Evicted from house, landlord threatened with death. Exile from city or kingdom because ruler told lies. Next place travelled to have heard party trouble. Find wanted posters with outrageous reward for party. Friend polymorphed into a medusa. Next dungeon entered has entry collapsed by workers. Next place characters attack is prewarned. Next place character attack has extra mercenaries. Suicide bomber charges party shouting "death to evil ones". Church burned down anf priests killed, party investigated. Party cloned in secret, clones awake to hunt and kill originals. Golem attacks party home from sewers. FILENAME: EMO_OSR_PatronHooks.ipt Header: Mysterious Patron Hooks Many gifts from patrons are in fact adventure seeds. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/mysterious-patron-hooks.html
prompt: Show me: {Hooks From A Patron|Patron Is Really...|Patron Goals|Means Of Secret Delivery|More About Patrons} More About Patrons use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutPatrons [#{rep} MoreAboutPatrons2] table: MoreAboutPatrons2 Patrons often employ adventurers and send them on quests. Many have their own secrets. Many hire adventurers or sponsor murder hobos for all kinds of reasons. Patrons are handy to motivate adventurers and can eventually lead to more adventures and revelations. I'm not a huge fan of the heist-then-betrayal trope, which is especially played out in SF games. In FRPGs, the patron mostly just wants the party to enter a dungeon and rob monsters, which isn't so awful. In Shadelport, many magicians like to spy on adventurers and broadcast them as illusions to audiences. The Barron's Dungeon Games are the most popular and best, with a viewing chamber designed for elites in the palace and other more common ones throughout the city. The common man gets to see puppet-and-actors versions only. table: MeansOfSecretDelivery [when]{rep}=1[do]Either messages or items could be delivered. Sometimes it's a message about where to pick up an item.[end]& [@MeansOfSecretDelivery2] table: MeansOfSecretDelivery2 Urchin messengers who know nothing. [@AnimalMessenger] Messages just appear in adventurers' room by magic. Has an agent sworn to secrecy. Uses a [|merchant|tavern keeper|shop owner]. Thief slips a note into your pocket telling where to collect goods. Courier service with no return address. Strongbox in bank vault. Strange, cowled figure who does not speak. Clerk from a lawfirm who knows nothing. table: AnimalMessenger 3:A pigeon swoops down. 3:A dog wanders up. 1:The patron's familiar arrives. table: PatronGoals To destroy minions and plans of a rival schemer To mould adventurers into a force for good deeds To recover relics and documents for some scheme To disturb the order and shake up long stagnant forces To undermine the economy and social order with cashed up murder hobos To recover goods and knowledge for scholarly interest To recover artworks and treasures desired for a collection To clear our haunted places to occupy with own minions To have some entertainment To gain favours from important people table: PatronIsReally... A horrid cult leader A shapeshifting creature in disguise A noble scheming against rivals A wealthy status hungry merchant A charitable wealthy noble A rich scholar A former adventurer A powerful priest A publisher seeking lurid tales to print and sell A wizard seeking arcane secrets table: HooksFromAPatron Map to a cave system location Map to a dungeon complex location Map of a dungeon level Map of a secret temple Map of a ruined castle Map to a haunted house location Map to pirate treasure Map to a secret cult shrine Map to a hidden crypt Map to a secret gang headquaters Deed to a haunted townhouse Chest belonging to missing adventurers Book belonging to ancient wizard Sea chest belonging to missing sea captain Deed to a seaside cottage Deed to a forgotten farm house Deed to a family crypt Puzzlebox belonging to sorceror unopened Box of unopened old potion bottles and papers Box of old posters with maps scrawled on back in charcoal Box with a magic mouth delivers riddle Strange glowing crystal Scroll with a history spell and a rusty dagger Scroll with s Speak to dead spell and a human hand Scroll with invisible writing Scroll with coded message Scroll with prehuman writing Stone tablet with ancient script Talking skull in a box Box with a chicken brooding a monster egg Kobold in a sack who knows dungeon location Address of an old murder hobo who knows secret dungeon entrance Address of a former slave who spent years lost in the underland Address of a sea captain in sailors home who visited a strange island Deed to a mine where miners all disapeared Spirit in a bottle seeks resolution to murder and betrayal Painting an night spirit maid enters dreams seeking aid against injustice Talking goat knows location of evil cult but nobody believes him Pair of doves, once young lovers betrayed by evil uncle Orc slave who knows where local orc tribes live and a dungeon Scrawled map with passwords for cultist meetingplace in sewers Squat green demon idol with recognisable coastline and sat on bottom Diary of subterranean explorer Wooden board with orc treasure map carved on surface Map showing local monoliths and several marked with evil symbols A pamphlet telling wild exageration of party recent adventure Contract tender notice from assassins guild mentioning party Erotic caricature of party member from lurid underground press Defamatory cartoon print of party being sold in market from famous character artist Directions to satirical puppet show about adventurers Strange black seal that fits into slot in prehuman sculpture in ruined wall nearby Report from secret police spy indiating party being watched List of guild master names with crosses through them and dates Location of a thieves guild on back of wanted poster for gang Tickets to see a monster vivisection in wizard school Tickets to front seat of an execution Tickets to a stage show Two for one meal voucher at posh reseraunt Crate of wine bottles of exotic foreign wine Address of drug house where lotus eaters lay about in smokey haze Lease for tiny shop or alehouse for d4+1 years Key that opens locked sewer entries near city walls Family tree with note on back indicating sole survivor to be sold at an auction Note indicating previously unknown sibling of character lives Will naming character in old sealed letter written 20 years ago Dark elf map showing several tree forts in the dark forest Potion that reveals past life and location of treasure to drinker Painting of the party with gilded frame Lease for 4 years of large loft of warehouse/apartment building on harbour Deed for a small 16 man sailing boat in drydock with one month paid fees Location of sinkhole and notes on local disapearances Token to see a particular prostitute in a noble whorehouse Bottle with old island map inside Turtle plastron with native carvings of islands Huge gilded key that looks like from a palace Map of known world with unknown islands marked on by later person Map of known world showing a huge landmass and larger coastlines Map showing unknown buried tombs in known location Tattooed mummified severed hand of a wizard Portrait of noble from long ago spitting image of a character Portrait of handsome youth character finds alluring, lover from a past life Arrow that always points same direction and vibrates as draw closer to target Crate of delicious popular beer and ket to brewery back door Mummy in a crate of serpent man that a cult wants badly Ivory Idol in box that cult need back to call demon master Relic of a church will be very grateful for return and offer healing magic Crate with monster statue that a cult is trying to awaken to life Crate with cocoon of catfishman wizard hibernating for thousands of years Crate with statue of ancient woman actually petrified with stone to flesh scroll An old book of seamonster and fishmen sightings on the coast An old book mentioning dungeons that might still be found An old book with family trees that disprove title of a current noble Suicide note of youth naming horrible villain who ruined many lives Collection of prehuman coins and map of a building site in city Letter describing someone finding a brick mine near a village Notice of a ship on treasure expedition needing senior crew Notice of men needed for expedition into mountains Note of praise from secret admirer with 1000gp Key and address for storage locker in warehouse Mummified shaman curled up in box with tattooed map of wasteland location FILENAME: EMO_OSR_DragonWarZone.ipt Header: Dragon War Zone This is first of a new series called war zones. The idea is you can stage various invasions on your poor setting and use these tables to add new encounters and colour. Dragonmen could be treated as exotic beastmen, firenewts or dragonlance draconians whatever you please. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/dragon-war-zone.html elfmaidsandoctopi.blogspot.com/2017/11/d100-draconic-gossip-during-dragon-war.html elfmaidsandoctopi.blogspot.com/2017/11/d100-draconic-loot.html
prompt: Show me: {More About War Zones|Starting The Dragon War|Dragon Military Objectives|Ending The Dragon War|Dragon War Encounters|Wonders Of War|Draconic Loot|Gossip During The Dragon War|Cult Troops|Reptilian Troops|Troglodyte Troops|Firenewt Troops|Kobold Troops|Draconic Troops} More About War Zones prompt: War Level: {1 - First 24 hours, opening of war|2 - A few days after the start|3 - Ongoing War} 1 - First 24 hours, opening of war use: common/nbos/Tools.ipt use: EMO_OSR_DraconicLoot.ipt table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& {choice=='[{$prompt1} >> replace / /\/]'}& {choice2=='[{$prompt2} >> replace / /\/]'}& {notes=='[#[@GetInitials with {prompt1}] Notes]'}& [when]{rep}=1[do]{$prompt1}{extra}{notes}
[end]& [@{choice}] table: HowFarIn {d10} {d20} {d100} table: MoreAboutWarZones [when]{rep}=1[do]& Basically each War Zone introduces new encounters and spectacles of war as invasions take place. & These are not necessarily the types of wars that heroes can stop, but they might prevent some suffering or help some people. & I guess you could it as a misery crawl like Patrick Stewart's dam-busting disaster adventure, or you could include some key objectives for players to damage the invasion or even lead troops.\n\n& Encounters are types of threats roaming the countryside, while wonders are spectacular sights that could be avoided but could lead to fights. & They include descriptions of what the bad guys are up to, as well as scenes of suffering in the war zone. & [end] table: StartingTheDragonWar Dragonspawn pits of Tiamat in hell have hatched a swarm of draconic monsters. Dragons have awakened their millennial slumbers and are in breeding frenzy. An evil god has awakened them all at once to purge humankind. A gateway to a draconic ruled world opens. A draconic cult has prepared this for aeons, nursing eggs in secret places. Adventurers or a god offended Tiamat. Gods are angry at mortals for being too plentiful and noisy. Serpent men in last gasp chance using dragons to destroy humans. Lizard men found a great clutch of eggs from the dawn age and hatched them with rituals. A wizard tried to misuse the draconic world spirit and brought the about the apocalypse. table: DragonMilitaryObjectives Eat everything farm animals and humans. Burn Human Buildings and settlements. Gather loot for the alpha dragon hordes. Destroy shipping and merchant caravans. Route humans driving them to other lands. Gather magical treasure. Destroy wizard towers and libraries. Destroy human temples and establish a dragon cult. Turn land into a poison uninhabitable wasteland. Reduce human civilization to stone age. table: EndingTheDragonWar Dragons run out of food and turn on each other. Demihuman armies arrive to harass dragons. Anti dragon artifact is discovered. Champions confront avatar of Tiamat sending her to hell. Good dragons come to aid humanity. Humanoids equally fearful of dragons aid humanity. Lords of hell offer to aid kingdom for a price. Dragon army move onto other kingdom once this one a ruin. Gods offer to aid humanity but take a price. Factions of the invaders turn on each other over internal feud. table: Notes type: dictionary CT: Human cultists include reptile cultists, snake cultists and dragon cultists. Hiding in secret for generations, they now walk openly, helping the invaders, starting fires, preparing sacrifices, hatching monster eggs and worse. Cultists mostly are irregular rabble but some are especially well-equipped and trained. Some are mutants with traits of the beings they worship. Some elites of the cult include magicians such as priests, alchemists, wizards and sorcerers. Alchemists might even have created dragons or dragonmen in apparatus before the invasion. Other magicians may have built drolems - mechanical dragon golems worshiped by cults unable to find a real dragon. Drolems are used in the invasion as distractions and where dragons are short. Dragons show contempt for these cults but treat those with draconic mutations slightly better. RT: Reptilians regard dragons as gods and ancestors. They have access to many monster types and move through and fight in wetlands without penalty. Some types specialize in aquatic with marine dinosaurs, crocs and snapping turtles. Serpent men often act as advisors and wizards, as they are too rare to field armies themselves. Some serpentmen are in fact the rulers. Vampire lizard kings prefer to fight by night and will produce zombie troops from fallen kin and enemies. They usually enter war later when lizards are more desperate. The vampires don't get along with serpent men so well. Dragons are wary of serpent men ambition but accept the worship of lizard men. Dragons think lizard men and dinosaurs are backward and less-evolved savages. TT: Trog Mercenaries are kin of lizard men who live underground They are effective skirmishers and dangerous close in melee enhanced by their stench. Dragons find them disgusting and they don't share camps with other troops, making their own camps down wind.\n\nTroglodyte Sub chiefs command 40 trogs and chiefs command 200\n\n(no table provided) FT: Firenewts are kin of lizard men, but live in volcanic regions. A cold variety could exist too, living in glaciers with frost salamanders instead and spitting frost instead of fire. Dragons tend to treat firenewts with some respect. KT: Kobolds worship dragons and are devious skirmishers and relentless irregular swarmers. They also are easily air dropped by dragons and are quite able at siegecraft and construction. They use magic more than lizard men but dislike serpent men wizards, who like to eat them. Dragons are a bit disdainful of them and act like kobolds are beneath them. But they don't mind kobolds grooming them. Kobolds serving dragons are fanatics. DT: Dragonmen or draconians come in varieties related to the chromatic evil dragon types. They are kin of dragons and are treated like kin, albeit like bratty children. They are technologically more advanced than most humanoids and live in a warrior aristocracy. They are less magical but their knights act as their prize troops. Dragonmen are elite, cruel and arrogant. Outside a dragon invasion they are rare mostly sleep for aeons. They are created by dragons who spawn them when faster humanoid elite troops are needed. They worship and obey dragons but might think they know best and act independently. DWE: Use "War Level" to change the range of possible results.{extra=='[{prompt2} >> substr 2 0]'}{hfi=='[{prompt2} >> left 1]'}{encRoll=='[#{hfi} HowFarIn]'} DL: When dragons become commonplace during a swarm or planned invasion, draconic items become more commonplace and mostly cheaper -- except anti-dragon relics and items; those become more expensive. This is a list of the kind of crap in magic shops during such an event. Feel free to increase costs when dragons not under every rock or behind every cloud. Price varies by size and breed also. Prices here for shop price, they only pay about a third at best for dragon giblets and gore. You might have a shop specializing in dragon gimmick stuff too. table: CultTroops 10:Cultist Rabble irregular light troops, robes and daggers, fanatic to cause in mob of 40. 7:Cultist Mutants, disfigured with inhuman ability, swords and masks in mob of 40. 8:Cult Mercenaries heavily armed and armoured with dragon masks in group of 20. 3:[@CultMagicians] 1:Drolem with group of mercenaries and rabble plus magician leaders:
[@{2d3} CultMagicians >> implode
]
table: CultMagicians Level {d4} [|priest|wizard|sorcerer|alchemist] + rabble. Boss (level {3d4}) [|Priest|Wizard|Sorcerer|Alchemist] + mercenaries. table: ReptilianTroops 10:Muckdweller Scouts with [|slings|javelins|darts], group of {d9+11}. 9:Savage Lizardmen with javelins, war clubs, and shields, group of 40. 8:High Lizard Men with spears, morningstars, and shields, group of 40. 7:Giant lizards with 2 riders (various specialist types), group of four. 6:Group of four [|bonebreakers|babblers], each with a handler. 5:Pteranodon Riders in group of four. 4:[|Giant snapping turtle|Dinosaur] with 4 riders. 3:Chieftain leads band of 40 2:King has 40 bodyguards and leads {1d4*100}. 2:Shaman, a common magical leader, with twelve guards. 1:Serpent Man Wizard with twelve guards. 1:Vampire Lizard King, with 40 bodyguards and leading {1d4*100} zombie lizard men troops. table: TroglodyteTroops endtable: table: FirenewtTroops Firenewt warriors with a subchief, in group of 40. Firenewt warriors with a high chief, in group of 200. Firenewt Strider Rider Cavalry in group of [|4|12|20]. Pteranodon Riders in group of four. Salamander with two firenewt handlers (BX ones not ADnD ones). table: KoboldTroops 10:Kobold scouts with [|slings|javelins|darts] in group of 20. 8:Kobold archers with shortbows in group of 40. 6:Kobold dog riders in group of 40. 5:Kobold warriors with machetes, spears and shields in group of 400. 3:Kobold comand unit: sub-chieftain (100 troops). 2:Kobold comand unit: chieftain (400 troops). 1:Kobold comand unit: king (1000 troops). 4:Kobold magic units, [|shaman|wizards] with 40 guard. table: DraconicTroops 3:Dragonmen Warriors in band of 40 led by a chief. 1:Wyvern Rider Dragonmen Knights in group of four, focusing on enemy elites. table: DragonWarEncounters [#{encRoll} DragonWarEncounters2] table: DragonWarEncounters2 Very Young baby dragon waddling about angry and hungry. Giant lizard HD3+1[||||||, ridden by lizard men]. Swarm of {2d4} poison snakes, HD1, dropped on roads. Constrictor snake HD2 drops from trees. Gang of {3d4} overly brave kobold scouts, sure they are on unbeatable side. Crocodile HD3 in pond or stream or pond or moving between them. Fire Drake HD4 scouting and starting fires. {2d6} [|cultists|snake men|lizard men] serving dragons. {5d4} muckdweller scouts 1/2 HD, use slings to harass travellers. Pteranodon HD3+3 with {d3} kobold observers. Kobold warband of {5d4}, out to grab loot. Very Young Baby dragons 1/2 HD, hungry but wary of danger. Lizard Men HD2+1 War Band of {3d4}, looking for food for dragons. {d4} Dragon Men Skirmishers challenge human heroes to single combat. {d3} Amphisbaena HD6, rolling down road in hoop shape. {d3} Giant Constrictor snakes, HD6+1, hanging from trees. {d6} Giant Poisonous Snakes HD4+2, blocking trails. {d3} Giant Spitting Snakes HD4+2, blocking roads. {d10} Giant Geckos HD 3+1, cling and camouflage often in trees or rocks. {d8} Draco Lizards, HD 4+2, glider membrane drop by surprise on prey from above. {d8} Horned Chameleons HD5, hiding in terrain for ambush. {d4} Tuataras HD6, ridden by lizard men raiding villages. {d6} Fire Snakes HD2, blocking roads and sneaking into forges and fireplaces. Young Dragon, hungry, but won't take undue risks. {d3} Bone Snappers HD4, often with {d4} lizard men handlers. {3d4} Fire Newt Infantry units, HD2+2. Firenewts HD2+2 riding striders HD2. {3d4} Ophidians HD4, out looking for food for dinosaurs. {d6} Giant Poisonous Snakes HD4+2. Huge Crocodile HD7 in water or moving in between. {3d4} Troglodyte Scouts HD2, skirmishind and raiding. Salamander (fire or frost) attacking travellers and villagers. An angry wyvern HD7+7 looking for food. Hydra five headed with {d4} lizard men guardians. Sub adult dragon scouting for army. {d4} Babblers HD6 with {d4} lizard men handlers. Ice Lizard HD3+3 scouting but will attack travellers. Hydra six headed hungry and traveling roads to farms and villages. Were cobra HD5+2 shapeshifting spy. {d4} Wood Drakes HD4, patroling between woodlands. {d4} Cold Drakes HD5, from the mountains looking for victims. {d4} Elemental Drakes HD6, scouting for army. {d3} Boalisks HD5+1, blocking roads. Young Adult Dragon scouting for army wary of threats. {d6} Man Drakes HD3, in human form spying for draconic army. {d6} Wyverns HD7+7, looking for humans to menace. Hydra seven headed roaming area eating everything. Adult Dragon confident and hungry. Pteranodon Squadron of {2d4}, HD3+3 with lizard men riders. Basilisk HD6+1 blocking a road and polluting area with venom. Cockatrice HD5 blocking a road and polluting area with venom. Giant Snapping Turtle HD10 moving between water[||||, with 4 lizard men on its back]. {d8} Minotaur Lizards HD8[||||||, ridden by lizard men]. {d6} Subterranean Lizards HD 5[||||||, ridden by lizard men]. {d6} Dimetrodons HD5, hungrilly roaming from swamp. Giant Pteradactyl HD10 carrying dragon man knight or dozen kobolds. Behir HD12 sneaking around looking for victims to torment. Hydra eight headed rampaging across countryside hungrily eating anything. Adult dragon ridden by serpent man wizard. {d6} Deinonychus HD 4+1, pack of savage hunters. Medusa sent to kill as many humans as possible. Old Dragon confidant and hungry. Cultists fighting force collaborating with invasion, often mutated with reptile features. Spirit Naga with {2d4} lizard men guards. Hydra nine headed rampaging horror. {d4} Young Dragons with dragonmen riders. Dracolisk HD7+3 blocking roads of traffic. Triceratops HD 16 with {d4} lizard men riders. Stegasaurus HD18 with {d4} lizard men riders. Megalasaurus HD12 with {d4} lizard men troops. Gorgasaurus HD13 with {d4} lizard men troops. Ceratasaurus HD8 with {d4} lizard men troops. Sea Serpent HD 8-10 squirming between water ways. {d4} Fire Lizards HD10, ridden by firenewts. Were lizard HD8+2 shapeshifting spy. Were snake constrictor HD7+3 shapeshifting spy. Wyvern ridden by {d3} lizard men or a dragonman knight. Kobold army HDd4, 100 + chief and guards and kobold wizard Lv4. Lizard King HD8 with 40 lizard men troopers. Lamia (snake) HD9 with {2d6} lizard men servants. Lamia Noble HD10+1 with {2d6} ophidian servant. Werecobra assasins team of 6 looking for human leaders to eliminate. Serpantman wizard HD12 with 40 lizard men troops. Dragonmen HD2 x40 with hero leader HD6+6. Lizard King Vampire HD12 and lizard men guards 40 by day they carry him in coffin. Very old dragon with dragonman knight. Very old dragon with 20 dragonmen troops. Very Old dragon mated pair. Hydra eight headed with 20 firenewt troops. Hydra ten headed with frost breath (hydrax). Hydra ten headed with fire breath (pyrohydra). Tyrannosaurus Rex HD18 with {3d4} lizard men guardians. Hydra 12 headed regenerating firebreathing hydra. Ancient dragon with a hundred dragonmen searching for human forces. Pair of mated ancient ancient dragons leaders of dragon kind. Ancient Dragon with dragonman knight hero. Great Elder Wyrm HD18 draconic elder unseen since the dawn age. Drolem HD20 dragon golem made by dragon wizard cult to distract humans. Reptilian Gargantua 50HD god like fire breathing reptilian god lays waste to buildings. Tarrasque 300hp awoken by draconic cult rampaging across land. Tiamat Avatar 666hp often flies by razing area with breath weapons off to a battle. table: WondersOfWar Psuedo dragon comes to warn and advise humans of threat. Burning cattle in panicked stampede. Burnt fields or grass. Cloud of smoke seen in distance. Ash rains from sky. Foul odour of sulphur. Winged creatures seen flying in distance. Kobold scouts attacking commoners. Kobold scouts setting fire to fields or farmhouse. Muckdwellers chasing farm animals or farmer. Burning fields or grasslands. Burning houses. Burned corpses of farmers or animals on road. Gassed corpses of farmers or animals on road. Fleeing farmers on foot hysterical. Fleeing farmers with waggons. Fleeing farmers with livestock. Orphan children covered in soot. Orphan crying with pathetic ragdoll. Wounded militia deserting and dumping equiptment. Fresh militia looking scared marching to front. Knights galloping to the front. Dead knight on panicked horse. Badly burned soldiers fleeing the front. Kobolds eating burned human corpses. Giant lizards eating dead horses. Dragon landing in a field dropping off kobolds then flying away. Lizard men climbing out of a well. Dragon swoops on military waggons setting lot on blaze. Hundreds of charred soldier corpses with melted weapons and armour. Huge blazing forest fire. Burning village. Marching human army. Area swarming with muck dwellers. Area swarming with kobolds. Army of kobolds marching. Army of lizardmen. Giant lizards crawling on road. Hear distant roaring and rampaging. Dinosaurs destroying buildings. Pterodactyls flying overhead screeching. Wyverns flying overhead silently. Drakes flying overhead dropping fire on roofs and trees. Dragon setting fire to haystacks. Huge serpent swallowing person. Pteranodon flying overhead with lizard man throwing snakes from its back. Peasant trying to fight a giant snake to save family. Peasants beating a kobold with farm tools. Soldiers with dragonman in waggon heading urgently away from front. Wyvern fighting a knight. Wyvern menacing a fair maiden. Hydra fighting soldiers. People trying to cross river being attacked by crocodiles. Flood of water caused by dragons freezing river upstream. Wild animals of many species fleeing dragons hunger. Dragon in a field snacking on cows. Serpentman barking orders to lizard men to search area. Striders and firenewts chasing horse rider. Salamanders cavorting in burning church. Wizard fighting with dragon in distance. Fire rains from sky. Hundreds of dragons fly across the sky. Stampeding dinosaurs rampage across area. Dragonmen crucifying victims. Dragonmen herding human civilians to hungry dragons on snack break. Lizardmen herding bound prisoners deeper into draconic held lands. Wyverns busy mating while dragonmen riders get annoyed. Troglodytes tormenting prisoners in cages with their stench. Human bandits skirmishing with lizardmen defending fleeing peasants. Wyverns dropping rocks on fortified building. Burning knight on horseback fleeing towards water. Serpantman and lizard king arguing in front of troops. Lizardmen pulling coffin from prehuman crypt with chanting shamen nearby. Kobolds feeding fire in burning buildings with incendiary fluid. Human dragon cultists repairing a broken drolem. Human serpent cultists listening to stirring speech of a serpentman. Lizard cultists healing wounded giant reptile. Snake cultists in wagon throwing venemous snakes behind them. Broken stone statues of fleeing soldiers and peasants. Dinosaur fighting a giant crocodile over a frightened family in ruin. Paladin on horse heading to front asks for directions to battle. Priest leading villagers in prayer, ground shaking from something coming. Sobbing woman with huddling children crying over dead family members. Cultists exhorting villager prisoners to join them or be sacrificed to dragons hunger. Lamia leading trail of huge snakes and cultists towards houses. Cultists have prepared great wicker dragon full of prisoners ready to burn. Zombie humans being herded by reptile man shaman in service to his vampire king. Archers fighting a dragon, trying to hold morale. Wyvern fighting a hill giant. Crack opens in earth releasing foul odours. Couatl come to warn and help humans evacuate. Faerie Dragon come to help faerie and possibly humankind. Gargantuan lizard beast destroying a castle or bridge. Burning settlement being trampled by tarrasque. Earthquake shakes land. Volcanic eruption in distance spewing out dragons from hell. Huge plume of smoke and fire from distant city. Kobolds rendering dead villagers in cauldrons into fat intended to be used in siege. Catapults and ballistas on burning waggons surrounded by charred human soldiers. Tiamat leading dragons towards city in formation. table: GossipDuringTheDragonWar Dragons have been sleeping for aeons and have awoken now there is enough food. Dragons like to eat humans as part of their reproductive cycle to help them produce eggs. Dragons are a sign of divine displeasure, prayer and good living will diminish them. Many dragons live in hell and come to the mortal realm to hunt. Dragon eggs can take milenium to hatch and are buried far and wide. Dragon skin armour is valuable but enrages reptilians. You can placate dragons by feeding them horses, cattle or virgins. Dragon blood and hearts have magical powers if eaten. Dragons can be appeased by gifts of treasure and cattle. It's the end of the world and dragons will burn and eat everything. Every dragon has a weak spot which can be found by trial and error. Thunderlizards are incomplete degenerate dragon spawn from long ago. Dragons were spawned to battle gods and giants in primordial times. We need to grab all the food we can and move into dungeons and seal ourselves in. In the old days sacrificing cattle and virgins kept us safe we need to do this again. A priest tried talking to the dragons and they just burned him and ate him. Dragons are mostly dumb animals, the smart ones you can deal with. Some dragons serve official positions in the celestial court but they are mostly unseen. The lords of hell are not so pleased with dragons rampaging, perhaps they will aid us. The dragons attacked temples and wizard towers first, they want us dumb like cattle. If we feed the dragons enough they will go back to sleep for an aeon. The dragon cultists try to gain favour of the dragons through worship, perhaps we should. The reptilian alliance is more fragile than thought, secretly they hate each other. The serpents and lizards and dragons are united in keeping humans weak only. Kobolds think they are dragon kin but realy they are too small and taste bad. A dragon cultist could be right here, drawing their masters to burn us all. If we could find the hellgate we could seal it and end this war. If we could go to the dragonspawn pits and destroy their eggs we could win. Dragonmen were made by eating dragon eggs and joined the dragon cause. Someone saw different coloured dragons mating so we will see new breeds soon. If only good dragons were not all in heaven serving the gods instead of helping us. In other lands the dragons are not all evil and can be reasoned with. Some dragons can change their form and walk among us. Serpent men predate dragons and seek to be dominant after humans are crushed. Lizard men are mostly sick of humans for once they were a great civilization. Dinosaurs are being hatched by lizardmen using their ancient magic. If we burn our houses and hide the dragons will move on. If we swore alliegence to a smart dragon he would protect us from other dragons. Our gods have failed us dragons are the new power of this age. This kingdom is done for, we should flee while we can. We should round up the old, weak and criminal to give to dragons as a peace offering. If we build an idol of a dragon they will spare us for worshiping them. Only a zealous return to the old ways of our faith will end this tyranny of dragons. I hear there are realms beneath the earth we could all live free of dragons. Every part of a dragon is valuable and worth a fortune, they might be a blessing. Primal Tiamat is the mother of dragons and we must pray to her for forgiveness. Alchemists have been making life and some made whole dragons in huge aparatus. Wizards and alchemists brought dragons here and we should kill them. Our priest has done nothing to stop the dragons we shouls sacrifice him to the dragons. We can hold a lottery to see who gets eaten that would be the fairest way to decide. Salamander wool makes fire proof clothing and roofing to protect us from dragons. Humans are finished, lets all get drunk then poison ourselves and take a few dragons too. Perhaps elves or dwarves will aid us, if we beg they might let us in their kingdoms. If only a true hero would unite us all and drive the dragons back to hell. Elves and dwarves, they must have seen draconic swarms before and know something. I hear a giant and a dragon had a fight, we should send treasure to the giant king. I've heard a dread artifact in a dungeon could be used for good to drive away dragons. We should stake out women and children for the dragons to eat so they spare us. A man told me the name of a demon who might aid me if i should see a dragon. The dragon cult can act as speakers to the dragons so the accept our surrender. The rich have been fleeing and leaving the poor to be eaten, typical. If we stuffed a cow full of black powder it might be an effective dragon trap. Men tried to shoot a dragon with a cannon but dragons learn fast and the men died. Great fog clouds from the sea have stopped shipping, dragon turtles they say. If you rub dragon dung over your body they will not eat you. Dragons are asleep in their lairs are most vulnerable to attack. Witches called the dragons we must find and burn them. Someone saw a dragon digging up a graveyard for food, some prefer aged meat. Even if the kingdom survives we will be weak and suffer invasions for years after. Many refugees have been turned away from cities and some have turned to banditry. Everywhere food is short, people are fighting over foodstuff. With so much dragon scale and flesh about magic using them is more common. Dragon cult wizards have been using spells mostly used by dragons in the past. Many dragons have been mating with local monsters so expect more hybrid horrors now. The dragon cult seem to think they will be in charge soon and many are flocing to them. Dragonmen come from remains of dead dragons using long forgotten spells. Dragonmen come from lizard men mating with dragons. New strange dragon hybrids monsters have been seen of late. Some dragon cultists have developed draconic mutations making them easy to detect. Knights have been busy rescuing maidens from dragons left out by villagers. A knight who rescued a sacrificial maiden killed all the men who chained her up. Draconic items once rare and valuable have become more common. Some draconic cults worship kindly dragons or celestial dragons but such sects are rare. Dragons walk among us in disguise observing how humans cope in these times. Magic that harms reptiles and dragons has become very valuable and scarce. A dragon slaying weapon was rumoured to be lost in a dungeon a century ago. Dragon cultists were stockpiling anti dragon magic years before the invasion. Sorcerers of draconic bloodlines have become despised and are accused of witchcraft. Mutants with draconic features have become more common, tainted by dragonblood. Some heroes who fought dragons and touched blood have developed mutations. Dragon pie and dragon roast have become popular dishes among the ruling court. A wizard in the city pays good money for dragon brains for some reason. When the dragon plague is over our land with have been made stronger by the ordeal. The taint of dragons will linger long after these troubled times. Dragonmen have been developing new exotic varieties based on their bloodlines. Dragon dung and blood if fantastic fertilized that benefits crops for years. If you eat a dragon egg you gain incredible draconic abilities and all dragons know. Dragonmen have been increasingly squabbling with lizard men who find them bossy. Dragons are reincarnated on death and may recognise their killers in their next life. A knight who killed a dragon has been sleeping with dozens of noble ladies. FILENAME: EMO_OSR_DraconicLoot.ipt Header: Draconic Loot When dragons become commonplace during a swarm or planned invasion, draconic items become more commonplace and mostly cheaper -- except anti-dragon relics and items; those become more expensive. This is a list of the kind of crap in magic shops during such an event. Feel free to increase costs when dragons not under every rock or behind every cloud. Price varies by size and breed also. Prices here for shop price, they only pay about a third at best for dragon giblets and gore. You might have a shop specializing in dragon gimmick stuff too. Many items are fit to be enchanted as if mithril or adamantine or meteoric steel. Some of these goods are actually from dragon cultists. Of course that guy has a dragon cult robe -- he bought it as a curio from the dragon shop, honest. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-draconic-loot.html
table: DraconicLoot Dragon Scales\nA common souvenir 1sp-1gp depending on size and breed Dragon Tooth\nOn a leather cord, polished 40-200gp depending on size Dragon Eye\nPickled in fluid, eaten to cure eye disease or in see invisible potion 100gp Dragon Penis\nDried used as aphrodisiac powder or fertility charm 100gp Dragon Skin\nUseful for leathercraft, clothes, +1 save vs dragon breath type 5gp/foot Dragon Bones\nMake delicious soup or good for divination 10-25gp Dragon Flesh\nDelicious rich meat, heals 1HP 20gp a meal or pound Dragon Heart\nIf eaten makes consumer immune to fear 400gp Dragon Brain\nUsed in dragon control potions from 100gp depending on type Dragonfoot umbrella stand\nTasteless decor item 75gp also good for staves, wands, etc Mounted Dragon Head\n300gp+ depending on type, popular in taverns or noble houses Dragonclaw\nOften gripping a glass ball or a rail 75gp Dragon Beard\nIn display box some think they have magic power 75gp Dragon Tail\nOften used as door stopper or hung from roof 100gp Dragon Horn\nHorns mounted on wood or used as military signal horn 100gp Dragon Egg\nInsides removed, often decorated or carved by craftsmen 100gp Pickled Dragon Guts\nLeftovers from stuffing pickled in vinegar or brine 60gp Stuffed Dragon Man\n often posed in various ways 100gp Stuffed Baby Dragon\nOften posed in various ways 100gp Stuffed Dragon\n will leave plenty of organs and meat to sell 100gp/HD Dragon Claw Knife \nOrnamental curved knife d3 30gp Dragon Claw Dagger\nOrnamental curved dagger d4 45gp Dragon Tooth Short Sword\nOrnate carved tooth with hilt d6 100gp Dragon Tooth Spear\nBone haft and carved tooth d8 250gp Dragon Bone Light Mace\nWith carved head d6 100gp Dragon Bone Heavy Mace\nWith imbedded teeth in bone d8 200gp Dragon Tooth Arrow\nMade from bone and small tooth +1 hit and damage 25gp Dragonskin Shield\nSkin over wood and bone +1 vs dragon breath type 100gp Dragonbone Axe\nWith dragon sinew fixed steel blade d8 200gp Dragonbone Composite Bow\nTake several years with skilled crafter d8 1000gp Dragon Skin Cloak\nGives +1 save vs dragon breeds breath type 200gp Dragon Shirt\nAttractive shirt or vest 85gp Dragonskin Codpiece\nHit with ladies, frowned by priests 75gp Dragonskin Gloves\nComfortable and durable 45gp Dragon Hide Belt\nImpressive strong belt for equipment 85gp Dragon Hide Boots\nDurable, comfortable 100gp Dragon Trewes\nComfortable dragon trousers 150gp Dragon Helm\nFrom head of small dragon +1AC & save vs dragon breath type 500gp Dragon Scale Armour\nAC+4 +1 save vs dragon breeds breath type 400gp Dragon Bone Armour\nAC+6 Mv9" +1 save vs dragon breeds breath type 650gp Dragon Blood\nVarious properties for potions or causes mutations 10gp bottle Dragon Venom\nCauses disease if gets in open wounds as blade venom 50gp Dragon Bile\nStains flesh and stinks, toxic organ destroying ingested poison 100gp Dragon Urine\nSmelly highly corrosive acid in glass bottle d6 damage 25gp Dragon Semen\nPreserved in chemicals can create dragon hybrids 100gp Dragon Oil\nRendered from fat and high quality lamp oil that is hard to put out 30gp47 Dragon Tears\nMakes drinker feel melancholy of dragon race, addictive 20gp Dragon Spittle\nHigh quality lubricant 15gp Dragon Ambergris\nMakes sweet smelling perfume 45gp Dragon Sweat\nFeels stimulating sensation on skin 15gp Dragon Cultist Cape\nVarious colors one side, black on other 10gp Dragon Cult Mask\nVarious colours made of dyed leather 15gp Dragon Lord Helm\nWorn by dragon cult warriors 25gp Dragon Cult Prayer Scroll\nIlluminated vellum chant, various sects 10gp Dragon Cult Holy Text\nIlluminated vellum book, various sects 100gp Dragon Dung\nHighly flammable but smell, on a stick burns as torch 6 hours 10gp Dragon Cult Coin\nGold coin of ancient dragon empire used to identify members 5gp Dragon Unguent\nRubbed all over +1 save vs one type of dragon breath one hour 30gp Dragon Oil Candle\nScrapped off oil from dragon burns for 4 hours 20pg Dragon Snot\nIn nugget or liquid form, must have some use 10gp Tapestry\nOf a dragon fighting knights 30 foot long by 3 foot 100gp Miniature Painting\nFits in pocket 30gp Oil Painting of Dragon\nMenacing chained naked youth 100gp Wooden Dragon Collectible Statuette\nWood or clay, fits in pocket 3gp Dragon Anatomy Chart\nButchery guide shows uses for body parts 50gp Dragon Identification Chart\nShows scouts how to tell types apart 10gp Dragon Gold Pendant\nDecorative holding a crystal 100gp Dragon Marionette\nPopular with the children, wooden and painted 12gp Dragon Kite\nPopular with the children made from silk paper 5gp Dragon Plush Dolly\nPopular with younger children, cloth and straw 1gp Dragon Recipe Book\nFeatures recipes for cooking and utility 100gp Dragon Fighting Manual\nInstructing one in combat methods 100gp Dragon Language Text\nFrom ancient times or dragon cult 100gp Draconomicon\nNatural history of dragons by ancient scholar 100gp Annals of the Dragons\nHistory of last time dragons swarmed 100gp Chronicle of Tiamat\nStory of dragon mothers war with the gods 100gp How to Serve Dragons\nHow to keep your dragon master happy 100gp Lineage of the Reptilian Races\n natural history of reptiles and dragons 100gp Vile Book of Dragons\nStories and lewd pictures of dragon sex 100gp Keeping Your Dragon\nHow to keep an imprisoned dragon in good health 100gp Potion of Invisibility to Dragons\nMasks your scent from dragons not magical 100gp Potion of Dragon Bait\nSmells delicious used to trap or on sacrifices 100gp Potion of Dragon Bane\nPossibly smells revolting to dragons when burned 100gp Potion of Bad Dragon Taste\nPossibly makes you taste unpleasant to dragons 100gp Potion of Dragon Sleep\nMakes dragons feel like a nap after eaten 300gp Potion of Dragon Detection\nSense dragons within 300 yards (not in human form) 400gp Potion of Dragon Speech\nAllows you to converse with dragons but not read 400gp Oil of Dragon Breath Resistance\nTypes for each breed of dragon 400gp Potion of Dragon Breath\nBreath 2d6 dragon breath within 1" per round for a turn 400gp Potion of Dragon Control\nVarious types per breed of dragon for a 5d4 rounds 5000+gp Lance of the Dragon\n+1 vs dragons and draconic beings 1000gp Lance of the Dragon Killer\n+1+3vs dragons* 4000gp\n(Intelligent, holds soul of fanatic dragon slayer who often gives unwanted advice) Sword of Reptiles\n+1 Sword +4 vs reptiles and dragons 4000gp Shield of the Dragon Slayer\n+1+4 vs dragons and +4 save vs dragon breathe 6000gp Girdle of Dragon Friend\nWearer can speak dragon and get positive reactions 4000gp Holy Symbol of Dragon Turning\nLets a priest turn a dragon once per day 3000gp Arrow of Dragon Slaying\nKills one type of dragon once if it hits 2500gp Dragon Blade\n+2 and +d4 dam as if from type of dragon breath** 6000gp\n(Intelligent with soul of a dragon which might lie or advise depending on dragon type alignment) Spear of Dragon Slaying\n+2 +4 vs Dragons, double dam vs one colour* 4000gp\n(Intelligent, holds soul of fanatic dragon slayer who often gives unwanted advice) Sword of Dragon Slaying\n+2 +4 vs Dragons, double dam vs one colour* 4500gp\n(Intelligent, holds soul of fanatic dragon slayer who often gives unwanted advice) FILENAME: EMO_OSR_MurderHoboSecrets.ipt Header: Secrets of the Murder Hobos Old piss-stained murder hobos, washed up adventurers, and drunken former heroes fill the gutters and sly grog shops of Shadelport. These toothless old men might be worth hiring, but many will ultimately betray you, kill you, rob you, eat you or worse. Of course, many are too brain-damaged, old, crippled, or drunk to do anyone mischief. But they might know a secret or two. Some know where old dungeons lay hidden, where treasure is buried, tricks for dealing with monsters and all kinds of things. Or maybe they're lying, just to get enough money for a beer or a hit of lotus dust. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-secrets-of-murder-hobos.html
prompt: Show me: {Secrets Of The Murder Hobos|What Does That Old Fool Want?} Secrets Of The Murder Hobos use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: WhatDoesThatOldFoolWant? Enough money for a beer. Enough money to stay drunk for a month. Lotus resin or some other adictive drug. A job in service to adventurers or a household. To come with adventurers as a follower for an adventure. A night with a prostitute. A bath and a hot meal. Armour and a weapon and a few beers. A suckling roast piglet and a jar of grog. To be taken on a last adventure to die fighting. table: SecretsOfTheMurderHobos Map to chests of copper coins left by party who couldn't carry them. Map to stockpile of adventuring supplies in buried waggons. Map to abandoned silver mine with silver left and some monsters. Map to treasure pile adventurers left behind when chased away by humanoid tribes. Map to adventurer treasure ship sunk on a reef off the coast. Map where adventurers hid a stolen army payroll years ago, surely long forgotten. Map to where adventurers left loot from dungeon when baggage handlers fled. Map to hoard of pirate treasure stolen from a pirate captain who disappeared. Map to ruined house in haunted woods where wounded adventurers hid loot on the run. Map to Dwarven dungeon treasure house but swarming with undead. Map of dungeon cleared out decades ago but now inhabited by new monsters. Map of dungeon left half cleared out when most of party died on last expedition. Map of dungeon mostly cleared out but famous hidden treasure never found. Map of dungeon rumoured to be cleared out every decade hidden near city. Map of dungeon party was exploring but others all killed by a cult. Map of dungeon where alchemists made potions in secret full of loot. Map of dungeon with a sleeping cursed princess in a crystal coffin. Map of secret dungeon in sewers beneath city made as secret treasure house. Map of dungeon concealed in riverbank by mud but once active. Map of dungeon the rest of party took over and became boss monsters. Map of secret kobold dungeon they have been expanding for decades. Map of reptilian dungeon where degenerate albino reptile men savages lurk. Map of of old dungeon used by generations of bandits with stockpile of merchant loot. Map of dungeon entrance hidden by cult trying to repair ancient artifact. Map of hidden dungeon where a goblin kings minions dig for gems. Map of secret village of ogres reputed to be guarding great piles of gold. Map of an ancient orc factory where wizards used to make them from mud. Map of secret cult temple filled with wealth but now occupied by beastmen. Map of sorcerer pleasure sect where decadent cult keep slaves and drugs. Map of forbidden necromancy school where evil wizards learn wicked magic. Map of a hidden dragon lair in mountains where beast hibernates for centuries. Map of cave of an ogre magi and his goblin minions guarding ancient scrolls. Map of a cave where hill giants dwell in mountains with gold and sheep. Map of seaside cliff cave hidden by tides, lair of fishmen and their blasphemous gold. Map of werewolf lair that has for generations been robbing, killing and kidnapping. Map to hidden dark elf tree house where they spy on and cruelly prank humans. Map to ruins where a clan of doppelgangers have been plotting against humanity. Map to riverside lair of a great magical serpent who guards a golden horde. Map to lair of cultists who robbed a reliquary of holy treasure the church will pay for. Map to lair of troglodytes who have been worshiping a bejewelled reptile statue. Map to a prehuman crypt of a catfish man wizard guarded by undead and traps. Map to an earthen mound tomb of an ancient wizard famed as a maker of magic items. Map to tomb of king who fought ancient evils entombed with his magic weapons. Map to buried mausoleum of a necromancer king sealed since the fall of their empire. Map to crumbled pyramid tomb in forest where serpent man kings were buried long ago. Map to valley of crumbling cliff tombs may untouched and sealed with intact magic traps. Map to hidden cave tomb of of a barbarian chieftain famed for thier gold and chariots. Map to a hidden tomb of the vampire bat priestesses of a bloody prehuman cult. Map to tomb of a cruel wizard lord who once terrorised region before his burial. Map to great island crypt of a pirate captain who plundered many exotic lands. Map to a cave entrance to a hidden dark elf citadel of the deep. Map to a lost underground kingdom with strange magic and treasure. Map to a cavern with a ruined citadel swallowed up into the earth by the gods. Map of a cave where a barbarian hoarde kept their loot until a dragon took it. Map of a great underground vault where albino degenerates worship a demon. Map of a great sulphur cave some say is an entrance to hell. Map of great volcanic cave with ruins of an ancient pre human temple. Map of a cave complex where great lizards guard ancient stone sarcophogi. Map of a pyrites cave where an ancient dynasty fled with their gold. Map of a great sinkhole that plunges int the depths lined with fossils of great beasts. Knows common trade phrases of secret common language of the fish people. Recipie for waterproofing oil that protects spellbooks and from water damage. Knows recipe for delicious wine from berries most think are inedible or poison. Knows how to make delicious seasoning from fermented seagull guts. Knows a secret word to calm donkeys and mules when they are scared. Formula for preserving corpses used in ancient burials and forgotten. Knows a special punch that gives +2 barehanded attack on dragon for a proficiency slot. Knows a secret technique to make a slingstone fly further for a proficiency slot. Knows how to make a scent that wolves and dire wolves hate to throw of trackers. Knows a secret call to summon common cave bats at night. Location of the yearly local goblin market. Knows where fishmen meet on the reef to conduct blasphemous rites. Secret entrance to one of the cities great libraries. Magic passwords through door in the mountain but nobody ever returned. Knows location of building where saucy parchments are copied from ancient originals. Secret route through the mountains to series of demi human and humanoid valleys. Secret location of great underground highway system built by dwarfs to cross mountains. Secret tunnels that lead from mountains to distant islands made by druids long ago. Location of a secret entrance of a secret school of forbidden wizardry. Secret way into the city dungeon complex long forgotten by secret police even. Cliff location where primal wizards wrote long lost spells on walls. Formula for lotus resin that with extra ingredients makes addictive clairvoyance potions. Knows location of a rare herb that can restore memory of a 1st lv spell. Knows location of a magical pool with strange inconsistent effects. Knows a secret massage technique that dragons really like and could save your life. Knows location of a sphinx that knows spells forgotten before humans even existed. Knows erotic technique that can restore forgotten cantrips with a hour long sexual ritual. Has rare spell book pages has been using as a handkerchief. Knows a recipe for invisible ink used by the secret police. Formula of ingredients of a potion using rare monster body parts for ingredients. True name and summoning ritual of a demon prince and instructions for protective sigils. Location of a forbidden book of necromancy lost long ago. Knows a recipe to heal zombies using human brains, blood and lotus dust. Knows location of an imp in a bottle that if freed will serve opener for a time as slave. Knows recipe for demon blood wine that gives visions of the abyss that cults crave. Knows where a bubbling pool of chaos can be found that causes mutations. Knows of a cave in the mountains full of living edible meat, all you can eat. Knows location of portal and how to activate it but not where it goes. Knows where devil gems are found that cause any who touch them to lust after them. Knows whereabouts of several prostitutes actually otherworldly disguised beings. FILENAME: EMO_OSR_TribesOfMan.ipt Header: More human Than Human I've considered using a whole bunch of medieval races believed to exist by scholars from late Roman times into the Renaissance. Elves and dwarves are fine and all, but these might ad some colour. This isn't really developed yet, but I'm tempted to do most using my beastman class (which I use for orcs and barbarians too). The multi-fingered men would be exception; I might use elves as a template instead, as I like idea that they're magical and skillful. Just a teaser for now. General Stats: Tribes of Man (Abhuman) Most abhumans HD12/Lv Night vision +1 foot Jump/lv AC9 Unarmed Attack d4 New ability at 3rd lv 5th level 7th Lots more here: www.theoi.com/greek-mythology/fabulous-tribes.html from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/more-human-than-human.html
table: TribesOfStrangePeoples Cynocephalus\nDog People, -d4 bite +1jump/Lv track by scent, farm sheep and trade, Ear People\nNaked, use wings as ears, 1st 1v featherfall 3rd lv glide 5th lv fly rnd/lv 7th fly at will. Mouthless People\nNo mouth but superior sense of smell, often employed as sentries and scouts. Cyclops People\nSimple tech and simple robes, but best goldsmiths, miners, at war with griffins. Headless People or Carnimen\nFace in chest, some have eyes on shoulders. Chaos cannibal savages. Green People\nWild plant men who live off sunlight, have leaves instead or hair, worship trees. Wild People\nWild fairy men covered in hair, worship nature, dress in skins and leaves. Ape People\nOrung tree ape men or forest apes from far away jungles. Cave People\nFur-wearing cave savages with stone weapons, huge, sloped foreheads. Monkey People\nCan swing by tail, fast, rascally, great climbers. Goat People\nHorned goat-featured men, worship hell, +1 d4 headbutt and +1 Jump/3Lv. Ten Fingers People\nLess HD but good magicians, wary of humans. Hemaphrodites\nVarious types but most split in middle, possibly made by alchemists. Two Headed Men\nCan sleep and take turns, very alert, often talk to themselves. Pygmies\nCan use dwarf or halfling stats. Small people who wage war with storks and wetland birds. Many Armed Men\nGrow extra arm per level every 2 = +1ATT d10 HD. Hyperboreans\nMen of polar north, immune to cold, shun armour, at 5th lv wings. Skraerlings\nHairy wild men of polar regions who worship wendigos. Deluvian\nCan breathe water, move freely in water. Sciopods\nGiant single leg and foot, can use as shade or umbrella while sleeping +1 Jump"/Lv. Backwards Foot Men\nCan run backwards using missiles, +1"MOV /Lv, leaves false trail d10 HD. Sciritae\nSnake-like faces and serpentine bandy legs. FILENAME: EMO_OSR_WildernessLandmarks.ipt Header: Wilderness Landmarks This was going to be more ruins, but I've expanded it to landmarks. These are intended to generate lonely remains of human habitation - rather than possible dungeons or adventure for a hex, just landmarks and things mappers might mark or be visible from a road. This is more for crumbling old farm houses in the woods rather than epic scale wonders. Though mostly window dressing, they might raise questions about the area and lead to adventure, but less obviously than some of my other posts. These are frequently by roadsides and often marked on maps as guides or used as places to meet of give directions from. In my setting, Ghostwood is a haunted woodland covering a vanished kingdom cursed with destruction; it would be littered with such locations. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-wilderness-landmarks.html
prompt: Show me: {Wilderness Landmarks|Rumors|Occupants} Wilderness Landmarks use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: Occupants Shepherds watching flocks Merchants resting on travels [|Religious pilgrims|A hermit] Militia hunting bandits having a break [|Local youths getting drunk|Runaways] Homeless old drunks[||, once adventurers] [|Bandits|Criminals] in hiding [|Refugees|Escaped slaves] [|Humanoids|Demihumans] in hiding Monsters table: Rumors A great tragedy happened here long ago. A famous local once lived here. Some say the location is cursed or haunted. Wicked travellers sometimes hide here. Witches or cultists meet here on certain nights. Some kind of faerie being haunts area. Some have looked for buried treasure here. Travellers were all murdered here once. Murder hobos have been camping here. A fugitive was seen hiding in area. table: WildernessLandmarks A stone spire reputed to have been a giant once. Stone footprints of a great being like a god or demon. A pool with a stone pillar in the middle. Stone spires resembling fingers attributed to a giant or god. Three huge rocks known as the sisters, transformed by some ancient wizard. Rock formation with regular hexagonal pillars many think was made by dwarves. A great stone arch that was used in rituals in the past but now shunned. A huge boulder balanced on a stone pillar that seems precarious. A bubbling pool of mud with calcium formations around the edge. Huge stone block with vegetation growing on top. Cliff with ancient rock carvings, some defaced with modern holy symbols. Chalk carvings in hillside of mythic creature or god. Stone dolmen once used by druids long ago. A stone circle erected over thousands of years. An artificial hill with an unnatural shape once a fort or temple. An ancient abandoned quarry where monoliths were once carved. A line of knee high stones along side trail. A dry stone wall of stacked rocks thousands of years old. Stone lined circular pits remains of a prehistoric village. Carved niches in rocks that once held ancestral remains. Ruined wooden barn overgrown with weeds and vines. Crumbling farm house wall with scraps of farm tools and bones. Ruined mud brick shack with remains of fences and struggling wild crops. Ruined mill possibly with windmill or waterwheel remains. Crumbling old shack and weed choked well. Crumbling overgrown foundations where several village houses once were. Overgrown fields with wild crops and remains of wooden fences. Remain of stone storage buildings with rotten wooden floor. Crumbling granary with nothing but dust inside. Partially collapsed dairy shed with animal pens inside. Overgrown shrine covered in weeds and badly worn. Shrine with tiny shack for Pilgrims. Crumbling walls from remains of temple. Broken tower and foundations of temple. Worn statue of divinity or religious symbol. Crumbled remains of large statue lying on ground. Temple foundations now flooded and overgrown with vegetation. Crumbled remains of burned monastery. Mound of rubble from a temple with a single broken wall standing. Remains of outer walls of temple with broken statues and altar. Mausoleum thoroughly looted long ago now often used by travellers. Burial headstones in a style unfamiliar to modern people. Great stone beehive like tombs of long ago now mostly empty. Stone tomb with worn carvings still sealed. Earthen boat shaped burial mounds surrounded by stones. Small stone pyramid a copy of a much more ancient style from abroad. Earthen mound with stone lined tunnels once housing human remains. Series of rectangular stone crypts, most ruined and looted. Round tomb long ago looted but remains of carvings inside. Huge earthen burial mound with gaping pit where looter dug way in long ago. Carved border stone from past with symbols of old gods. Memorial column carved with text commemorating some battle. Worn equestrian statue of some military leader. Stone sphinx enigmatically watching the road. Collapsed statue some forgotten king. Rows of worn giant statues heads erupting from ground, most non human. Great stone head of some unknown deity or king. Cliff with carvings in several long dead languages with figures of gods or kings. Huge stone block dragged here by ancients inexplicably. Remains of ancient fountain no longer working choked with weeds. Crumbing foundations and walls of burnt manor house hundreds of years old. Crumbling old alehouse with mostly rotting collapsed thatched room. Rural villa with courtyard and partialy collapsed roof. A turf roofed cottage in hillside long abandonned. A dilapidated feasting hall where warriors once made celebration. Dilapidated wattle and daub huts. Walls of ancient cottages and rubble. Remains of large stone house looted for cut stone for generations. Tiny prospectors shack built from scrap near collapsed mine shaft. Hermits shelter carved into rock face with religious carvings. Remains of wooden stockade where settlers once sheltered. Blackened soil full or bones and ash. Collapsed remains of guard tower. Bare earthen square from military camp from long ago. Scarred earth from battle long ago with fragments of bone, rusted weapons and armour. Mounds where massacred soldiers and civilians were buried en masse. Gibbets with rotting corpses hanging for trees as a warning to criminals. Heads of executed criminals on pikes as deterrents to criminals. Mounds of ashes where witches or heretics burned every few years. Corpses of bandits hanging from trees by nooses. Worn stone altar on hill with worn prehuman writing. Stone skull carved into cliff face. Basalt sealed tower with inhuman inscriptions. Great stone carved with pre human symbols and depiction of monster. Stone colossus with head long missing, signs it does not depict human. Dwarf relief statues carved into cliff face worn smooth with age. Huge statue of elf maiden reclining near a spring. Squat crude stone statue of reptilian humanoid. Great stone slabs carved with reptilian figures. Niches in cliffs with rotting exposed inhuman corpses. Giant monster skeleton half buried in ground. Ogre bones exposed by erosion. Gigantic mushrooms and toadstools. Gigantic tree with remains or elf tree house. Slimy grotto of chaos with tainted fluid and slime with foul odour. A spring pouring from mouth of an ancient stone cliff carving. Broken statues in poses of fear trying to flee something. A great stone arm some say is from a petrified god. A stone statue of petrified giant or trolls. Fused glass slab from some great source of heat long ago. FILENAME: EMO_OSR_EvilHighPriestCults.ipt Header: Evil High Priest Cults Evil High Priests often adopt a dungeon, ruins or an abandoned house or cave as a lair. Besides their immediate cult, servitors, pets and minions, such lairs often attract humanoids or beastmen. Lairs might be connected to a dungeon by secret passage. You can use this to populate dungeons with Evil High Priest-run factions quickly. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-evil-high-priest-cults.html
prompt: Show me: {Specific Evil High Priest Cults|Make An Evil High Priest Cult|Evil High Priests In Barrony} Evil High Priests in Barrony use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAnEvilHighPriestCult ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& High Priest Importance[@HowImportant]& Type[@CultType]& Lair[@PreferredLair]& Current Doings[@UpToWhat]& Bonus Trouble[@BonusTrouble]&
table: EvilHighPriestsInBarrony [#{rep} EvilHighPriestsInBarrony2] table: EvilHighPriestsInBarrony2 In the Barrony, Evil High Priests from all over the world flood to Shadelport in hopes of recovering the evil relics used by the monster king slavers of aeons ago. Many cults in the city are evil, and devils and demons are worshiped openly alongside respectable gods from across the world. Some cults in the city simply never left and still operate in the ruins of their lost age of greatness. Some demons and evil cults have been outlawed and driven away for being too dangerous to the city and its profits. Many cult priests have arrived, dreaming of greatness and building a temple ensuring their god's love. Many become beggars and are lucky to secure any kind of following outside the most desperate and poor. Some join bigger sects that can accommodate them as a shrine keeper in the area. Some might become servants of greater priests. Some brave the wilds and convince bandits or monsters to adopt their cult.\n\nSome willingly enter dungeons. Local Evil High Priests don't encourage other peers to enter their dungeon, except for lower-ranked members of the same cult. Some might use lesser priests to control specific populations. If that guy you send to the kobolds to convert them gets eaten it is still OK. Cults often conflict rather than cooperate but some form allegiances in the short term. Obviously evil cults are equal opportunity so "Evil High Priest" could mean "Priestess". table: HowImportant Lead a cult of wandering beggars and outcasts in slums and wastelands Lead a secret village cult often incognito as a popular local figure Led a suburban cult from a back alleyway shrine Cared for a travellers shrine caring for pilgrims Worked in a small temple as popular [|suburban|village] priest Worked in household of a noble as family priest, likley related Worked in larger city temple employing many priests on an estate Important senior city priest on many councils, operates a specific order Converted [|tribe|bandit clan] into worshipers, now absolute leader of fanatics Worked in a great holy temple a centre of great faith table: BonusTrouble Has a pet holy beast Has \a [|imp|quasit|elemental] familiar Has a magic famed item Knows wherabouts of a magic artifact Has book of forbidden ritual to call otherworldly aid Has a collection of skulls of past Evil High Priest can consult Allied to humanoid tribe who worship the same cult Has a famous warrior cohort of ill repute Has a villainous rogue henchman who does dirty jobs Has ally in region of another foul cult table: PreferredLair Haunted old House Spooky cave Ruined old church with graveyard Dilapidated old farmhouse and barn Strange cyclopean ruins from an elder age Dungeon complex under a ruined castle Dungeon complex under ruined temple Dungeon complex built by [|dwarfs|trolls] long ago Dungeon complex formed by ancient large animal burrows Dungeon complex formed from flooded settlement table: UpToWhat Planning revenge on those that wronged them Help a dark power enter the world [|Exploit|Sacrifice] as many victims as possible Torment the lives of common folk Plot to undermine local government or nobility Plan to seize a love interest or attractive substitutes in name of love Destroy a [|rival cult|respectable religion] Take control of rival cult and monster tribes Find and operate a forbidden machine of the dark aeon Enthrall victims as labour force of minions table: CultType Evil Personality Cult - founded by mortals for greed, power and sex and vice, often sorcerers Evil Spirit Cult - [|worship|enthralled by] a local spirit hungry for power Evil Elemental Cult - serving an evil element enter our world Evil Druidic Cult - dark nature cult against humans kind and civilization, engage in blood rites Evil Witch Cult - unlawful magicians seeking power through various elder entities Wizard Sect - esoteric cults teach wizardry but with cult trappings Evil Beast Cult - often allied to beast men or a spirit animal to one of their ancestor cults Evil Demon Sect - demonic cults from the infernal abyss seeking power and murder Evil Devil Cult - diabolic devil cults seeking influence over rulers of humankind Evil God Faith - evil gods from one of the popular pantheons table: SpecificEvilHighPriestCults Egomaniac self-made messiah with beggar and a few merchant cast followers. All wear one colour and assist the master obtaining virgins and drugs. Blind sorcerer claims he is divine and can teach sorcery. Started murdering public servants driven out of city. Mad Prophet teaches students from his holy texts. Cult is obligated to kill and rob non believers and kill enemies of the faith. Old wise scholar sorcerer claims he can free minds with his potions and has atracted many merchant clan members. Went into hiding as wanted for kidnapping children. Mad alchemist has developed drugs to enthrall desperate and some non humans. Wanted by law seeking a dungeon hideout. Priestess of a hedonism sorcery sect, worshipers practice orgies and drug abuse. Tried to influence city officials and driven away. Priestess and her faithful seek a new lair and power. Strange mystery sect advocate strange robes, food and sexual practices. Holy Teacher got into fight with more popular sect allied to university and was driven away. Desperate to be heard and grow. Mind mage sect who set up casinos they claim are worship houses of luck god. Driven away by crime syndicates they have found monsters dungeon atracted to cult. Grave robbing sect who robbed from the dead have become in communication with ghouls. Undead have taught them demonic rites and ancient forbidden secrets. Forbidden sex club of hedonistic sorcerers have fled city after being publicly shamed. Now they bring rich to them for secret esoteric rites of sub human debauchery. A dark spirit has formed a cult from simple folk. Now it has them it seeks to gain a stronghold and more fanatic killers to join it's ranks. A disease cult found a vile relic and began to breed with ratfolk before being driven from the city. The spirit miasma seeks cultists to infect a dungeon and make it unholy. An evil spirit has led a monster worship cult sacrificing to monsters for aeons. Recently some of it's followers became very successful and has whole dungeon interested. An evil spirit of jealousy has controlled it's cult who serve it's squat ugly idol. The cult bring it sacrifices and it grows greedier for power. Started as a harmless barnyard cult but spirit was tainted and became lustful and vindictive. As cult has grown the spirit has become more demanding. Cult of a dead wizard whos's spirit has corrupted and turned many to evil. Aids followers carving out a niche for them in dungeon and occupies a host body most believe is high priest. Cult founded by serial killer and cannibal, led by descendant who in recent years has gained magic and contacted their founder. Sell and give meat to monsters. A cult of necromancers worshiping dead masters corpse. They hope the current Evil High Priest will gain power to revive the master as a free willed undead who will lead them. A vindictive forest spirit has grown to hate humans so much it has forgotten specifically why. Now it directs it's cult leader to kill and torment and wipe out humans. Cult of evil fire elemental prince who practice arson, burning victims and calling elemental beings. Priest has been kidnapping sacrifices for the fire lord. Cult of the evil water elemental princess who practice drowning victims, wrecking ships and fornicating with fish folk. Priest has been sacrificing kidnapped wives of enemies from past life in city. Cult of the evil earth elemental prince who bury victims alive and crush them under dolmen they erect. The priest is greedy for precious metal to be hoarded till they can be given to the master. Cult of evil air elemental princess who drop victims off cliffs and tower windows or strangle them. The priest seeks to contact beings in the clouds to join their evil schemes. Cult of the funeral pyre gather wealth from burnt human remains. The leader operated a legitimate crematorium until they were found out. Bitter the cult leader sacrifices to his lord of fire and death. Conjure elementals full of ash and burned bones. Cult of the burial mound seeks to look graves. Cult leader robs graves of treasure and corpses and is on the run from the city. Conjures earth elementals with rotting corpses and coffins inside. Started feeding dead to monsters. Cult of the drowned have been gathering dead from the sea to raise as undead servants and rowing oars on cult ships. The cult leader encourages drownings on coast and wetlands. Elementals conjured contain liquified rotting corpses. Cult of the desiccated dry corpses in wind and high places or in sealed crypts. They stockpile the dead to create mummies the cult leader sends after enemies. They summon air elementals filled with flakes of skin, hair and bone fragments. A heretical elemental sect teach elements can work together for power. Current priest seeks relics and to build elemental shrines to unite various monster races. An obscure sect worshiping an evil quasi demi or para elemental being such as ice, lightning, metal, wood, mist or something. A warlock cultist has been communicating with hibernating catfish men deep under the earth. He hopes to dig up and awaken to learn their their ancient secrets. A witch coven seek revenge for members hunted and killed now they plan to spread terror over region. Witch Queen has been resurrected by cultist and she immediately seeked to restore her regime of the past through magic and monster minions. Warlock was a former dark elf slave and uses his connections and dark fey knowledge to control a dungeon. A vengeful witch seeks revenge against a noble family. Her coven are all vindictive women with axes to grind against local menfolk. A warlock and his coven are serving a demon patron. Using information they seek to activate a monster generating relic they have detected deep in a dungeon. A witch cult have been waging war against a sea demon cult for decades. The Evil High Priest is willing to use pawns as bait to destroy more fish cult hybrids. A warlock leads a cult of dupes using drugs and illusions. It's all a smokescreen for a secret plan to destroy a whole community. A witch has been awakening ancient sleeping horrors to destroy enemies and build a power base. The cult require a rare resource to awaken the monsers. A warlock seeks to spread the plague and has been aiding chaos rat men. The cult have been aiding them infiltrate settlements and bringing them remains of mummies from crypts to make vile potions to spread disease. An Evil High Priest of a warped druid cult has been making undead to punish humans for crimes against nature. A druid cult have been letting blood on an ancient stone for aeons but recently stopped releasing a demon imprisoned. The cult now serve the demon and plan a bloody rampage. A local bloody druid cult was hiding in secret but when found out fled to a dungeon. The cult have members hidden in local communities and seek revenge on informants and former neighbors. The Evil High Priest is still a respectable pillar of the community who escaped detection. A new breed of monster has been seen in the area. It is the creation of a druidic Evil High Priest using village folk kidnapped by the cult. A Druidic Evil High Priest has been populating the forests with monsters driving away hunters and loggers. The cult have been scaring locals leaving trails of bait into villages. A cult of druidic priestesses have birthed a horde of beastmen and have been training them in a new lair over decades. The Evil High Priest is the wife of a respected noble who spent years away at foreign wars. A druid cult hunted to extermination decades ago by militia and a legitimate church has returned and has started killing retired militia and clergy. The new Evil High Priest is a child of the original leader and lives in the local area. A peaceful druid cult were killed by a mob and the survivors are seeking revenge. The Evil High Priest has begun rites to awaken an elder god to punish the world and uses minions to keep them away. A druid lord has been in hiding with formarians and is now ready to invade civilised lands. He has organised a new cult from malcontents and cannibal outlaw clans and the formarians have sent hideous mutants to advise and protect him. A druid priestess has been bringing faerie monsters to the waking world. Her cult have been preparing a base where the creatures are spawned from and spread through rivers and streams. A necromancer cult leader has been sending his minions graverobing to prepare a zombie army. An esoteric cult leader wizard teaches mysteries of geometry and strange dietry secrets. His students will do anything to please him which includes murdering scholars who mocked the master. A wizard Evil High Priest has been recruiting rich students then blackmailing them to serve a demon lord. After decades some have become important officials in the city. Now the Evil High Priest has stepped up his plan to take over the city by assassinating city officials and replacing them. A sect of white wizard women who perform acts of charity have secretly been using the sect as a cover for a cult. The cult really serve a strange entity from beyond and the Evil High Priest has been stealing souls from the innocent to bring the being into the world. A wizard was driven away from the university a laughing stock for his theories of summoning forgotten elder gods. Now he is a cult Evil High Priest planning on helping alien gods invade reality. A well regarded private magic teacher was revealed to be murdering his peers and stealing spells. He and his students ran away to some dungeon where he has become Evil High Priest of a demon cult. A wizard was discovered to be holding demonic orgies and driven from the city and his lucrative university teaching post. Now there are signs his cult has been reformed in a rural dungeon and he is publicly known as Evil High Priest of a pleasure demon sect. A wizards daughter outraged at fathers tower being left to her brothers stormed off into the wilderness with her followers. Now she is Evil High Priest of a vindictive cult murdering male kin and heirs of the city scions. A wizard cult of rebellious students seeking lore have been declared criminals and have holed up in a dungeon. Now they seek demon patrons, lost relics and monster allies to stir up trouble and gain quick power. The self styled handsome Evil High Priest was a former star student and has many bounties on him. A wizard sect who were a degenerate clan of elder god worshipers driven from family land by an angry mob. The current Evil High Priest just ate his father and heads the clan. He is seeking brides for himself and his otherworldly gods. An Evil High Priest found an ailing clan of goat men in the woods and has lead them to bolder victories. They worship various demon gods and have been sacrificing often to curry more luck. A werewolf cult priest driven from home and exposed as a monster has found a tribe of wolf men and converted them to worship of the demon wolf of eternal night. Now they have a new lair to raid caravans and kidnap human victims. An Evil High Priest on the run found a tribe of elder vulture men in a mountain cave who accepted him as leader. Their crumbling library contained secrets of the ancients including where a dangerous relic the cult now seek was hidden. An Evil High Priest lost in the sewers found a temple of lamprey men and convinced them his evil god was superior to the worm god. Now they menace docklands and river sides kidnapping victims to drink and sacrifice. An Evil High Priest discovered his ancestors were degenerate mole men and has found and recruited them to worship of the blind worm god. They under his guidance took over a dungeon easily and have other monsters afraid of being dragged under the soil to be feasted on. An Evil High Priest has led his Frog men clan to partially flood a dungeon then took over. Now they have been murdering fishermen and those who live by wetlands. An Evil High Priest has spent years living in a fishing village corrupting family bloodlines with fish men. The cult have gone into hiding since the village drove them away but they have seized a dungeon and the priest has hatched a kracken egg in a subtereanean pool. An Evil High Priest of the blood goddess was sent a loyal clan of vampire bat men assassins. Since eating the weak and doubters in the sect the cult have been searching for a new lair to observe and menace the city. An Evil High Priest who was raised among rat men has led his clan to seize a ruin complex. There they seek to summon a greater rat demon of the chaos rat lord to lead them to conquer more dungeon areas. An Evil High Priest has raised a band of cat men as her sons. Now they are of age she has been directing them to assassinate rival cults and lawmakers. An Evil High Priest of a dark demon prince has led her cult to reclaim a long abandoned temple. She has been summoning him and has born a son the cult hope to raise to be a conqueror. An Evil High Priest of the demon prince of undeath has led his cult to a mausoleum. Slowly they have been preparing an army and now seek more corpses to feed from and make more minions. An Evil High Priest of the spider demon cult have infested a dungeon with spider eggs helping her cult take over. They have been seeking allies to expand their territory even dealing with dark fey folk. An Evil High Priest of a bestial monster demon has been leading the cult to convert the inhabitants of a ruined castle dungeon complex. Having grown more confidant they have roamed further leaving gnawed tortured corpse on roadways. An Evil High Priest of a horrible slime demon cult were driven from the city sewers. They have colonised a dungeon using slime monsters. An Evil High Priest of a two headed bestial demon lord recruited a band of mutant followers convincing them they were the blessed deserving of power. Driven from the city ghetto the fanatics have overrun a dungeon complex and their demon god has rewarded them with a pool of mutagenic ooze. An Evil High Priest of a succubi cult have been ruining merchant families and influencing them to lives of depravity. An Inquisitor drove them from the city and now the cult have moved into a cavern complex and seduced a bandit gang to serve them. An Evil High Priest of an ogrish demon of winter and cannibalism killed everyone from his mountain village and moved into a dungeon with his followers. An Evil High Priest of a cavern dwelling devouring goddess has come closer to the surface having been driven from their underland homes by enemies. An Evil High Priest of a fungi demoness has been spreading fungal gardens with her followers. They have become rivals with the goblin mushroom cult and the conflict has spread over several dungeons. An Evil High Priest of hell has been banished and has since been in contact with outcaste devils. His cult have been spreading but orthodox hell cults have been setting adventurers on them. Now they have hidden in a dungeon till they are forgotten. An Evil High Priest of the lord of lies has set up a secret lair to plot against civilization. They have been running blackmail and extortion rackets and have relocated to a dungeon to avoid secret police scrutiny. An Evil High Priest worshiping fiends of the pit has been trying to re open a hellmouth with sacrifices and rituals. The forces of good hid the keys years ago and the cult are still searching for them. An Evil High Priest of the cult of Dis have been working to curtail rival hell cults. Posing as good adventurers the cult keep their hellish secrets in their lair in a dungeon so as not discovered. An Evil High Priest of the archduke of Hell was driven from the city by rival priests. With his followers they seek to build their strength and influence in local dungeons before returning to the city. An Evil High Priest of Mammon has been driven from the city for being too obvious and a threat to them all. Furious the cult have established a lair in a dungeon where they can brutalize victims in peace. Clumsy and lacking subtlety the cult have been murdering suspected rivals and atracting bounties. An Evil High Priest of Tiamat has been suppressed by the lords of hell who fear her influence on mortals. The cult in response have hidden in a dungeon and raising baby dragons for future actions. An Evil High Priest of a hell worshiping witch cult have established a dungeon headquarters where they can frolic as they please and use as a place for black sabbath meetings and orgies.. A gang of hell rakes form the city have been driven out of their city clubhouse. The secret Evil High Priest has established a new dungeon base where they can be even more horrible and debauched. Monthly the noble youth members of the city come to the lair for days of depravity. The rest of the time the cult kidnap victims and steal luxury items for parties. A respectable men's club are secretly a cult dedicated to spreading the influence of hell for power in the next life. The Evil High Priest is respectable and requires a dungeon lair for the clubs forbidden secrets. An Evil High Priest of the lord of death has been driven away by rivals. Infuriated he has become a vampire and plots revenge. Still growing in power his cult have been feeding him and preparing for his glorious return. An Evil High Priest of the night queen was driven from her home for witchcraft. Little did they know she was a priestess with an extensive cult. Now their goddess has sent them visions of an artifact to avenge themselves. Their new lair is located where they hope to dig up the parts of the relic to be reassembled. An Evil High Priest of the lord of Decay has been working on a new plague to torment humankind. The cult have been fermenting a great pool of decayed filth in secret with chained prisoners to test the disease. An Evil High Priest of the lord of mutation plans to pollute the city water supply. The cult have been working in secret to brew foul potions to achieve this but so far nothing strong enough for the whole city. The dungeon lair however is crawling with mutant things. An Evil High Priest of the scorpion goddess has developed a taste for eating human babies and grown to huge proportions. Worse she has been giving birth to scorpion men and had to move the cult to an isolated dungeon where the inquisition will not find them. An Evil High Priest of the Snake goddess has taken a dungeon to keep her hybrid snake cultists hidden. More reptilian minions have joined her and local farmers complain of record numbers of snakes in their fields. An Evil High Priest of the Ice goddess has thawed out and restarted her cult. She has raised undead monsters from the mountain glaciers and her cult plan to bring about eternal winter from their dungeon lair. An Evil High Priest of the horned god has established a secret lair in a dungeon where they operate their schemes to corrupt lawmakers and city officials. The cult keep elaborate records and create cursed magic items to taint victims with. An Evil High Priest of the dark man has been hosting witch gatherings for years but now intends to branch out into creating a formal school for witches. The cult have carved out a niche in a dungeon to act as cover. An Evil High Priest of the Bezerker god has become sick of weak puny city peoples. From a ruin outside the city they have been brewing bezerker potions. The cult plan to spike free grog during a festival to incite a bloody massacre. FILENAME: EMO_OSR_AtonementPilgrimages.ipt Header: Pilgrimages of Atonement Paladins and clerics and others occasionally offend the gods and need to prove to their gods they are not jerks. These are some quests to restore your god's unconditional love. These are also good for NPCs trying to make up for some failure. Most gods and beings will temporarily remove your powers after at least one warning, three at most. An offer of atonement comes only after they have demonstrated sincerity and will allow a Oath spell to be cast on them. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-pilgrimages-of-atonement.html
prompt: Show me: {Pilgrimages Of Atonement|Other Ways To Appease Your God|Divine Gifts For Awesome Atoners|More About Atonement} Pilgrimages Of Atonement use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutAtonement [#{rep} MoreAboutAtonement2] table: MoreAboutAtonement2 1:Things That Might Anger a God
Committed a mortal sin (or broke alignment code)
Lost a holy relic
Failed to defend temple or holy person
Forbidden love
Fled from enemies in a crisis
Deceived by enemies
Killed wrong person by mistake
Made ritually impure by contact with opposite force
Failed mission resaulting in great tradgedy
Released great evil into the world
1:As well as a pilgrimage, accepting a new taboo or oath according to alignment might be a common form of atonement also. This actually makes followers more extreme, to compensate for past failure. 1:For characters who are priests, clerics, paladins, champions or even monks a sacrifice or some action to restore their god's faith and holy powers might be required. Repented characters are expected to be more zealous and righteous as example to others. Some order penitents to wear hair shirts or practice self-flagellation to atone for petty sins and desires. Periods of prayer and silent contemplation alone might work too.\n\nIf players have come into conflict with a god of their religion they might try this procedure to bring peace and ask forgiveness. Some might be tough to comply with. 1:A priest might take on your case and advise you on options or, if heroic, might use magic to divine what your god wants and advise the penitent. Penitents might wear a badge or mark indicating to the faithful this person is on a moral quest. 1:If you are sent on a quest:\n\n& A god might meddle in such a quest and make things harder, sending temptations, perils and worse. An enemy cult might also make life harder.\n\n& A god might be impressed you have suffered and atoned and let you off. They might even send a message or appear to the atoned in a dream. A god might reward a hero as a welcome back to the fold. Perhaps a gift of a intelligent magic item that can advise them better. Perhaps a guardian Spirit. \n\n& Doing some of these tasks for your god as a sacrifice might earn you merit in heaven or a real gift or attention from your big (not imaginary) friend in the sky. Some of these you must continue forever; at some point your god restores your abilities, but expects you to continue the task even if it is endless. They will tell you when to stop atoning but might restore powers at a climactic moment to help you achieve your quest. 1:Do not ask if you have faith in your god. Ask if you god has faith in you. table: OtherWaysToAppeaseYourGod Prayer and contemplation in silence alone {3d6} months. Pilgrimage, {d6} holy locations or relics to visit. Temple service one year living in temple barracks. Take on a new oath of conduct dedicated to your alignment. Sacrifice 90% wealth to [|the church|the poorest of your faith]. Daily ritual of [|flagellation|tattooing|bloodletting|sacrifice] required. One year living as a hermit in the [|wilderness|wastelands]. Mission to preach faith and serveof church with good public works {3d6} months. Crusade go join in a war approved by church anf fight for god {3d6} months. Work on church lands as [|labourer|mill worker|farmer] for {d4} years. Take on a pilgrimage of atonement. table: DivineGiftsForAwesomeAtoners God lets you witness them in true glory +1 WIS. Church earmarks you for possible sainthood. Gifted with holy text - [|prayer|philosophy|legal|mythology|technical|hymm]. Chest with {d6} holy scrolls and potions. Mark of heaven's mandate: a [|holy symbol|brand on the body] recognised by the faithful. Position in church hierarchy. Lots of committees, legal matters, courts, councils and reports to write. Well-provided for but takes all your money. Usually attached to a famous temple and given a title and mix with nobility. Watched by a divine guardian familiar spirit in secret (tries its best). Holy beast - [|mount|familiar|farm|guard|hunter|messenger]. Holy place requires defence and worship often added to heroes title. Intelligent Magic Item offers advice from heaven - [|holy symbol|tool|weapon|jewelry|clothing|book with at least one other function]. table: PilgrimagesOfAtonement Find a long lost artifact. Kill a evil witch in her lair. Destroy a secret enemy cult. Liberate an oppressed kingdom. Slay a enemy champion. Wage war agains a foriegn power. Conquer a kingdom in name of god. Destroy rival cult great temple. Wage war on Hell until god satisfied. Drive a demon lord from the earth. Found a new temple in hostile land. Establish new worshipers in new land. Serve a noble in defence of the faith. Marry and serve leader of the faith. Steal relic from a foriegn land. Slay a great beast menacing the faithful. Destroy city of rival faith. Destroy relic of rival faith. Bring faith to a newly discovered land. Carry a relic to a far off land. Defend a agent of the faith against assasins. Capture agent of hell and convert them. Slay a minority of unbelievers in your land. Kidnap a love interest of god. Lay waste to worshippers of enemy god. Exterminate species of creature sacred to rival faith. Kill everything in a dungeon and destroy it. Hunt all the bandits on the kingdoms roads. Uncover cult corruption in the kingdom court. Seal a planar portal - [|demonic|diabolic|elemental|underworld]. Recover a lost hero trapped or slumbering for an age. Rescue a saint from captivity and help their mission. Build a shrine a month. Build a temple each year. Never cease war against forbidden cults. Challenge every evil high priest to battle. Raise a army to wage war on evil. Raise village mob and destroy a place of evil. Protect a supernatural being from evil. Protect a breed of holy beast for the breeding season season. Build a shrine in a far away land for the first time. Send aid and missions to [|victims of a great disaster|the frontier]. Convert a shanty town of murder hobos to join your sect. Munish a race of beastmen menacing a community of faithful. Cleanse the undead from a former [|holy|burial] place. Cleanse the were beast from a wilderness area. Exterminate all the doppelgangers in a city. Exterminate every vampire in the kingdom. Challenge every priest of another religion you meet to a fight. Build a cathedral every ten years. Establish a monastary in the wilderness. Live as a holy hermit when not adventuring. Convert a king to your faith. Destroy copies of a book criticising your god. Kill artists or bards who slander your god. Establish a fortified temple in enemy territory. Establish and lead a religious order with a specific mission. Travel alone to the wasteland to convert the wild heathens. Exterminate a heresy god dislikes, some might be saved if the recant. Rescue and raise a sacred child to be a hero of the faith. Care for all widows and orphans you meet. Heal and give alms to the poor. Establish a poor hospital in a busy place and maintain it. Establish a orphanage and school. Establish a poor house every year. Help victims of a plague and live among the sufferers until it's over. Have clergy cover body in religious tattoo art. Hide your face in shame forever. Change your name and title to a more religious and zealous one. Always help apprehend evil doers on the kings road. Have as many children as possible raised in standards of the faith. Abstain from [|sex|killing|money|settling in one place]. Must report to every temple in district you enter and ask priest if they need help. Your god insist you flagellate yourself every day. You are taken to heaven seemingly briefly to reorientate yourself to the true faith. You must establish a great burial ground and transfer remains there from old site. You must commision beautiful artwork by great artists until god is satisfied. You must give away all wealth to the poor and live among them. You must give all wealth to church who will support you at a basic level. Guard a holy place from minions of evil or provide for such. Recover a lost holy text and have church leaders adopt it as new dogma. Preach a message from god at every oportunity to as many people as possible. Carry exiting new gospel that will meet resistance from the established church. Exhort everyone to give more money and charity to the church at every opportunity. Join a particular order and serve them for life. Transport scriptures to temple in far off land and help spread the faith. Slay a fantastic behemoth that has menaced humankind for aeons. Collect materials from dangerous place far away to help build new cathedral. Gather priests and acolytes and sail to a undiscovered land to preach the faithful. Stamp out horrible religion of [|the city|the nation|natives of a colony|a foreign land]. Build a fantastic monument that will carry gods fame through the ages. Build a mission far away to help spread faith on major trading point or route. Exterminate a race of heathen humanoids menacing the common folk. Punish a king for defiance to your god. Burn down the [|library|reliquary|cathedral] of a rival religion. Publicly torture and kill cultists you catch as message to all from god. Swear to serve a hierophant or king in the name of your faith. Free a imprisoned supernatural being and ally of your faith. Rescue an bound supernatural being and force it to adopt true religion to be freed. Dismember a saint into many pieces and distribute across the world to churches. FILENAME: EMO_Roadwar_Loners.ipt Header: Loners in the Wasteland These are for people living alone often on the fringes of a settlement or even in the wilderness or frontier. Good to occupy a shack or cave or old house in the middle of nowhere. Could be a house just outside town, a quiet street or a wasteland cave. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-loners-in-wasteland.html
prompt: Show me: {Loners|Reasons To Be Alone} Loners use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: ReasonsToBeAlone Hates people - [|wronged|odd|tragedy|lost everything] Seeks quiet contemplation - [|philosophy|meditation|art|prayer] Exile - [|banished|last of kind|former convict|kin murdered] Wanted criminal - [|cannibal|bandit|traitor|taboo lifestyle] Atoning for sin - [|failure|blasphemy|let down others|dishonour] Stranded here by loved ones - others died or moved on Insane - [|eccentric|paranoid|delusional|serial killer] They belong to an esoteric cult - mostly evil They are practicing magic in secret - [|wizard|witch|druid|priest] They are a monster in disguise - some kind of shape shifter or spirit table: Loners Grizzled old hunter uncomfortable with humans who might help starngers. Cat lady with her horde of cats. Several old ladies who knit mostly. An old couple who outlived children. Lone old woman who people acused of witchcraft. Herbalist who trades exotic medecine. Old wizard who used to have aprentice servants who died. Old ex paladin bitter about failure and the past. A monk avoiding civilization and hoping church forgets him. Preacher driven away for heresy by church for ideas. Old man living out here and mostly high on mushrooms and herbs. Old crippled old murder hobo angry at life and failure. former sailor with stories of his travels and enjoys story telling. Old lady midwife and healer driven away from home by zelouts. Fanatic priest suffering for faith, under vow of silence. Lone teen goat herder who's family all died. A former village idiot who's village got a bigger idiot and drove him away. Gladiator on the run for years from contracts. Mercenary who fled battle and reputation ruined by guild. Crazy old man been alone since child, unkempt and barley can speak. Thief from city driven from his guild and sure assassins after him. lone bard inspired by isolation. Old woman with crystal ball, star charts and cards who will tell fortunes. Healer who was lone survivor of plague in settlement. Diseased old man who people fear for his appearance. Hideous mutant driven from home. Ranger keeping eye out for trouble to report by messenger bird. Druid priest last of sect wiped out. Old witch who makes potions and candles. Old alchemist on life's project, running out of ingredients. Old drug addict with pile of drugs and food. Old alcoholic mostly busy brewing or stinking drunk. Scholar out here to observe nature while writing a book. Hallucinating madman writing demonic text invisible beings dictate to him. Mad holy man writing prayers and maxims with his animal friends. Cannibal serial killer with collection of human remains. Artisan has carved amazing things from ivory and wood. Trapper collects animal furs to trade, mad from isolation. Prospector who finds occasional gold or silver nugget. Bandit on run from law and in hiding. Woodcutter who finds exotic trees required by church and wizards. Attractive otherworldly beauty with part elf blood, sick of attention. Older woman sick of abusive life avoiding people. Young attractive person with a secret supernatural lover. Murder hobo searching area for a dungeon from a crude map. Witch who offers drugged honey cakes and beers to travellers. Three old witches will tell terrible future or curse people. Wizard sold his soul to demons out here to avoid temptation. Old holy person. every night demons taunt them. Old starving man menaced by harpies who steal and pollute his food. Youth in love with supernatural abusive lover who traets them as a slave. Shaman whose people long ago adopted another faith. Woman in hiding with strange powers, sick of the voices in her head in city. Strange witch child seems innocent and abandoned but ancient horror. Several children whos parents eaten by bears stranded out here. Old man friends with some faerie or demihumans. Old woman living with hedge troll lover. Old bitter dwarf exile and limps, hates everyone but animals. Elf cast from faerie land for fraternising with humans, kindly and serene. Loner Gnome will show now monster haunted former burrow village of his youth. Halfling who is sick of freeloaders and family, alone to avoid sharing food. Old half orc ashamed and mistreated by orc and human kin. Old person was elfland slave for hundreds of years, speaks old dialect. Old woman with her goblins she raised from babies. Young man abused by family sick of people and mistrustful. Scarred old man was flogged and imprisoned now distrusts people. Ghastly but kind old woman accused of witchcraft will help any who are kind to her. Young woman waited upon by forest animal friends who protect her. Old man who lives near dryad lover jelous of younger men in area. Old man with pet bear and wolf and eagle who helps anyone in trouble. Old miner and his mule making maps of dungeon entrances and ruins in area. Former spy very wise in affairs of old court but in hiding from assasins. Secret Police agent sent to this terrible observation point as punishment. Old naked man friendly and preaches his free love lifestyle. Old charletan driven away from frontier for ripping off everyone. Old mute man friendly but rope scar on neck. Escaped slave with manacle scars and slave tattoo. Man covered in tattoos of chaos, claims to be misguided youth on the run from cult. Old beekeeper who manages hives all over region. Woman who lives with wolves, was raised by wolf spirit after lost in woods. Old man in hiding as strange fishy scales developing on body. Was a beastman but surgically operated on by wizard now feels alienated. Druid priestess with magic scrying pool who is visited for her wisdom. Woman with tatoos and beard, doesnt need people, quite happy alone. Old wizard perfecting formula of making magic item or new spell. Sorcerer drug addict driven away for vice and corrupting youth. Old man trades with non humans normally shy of humans. Former mutant carnival freak sick of people staring at them. Crazed old magician brain melted by magical studies and blasphemy. Heretic old priest secretly now serves evil cult after reading forbidden books. Old person actually a youth cursed and curse can be broken by strangers. Former assasin tired of human causes and killing. Former adventurer was tortured by monsters and recovering from trauma. Exile wrongfully accused by villain, dreams of justice. Girls who fled wicked step father and has lived alone several years. Child who's parents died helped by faerie folk and trolls. Desperate lycanthrope, tries to avoid people and lusts to eat them. Old person actually local spirit protector of region in human form. Strange person actually shape shifting spirit folk. Old woman really an ogre magi. FILENAME: EMO_OSR_MysteryDungeonLevers.ipt Header: Mystery Dungeon Levers When that dungeon gets boring put in a few of these. Some players will pull every lever, some will never touch one. Some levers trick you into pulling them. Some are for monster defence. Some are made by mad wizards to be jerks. Some levers only work one or a few times. Some might be hidden, or the lever might separate from the mechanism. Of course you could have these effects in buttons, switches or something instead. Finding lots of mechanisms with different handles might be fun. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-mystery-dungeon-levers.html
table: MakeALever ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Appearance[@LeverAppearance]& Effect[@MysteryDungeonLevers]&
table: LeverAppearance Rusty iron lever Valuable metal with gem knob on end Skeletal leg or arm Crude wooden and splintered Brass with ornamental engravings Black wood with silver runes Ivory with carvings Greasy metal lever Spiked mace head Skull topped bone rod table: MysteryDungeonLevers Passageway roof collapses. Pit in floor opens to dark depths. Staircase revealed. Pit with ladder opens to another level. Opens panel and releases angry and hungry monster. Rings alarm bell attracting monsters. Starts water flooding in area. Shuts and locks doors in area. Opens oubliette cell with skeleton on floor. Opens a hidden panel with treasure chest. Murderholes in ceiling open and snakes drop through. Rearranges dungeon floorplan. Seals main dungeon entrance. Opens panel and activates a fountain. Awakens something in depths that heads for this room. Seals room with portcullis gates. Opens a crypt with multiple sarcophigi. Opens a small vent with visible light from surface. Illuminates area of dungeon with magical light. Rains {d2000}cp from hole in roof. Opens secret panel with rack of magic armour. Opens secret panel with weapon rack and at least one magic weapon. Opens several doors to secret level across dungeon. Opens secret door to wizard lab with several potions on bench. Opens secret panel revealing a magic mirror. Plunges area into magic darkness for one hour. Fires a balistia bolt at operator 2d8 damage if fail save. Opens secret room with treasure chest and human bones. Opens pit of acid that divides room. Releases sleep gas into area, lasts one hour if fail save. Opens secret room with healing shrine. A stone table rises from floor with heroic feast laid out. Opens panel in wall with magic dungeon pie ({d6} uses). Opens chamber with magical fungus and {d6} goblin corpses. Magic circle on floor alights summons elemental servant appears to obey for a hour. Magic circle on floor alights summons a imp appears to obey for a hour. Opens shaft in ceiling to upper level but with huge spiders and webs inside. Opens monster supply room with food, costumes, healing potion and fake blood. Opens room with talking skull answer {d4} dungeon questions a day. Fires croosbow bolts down main entry coridoor. Opens door to magical gateway or teleporter pad. Reveals map on wall with glowing line art. Opens secret flooded pit and begins to pump out water. Opens panel with wand inside but is trapped with magic. Opens vent releasing stirge nest with remains of dead adventurers. Magic circle on floor alights and summons a succubi who offers sex. Summons a monstrous giant devil face who's mouth is a gate to hell. Opens a spy hole letting you observe another area unseen. Opens a speaking tube lets you speak with other room in dungeon. Opens a panel with gargoyle or animated statue inside. Opens vent releasing panicked bats but can be used to escape dungeon by crawling. Water pours in through roof and room doors shut and are locked. Rotates dungeon room confuses mapping possibly accessing new areas. Floor opens into slide that deposits on lower level. Opens secret door with elevator possibly with a attendant to other levels. Opens secret door with elevator possibly with a attendant but only goes to hell. Operator struck by ray save or die, if lives now immortal ({d4} charges left). Sends the whole room backwards or forwards in time ({d3} uses). Fills dungeon level with fog for d6 hours. Opens a pit with volcanic steam vent warming the area, some treasure visible below. Releases brownie bound in hidden panel who offers to help new friends. Releases automatons from secret door that repair dungeon and reset traps. Opens secret chamber to magical machine from lost age. Opens to secret chamber with ancient machinery from aeons lost. Opens hidden tomb with greater undead imprisoned in tomb for aeons. Opens hidden chamber with angel nailed to walls will be grateful if helped to escape. Opens sealed room with dead adventurers with packs of rope, spikes and other supplies. Opens sealed pit with shoggoth gibbering insanely trapped in depths. Opens panel with hidden crumbling books and scrolls possibly including maps. Opens hidden room with dead kobolds, bricks, mortar and building supplies. Opens hidden room with long dead architect and partial dungeon map on workbench. Opens hidden door out comes grinning goblin with birthday cake on pushcart. Opens hidden dungeon garbage shute can be used to possible escape dungeon. Opens hidden well accesses underground river, possible escape from dungeon. Opens hidden panel releases bound hellcat who offers to guide most lawful person. Makes whole room become elevator, often mechanism only works once. Opens panel with kegs of beer and wine with taps and mugs. Open secret door into chill room with frozen carcasses possibly a ice toad in cage. Opens secret door, inside is a bound salamander if freed goes on rampage. Opens secret room with dormant monster eggs and a hatching apparatus. Opens secret torture chamber used by some boss long ago. Opens secret bedroom with sobbing prisoner. Opens secret lavatory, sewer enterance possibly usable for escape. Opens secret store room with stolen crates of merchant goods and artworks. Opens secret room of statues (petrified victims from long ago). Opens secret armoury with crates of forgotten and corroded weapons and armour. Opens room with {d6} spirits sealed in bottles by shaman long ago. Opens secret room of lamp oil, torches, flints, lamps and candles. Activates noisy machinery in depths dungeon self repairs to new condition over {d4} hours. Activates shimmering pool of light allows communication with distant sister dungeon. Opens magic mirror that communes with ancient evil forgotten by mortals. Hear machinery, then screaming, then blood leaks from cracks in walls. Doors seal and walls close in, 1in6 spikes pop out walls too. Bathes room in strange light ages all by 4d10 years if fail save. Bathes room in strange reduces all to d6+3 years old if fail save. Everything in room is magically cleaned and food and drink purified. Pollutes food making diseased and turns drinks into poison. Turns all coins in room into equivalent value of copper. Turns all non magic iron, steel, copper or bronze into useless dust. Healing ray cures d6 HP once per day, causes cancer on second use if fail save. FILENAME: EMO_OSR_VillageNotices.ipt Header: Village Notices Villages on Exile Island often have notices on the village store or a notice board up adjacent to the village square. Most villagers cannot read but enough can read them aloud to others to get the message across. Typically you'll see 1-8 notices. Often they are pasted up or people steal them for paper or collect them. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-village-notices.html
table: VillageNotices Reward for information leading to capture of local bandit gang or their hiding place. Reward for arrest of local highwayman. Reward for capture of local witch. Reward for recovery of lost or stolen animal usually a horse. Reward for recovery of missing child or person. Reward for recovery of stolen item or goods. Reward for information as to who is stirring up trouble with non humans. Reward for information or capture of foreign spies or saboteurs. Reward for capture or information on wanted traitor to the realm. Reward for heretic or enemy of the church. Sale on bulk goods available from store. Sale on recently born livestock from local farm. Sale on rusty old weapons and armour taken from monsters. Sale on goods seized from bandits at the sheriff office. Sale on medicinal herbs from local herbalist. Sale on almost expired army rations from militia. Sale on mystery meat from butcher or farmer or hunter. Sale on second hand clothes. Sale on children, would make fine apprentices or servants. Sale on second hand farm tools and goods. Carnival day coming soon on village green. Market day coming soon with local produce and goods. Livestock auction and market coming soon. Auction of seized goods from bandits and monsters soon. Land auction coming soon 1in6 with house. House auction coming soon 1in6 furnished. Public entertainers soon d4 1=minstrels 2=circus 3=acting troop 4=freak show. Public performance soon d4 1=bard 2=magician 3=animal trainer 4=poet. Trade caravan coming with wide range of exotic goods soon. Country fair with livestock and produce contests soon. Church seeking donations of food and goods for charity. Church jumble sale coming soon, goods wanted. Wedding celebration upcoming at church. Visiting holy man visiting for special church notice. Moral crusader lecture at church soon. Inquisitor visiting to find heretics, witches, werewolves or cultists. Church working bee, helpers required to repair church and graveyard. Funds needed to improve the church. Fundraising dance and feast soon, beer included in entry. Public warning to beware or d4 1=witches 2=werewolves 3=undead 4=cults. Labourers required for tree felling soon. Labourers required for clearing rocks from land soon. Labourers required to strip an emptied dungeon. Labourers wanted to help build house or barn. Labourers wanted to help dig a well. Labourers wanted to assist adventurers excavating ruins or dungeon. Labourers wanted to work on roads. Labourers wanted to build fences. Labourers wanted to build bridge. Labourers wanted to work on noble estate. Able bodied men to report for militia training soon. Village assembly meeting soon to vote on leaders. Village court meeting soon to redivide farm land. Trial of criminal shortly all witnesses called to appear. Witch trial and burning soon. Able bodied men required to help hunt wolves in area. Able bodied men required to help locate fugitives hiding in wilds. Court day with various petty crimes being charged and punished. Execution of criminals soon, a great family day out. Public flogging of local soon everyone welcome. Sightings of elves or faerie folk to be reported to sheriff. Sightings of humanoid folk to be reported to sheriff. Sightings of beastmen to be reported to sheriff. Sightings of undead or hauntings to be reported to church. Sightings of diabolic or demonic happenings to be reported to church. Sightings of robed strangers by night to be reported to sheriff. Sightings of suspicious or foriegn folk to be reported to sheriff. Sightings of monsters or their lairs to be reported to sheriff. Sightings the beast of the moors to be reported to sheriff. Sightings of strange (d4 1=dogs 2=lights 3=beasts 4=shrooms) to be reported to sheriff. Decree of law from kingdom rulers. Decree outlawed clan of nobles now wanted fugitives for treason. Decree of road toll increase to fund anti bandit militia. Decree of a tax increase for dungeon looting for adventurers. Decree demanding higher tax on certain goods. Decree forbidding commoners from certain fashion items. Decree that any information concerning certain artifact or relic be given to authorities. Decree that borders of local village being altered by state. Decree that someone being knighted for some act of heroism and service to crown. Decree reminding commoners the tax man will be coming to visit. Adventurers seeking poleboys, baggage handlers and torchbearers. Murder Hobo band recruiting camp followers. Adventurers selling deed of exclusive looting to semi cleared dungeon. Surviving adventurer offering map or deed to dungeon that killed his party. Mayor seeking adventurers to sort out local problem. Noble seeking troubleshooters to deal discreetly with a problem. Church seeking pious heroes to recover goods for the church. Farmer has found hole on farm seeks monster hunters to explore. Drunk to be found in tavern offering dungeon map. Murder Hobo seeking young apprentices to learn on the job in local dungeon. Bounty from city for wizard for teaching magic unlawfuly or stealing spells. Bounty on druidic cult leader for attacking miners or foresters or hunters. Bounty from miners to catch claim jumpers. Bounty from sheriff for local criminal who locals quite like. Bounty for leader of robber knight enemies of local noble. Bounty for escaped criminal from the sherrif lock up. Bounty for mysterious rogue recruiting youths into bandit gang. Bounty for adventurer who has evaded taxman and is now hiding in forest. Bounty on orc heads 1gp each or for some other troublesome humanoid. Bounty for foreign hero who hides out across the border where they are respectable. FILENAME: EMO_OSR_WitchPranks.ipt Header: Cruel Pranks for Witches & Dark Fey Witches and elves and faeries can be jerks. Best not to offend them but you might have done so just by being noticed by them. Oops I probably just offended some now. Jerks. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-cruel-pranks-for-witches-dark-fey.html
table: CruelPranksForWitchesAndDarkFey Kill farm animals and make them zombies. Put poison spiders in farmers clogs. Poison the local well with lust potions. Cast illusions of plague symptoms on travellers. Cast illusions on huge spiders to look like puppies. Make illusions of ghosts. Make farm tools invisible and leave on paths. Let invisible wolves loose in area. Turn peoples children into bats or rats. Replace roast joints in oven with human flesh. Cast illusions on dangerous mushrooms to look normal. Cast ilusion on baby so parents think it is a changeling. Leave fake evidence a loner is a werewolf. Steal goods and leave them in neighbours house. Hold doors fast with spell then set fire to house. Make animals go crazy with drugs or spells. Use ventriloquism to make farmer think animals inteligent. Leave invisible snakes everywhere. Lead a rust monster around at night to ruin all a farmers tools. Poop down chimney into stew pot. Scare cows and chickens so they give no eggs or milk. Steal arrows off locals and shoot travellers with them. Spread spoors of giant fungi over granaries or rooftops. Burn down a barn or storehouse in winter. Cover crops in hallucinogenic fungi spoors. Leave false clues that local elderly are witches. Use ventriliquism to make animals tell children to do dreadful things. Leave treasonous documents in house and inform lawmen. Leave dead body in the well. Tell sylvan beings local humans tried to harm their children. Tell centaurs and satyrs how attractive local human women are. Encourage dryads to kidnap all the men while out farming. Destroy food stores with magic. Raise dead family members or pets as zombies as a surprise. Blunt all tools by night. Unpick thread from clothing and leather goods. Shave animals with ridiculous patterns and dye their hair. Crap in peoples boots. Enlarge vermin with spells. Take people to faerie land and return them hundreds of years later. Get humans addicted to magical elf food left out as delicious treats. Taint human food with werewolf blood. Replace candles with ones made from human fat from missing reletives. Tell bandits or tax collector that farmers have secret treasure. Warp wooden tools or roof or walls of houses with magic. Dig up dead relatives and arange aound the house as if alive. Turn someone into a cat and set own dogs on them. Taint food with mutagenic chaos mushrooms. Take the form of local and go stab happy then flee. Cast sleep on household then arrange in compromising positions. Take form of locals and beat up the village priest. Sell farmers children to beatmen as slaves, invite beastmen to collect them. Convince beavers to gnaw down trees to fall on human houses. Put magic glue in shoes and in hats. Magically grow beards on babies with cantrips. Put holes in every bucket and pot in a household. Put leaks in roof. Make horrible sounds at night keeping everyone awake in fear. Give local dogs rabies. Send swarm of rats to eat all household food. Send swarm of birds to eat all farmers crops. Animate scarecrow as a wood golem and make it beat up farmer. Teach local birds to utter obscenities or terrible gossip. Steal fillings of pies and replace with feces. Move trappers traps to places where villagers get hurt. Encourage tree people to stop humans murdering their kin to build houses. Put invisible knives in backs of chairs, in beds on doorhandles. Make poison toads look like delicious fruit with illusions. Leave murdered animals inside out nailed to walls. Piss in beer and add snake heads and magic mushrooms. Make eerie lights at night scaring everyone. Rub toads on peoples faces in sleep causing horrible warts. Encourage children to lick newts driving them crazy with narcotic secretions. Drop huge deadly icicles on people coming out of house in cold mornings. Cast illusion on farmer that they are brutish orcs so friends attack them. Turn locals into deer and encourage local hunters to to catch them. Put stinging nettles inside peoples clothes while they sleep. Use magic to make every fertile woman pregnant with changeling children. Turn farmer into a donkey then beat with sticks then turn back after a few days. Sneak cockatrice eggs into the farmyard chicken coops. Put giant leeches in chamber pot. Settle stirge nests in the roof of local house. Put illusions on beastfolk so they can trick humans into sex. Cut off bards fingers and suck out their eyeballs. Turn farmers horse into a centaur and encourage it to beat farmer who mistreated it. Turn goats into goatmen and explain how human eat their babies. Attract an ogre to a local cave and give kids a fake treasure map to the cave. Encourage a giant snake to sneak into house and eat babies. Set fire to haystacks while young lovers are inside. Turn pigs into orcs and give them weapons. Startle horses while pulling waggon causing terrible accident. Loose a fully grown crocodile in local watering hole where kids like to swim. Encourage pet Ice toad to sit on roof at night to freeze house and frostbite the crops. Summon an Imp to torment the household invilibly. Set gremlins loose on household who start increasingly dangerous trickery. Kidnap children and leave illusion covered goblins in their place. Encourage giant burrowing insects to eat crops and leave huge holes everywhere. Draw obscene and blasphemous graffiti on house walls. Lure away children to life of slavery in elfland using treats and toys. Whisper locals secrets and private thoughts causing fights and feuds. FILENAME: EMO_OSR_UnderwaterCourtCrisis.ipt Header: Crisis in the Court of the Cephalapoid Kings These crises might drive underwater folk in the local area to interact with the surface world. Possibly some characters might be part of the aquatic world or visit it or find other signs of things going on. The sea folk might have various surface adventures and cause some mischief. It's just part of the rich tapestry of life in a fantasy world. Also for those who might play magic octopus princesses or for the DM to see what squid men or deep ones up to, in any setting on an island or coastline with ongoing land-sea interactions. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/11/d100-crisis-in-court-of-cephalapoid.html
prompt: Show me: {Crisis In The Court|Make A Cephalapod Race} Crisis in the Court use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeACephalapodRace ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Type[@CephalapodType]& Race[@CephalapodRace]& Motivation / Alignment[@Alignment]&
table: CephalapodType Squid Ammonite - curled shell Nautilus - shell Cuttlefish - short tentacles Octopus Orthocone - long pointed shell table: CephalapodRace 1:Spirit Folk - change into human form and any between 2:Tako - larger, sentient and amphibious versions or normal creatures 3:Beast Folk - fierce hybrid beast and human 1:Werefolk table: Alignment Serve duly appointed lord of the sea according to mandate of heaven LG Serving chaos and evil demons of the deep who seek the apocalypse CE Serve fleets of hell and marine devils who seek eternal subjugation of weak LE Serve bright faerie courts of various sea lords who serve freedom CG Serve ancient elder evils who seek to return to walk the world NE Care for the natural balance of plants and animals N table: CrisisInTheCourt Human garbage is ruining the undersea community and sea folk are getting angry. An anchor ripped the roof off a shrine and infuriated the priests. Refugees from a massacre have joined the community increasing it's needs. Human fishermen have captured a maiden and her family demand something is done. Humans found some gold idols from the ancient sea kingdom and the priests have been dreaming the gods are displeased. A vicious fisherman has been harpooning citizens and everyone is upset. A storm washed a magic pearl from the temple and possibly it washed ashore. A holy beast from the deeps died and washed up on shore, humans are curious and starting to investigate. Human cultists have been calling on a rival sea entity upsetting the ancient balance. Prophets warn human kind are about to invade the deep somehow. Human smugglers have been faking supernatural events to drive away the curious but unwittingly have atracted adventurers to the area. Wreckers have sunk ships with false beacons and wreckage is strewn over the kingdom. A human alchemist has been dumping failed formula in the sea and causing mutations. Ships have been dumping ballast on the city damaging homes. Humans fishermen are depleting local fish schools causing sea folk to grow hungry. Effluent dumped in sea by humans has caused toxic algal blooms. A plague of starfish have covered the reef eating everything, if humans would eat them it might help. A strain of marine lycanthropy has been turning humans into awful monsters menacing the sea folk. Human pearl divers have come closer to the city and need to be kept away. Sirens have been luring humans to their deaths prompting human adventurers to explore the coast. A cult has been drowning humans and the bodies are washing up on the coast, people are blaming undersea peoples. A ship was wrecked and has some cargo humans are trying to recover by extraordinary means risking the community being discovered. Some humans have been diving in area, one was captured and questioned. A scholar found ancient records of the sea city and is sending explorers to find ruins. A pod of orca have been working with human whalers to hunt behemoths of the sea. A water elementalist school has been mapping the sea bed and needs to be scared away. Sea druids have been trying to contact the kingdom but the ancient law says they must be kept away from the truth. A human sea cult has been dropping offerings into the sea and annoying the sea folk with their ignorant blasphemey. To punish the humans a great wave was sent to punish them but instead they have been investigating the source. A great conch shell that calls an ancient behemoth was lost by naughty princesses and humans found it on the shore. Humans have been constructing a lighthouse and have inadvertantly released the blood of a titanic slumbering demon god which might awaken. Humans have offended a sea god and thousands of sharks have been terrorising the coast. A selkie had her skin stolen by humans and now she is trapped in the human world, helping her would get her kind on side. Cephalopod cuisine is all the rage and fishermen have beet trapping anything with tentacles to sell in the city. A mermaid has lost her comb and mirror and sources say humans stole them. Several aquatic races have been at war and human scholars have been finding corpses washed up on the beach. Seahag kidnaps a prince of land and sea to start a war. Sea Necromancer has army of zombie sailors to raid coast and sea kingdom is blamed. Race of mermaids is eating men and fish folk slowing trade. Giant mass of sargassum seaweed choking seas, trapping ships and smothering sea folk cities. A new race of sea beings worshiping a strange marine demon move into area fermenting war. A ghost ship has been seen menacing small groups of travellers. A Dragon turtle has been eating people on coastal raids and attacking under sea towns. A dragon king is concerned one of his daughters has gone missing with a magic pearl and has minions looking for her. Scholars have found a seaside cave complex with pre deluvian tablets. The undersea folk dont want them in the hands of surface dwellers. A jade tablet from the palace of a sea god has been stolen by a disgruntled servant and will use it to create problems in the region with it's forbidden secrets. A great fishy sage has been trapped by humans and locked in a menagerie. Some farmers dug up a relic in a field that was once under the sea. Priests of the sea folk are getting visions and want it back. A human cult have been holding boat parties for the rich and conducting faux rituals that offend the sea priests. A local fish herding boy has been trapped by humans who have put him in a carnival freak show. Some local marine people were vandalizing human nets and got captured. Humans plan to kill the prisoners. A new breed of poisonous shellfish has been spreading from hulls of ships from far off land. Humans have been searching coast waters for shellfish purple dye derived from for robes of nobles. Many searching near underwater cities. Pirates looking for lost treasure have been digging up beaches and interfering with undersea agents missions. A surface dweller has been killing trolls and chopping up bits and throwing in the sea to dispose of them. Now underwater trolls are spreading. A tribe of sea ogres have been moving into area bullying locals and eating any who dont surrender treasure. A mighty sea spirit in serpent form has been keeping his daughters in a cave. Various sea warriors and human adventurers have died trying to meet these beautiful sea spirits. Explorers found a huge undersea statue and human scholars are seeking to study it and possibly move it. As one of the border stones of the lost undersea elder empire this is blasphemy. A fishing fleet has been using new huge nets and has captured a beloved community pet. Humans have been drowning witches and someone else has been reanimating the corpses which have been causing problems. A seahag has been kidnapping males and using them to father monsters which guard her island. A disgruntled princess of the undersea kingdom wants to destroy peace and has been stirring up humans and giving them clues to the humans as to the aquatic settlements. A lord of the deep has demanded a birthday gift but only the surface world can provide it. A ship load of narcotic lotus resin sunk and after a night of hallucinations the sunken city dwellers want more. A new pet of a sea hag demands brains to eat and human or sea folk will do. A pirate has discovered the undersea folk have settlements and that they have treasure. Human merchants have been dropping messages into the deep inviting trade with undersea world. A ship brought up an anchor with an architectural feature from the sea king palace hooked. Sea folk want it back. A catfishman wizard of elder times has been revived and seeks to rebuild his ancient evil empire. Most of the modern evil races dont even like this plan but he has managed to find malcontents and rebels to join his schemes. Drunken sailors have been scouring coast as rewards for captive mermaids are being offered in the city by a circus. Pearl divers from a far off land have been brought into area by merchants and have been getting close to secretive underwater settlements. A strange bard has been singing eerie songs and leaving political unrest in wake. Sources say same happening on surface too. Is it the same being?. A surface magician has been summoning fish schools for the fisherfolk and some sea gods are less pleased. The queen requires ambergris and some recently was washed ashore, sombody needs to take it for the rightful rulers of the sea. A group of mystery solving squid kids have not returned from an expedition to the surface and their families are worried. Human sealers have begun settling a rocky island sticking out of a reef city and the king wants volunteers to pretend to be ghosts to scare them away. A sea people merchant want to start secretly trading goods with surface folk and needs someone to come up with a crafty way to do this without exposing undersea civilization. A seahag turned a princess into a human to be with a handsome sailor she saw and her family want her back. Human cultists have tried reviving a slumbering god who rivals that of the undersea kingdom and something needs to be done by Cthulhu!. Humans have trapped fish in setted off bays to fatten schools of fish in a farm but they are increasing disease and parasites over the whole area. A human boy used a relic to visit the underwater kingdom in disguise. So far humans don't believe him and the sea king wants the relic stolen and the boy discredited. A human artist has been spying on the aquatic world with a crystal ball and has captured the likeness of the queen in a comprimoising position. Someone must get the painting and probably steal the ball too. A human natural history professor trapped some children and has them on display in the university menagerie. The court demand they be returned home before they fall behind in the school year. Children have been playing in the shallows and some have gone ashore to prank the humans. Somebody must find theses kids and warn them away from this foolishness. A gang of misguided hybrids have been raiding royal sea caravans and hiding on land. Possibly human authorities can be tricked into killing them all. A report has come in of a number of citizens trapped ashore in wells for decades and the king would like these poor souls rescued. A horrible human murdered a member of the royal family. The king wants them punished or captured. As all humans look the same a detailed description of the villains wooden leg is available and the priest is certain he is in the human city. A spy on the surface world has seen hybrid offspring in the human orphanage and a priest would like someone to bring them to underwater civilization. A human wizard has been swapping souls with citizens of the sea city to spy on it's people. Find the spy in the city or find where he lives on the surface and stop him. A human killed a holy narwhale and the king offers a reward for bringing the rotter in. An ancient nautilus prophet from the depths has come to the sea kingdom warning the humans are plotting against marine races. The king needs spies too visit the human kingdom. A human spell to summon marine creatures has been used increasingly and the sea king wants copies of the spell destroyed and humans warned off from using it. Some crafty sea folk have been sinking human ships to rob them but the humans are getting wary and have sent adventurers. The troublemakers sinking the ships must slow down and not be so greedy. The sea god priests need volunteers to go ashore and deliver pearls to the volcano goddess as a gift. Humans have been intercepting the gifts and the gifts are essential to appease the goddess. A dyke has been holding back the sea in a location of the human world and sea gods want it sabotaged so the land can be reclaimed. A heretical sea folk sect fled into marine caves under the human lands aeons ago. Now the king wants explorers to find them to see if they are fit to return to the bosom of the community or stay exiled. A sea spirit has fallen in love with an ornamental ship prow and offers a reward to bring it to him. Bonus reward if it can be brought to life somehow. A fish whisperer has been helping human fishermen and the sea king wants them punished and their powers somehow removed. An evil strain of parasite has been replacing itself with the tongues of fish folk and making them utter blasphemies. Where did they come from and how do we stop them?. Maps of the human world are required by the military and scouts are needed to get the latest ones from mankind. An attack on the surface world is being planned. Scouts are needed to check planned beachfronts and rivers. FILENAME: EMO_OSR_PaladinSmackTalk.ipt Header: Paladin Smack Talk It would be sad if this made me think paladins are worth keeping in D&D. But I think it might. Well, a Planet Psychon Paladin working for a AI god might look like this with clips of alternating silver, holy iron and +5 adamantium rounds. A line of smack talk every combat round goes a long way. I created "Ye Olde Smack Talk" with the Shakespeare translator, at lingojam.com/shakespearean. Sometimes it works, sometimes it is just silly. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/10/d100-paladin-smack-talk.html
prompt: Show me: {Paladin Smack Talk|Ye Olde Paladin Smack Talk|Why Would You Use These Tables?} Why Would You Use These Tables? table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: WhyWouldYouUseTheseTables? [when]{rep}=1[do]& Why Would You Use This Table?
&
Your friend is charmed by good guys&
Fanatic maniacs cultists who think they are better&
Holy warriors fighting undead, demons or devils&
Religious persons fighting enemy cults&
Knights or lawmen claim righteous superiority&
Military when fighting rival hostile culture&
Faction vs faction of a single larger group&
Beings of Law or Good or Both&
Saints or angels judge anybody&
A paladin travels with you and pulls these lines on every threat he sees, implying you are all together, and most of the beings he abuses assume he speaks for the group - classic mission complication challenge unlocked!&
& [end] table: PaladinSmackTalk Destroy this vile defiling evil filth. I send ye to eternal torment you fiend. By the holy wrath of my god I strike you down! I am here to end you wicked one, prepare to be smited. I prey my weapon strikes you dead ye foul and putrid one. Be ye witch or be ye warlock you magic is wicked and must be crushed. I shall smite the and dismember thee so no devil or demon can put you back. May my god strengthen our arms as we slay these sinners. Might the saints preserve us and help us cleave these heathen heretics! God has brought me here to kill you all, no mercy, no surrender. Our god loves you and they are here to end your suffering. By the blessed sky virgin! Come taste her sweet tears of mercy! Wicked ones your eternal punishment has arrived too soon! How dear you soil my gaze with your vile form deviant one! Your blood shall usher in a new age of love and kindness! Peace will come after an age of blood and fire! The gods hate you and have sent me to kill you. Your crime of hubris has brought your executioners to your door. Now shall you die and every drop of the evil one will die. You have mortal form but you are a minion of the beast, prepare to die! Time to return to the pit vile one! With beings like this we face there can never be mercy or peace just death. I was born for this moment, to drive you vile spirit back to the void! This moment was seen in a vision my glory lies in your destruction. This will be a victory for god, for glory and all mortal kind! Your sin Is life! I Bring you death! Vile ones, prepare to meet thy dooooom! For victory, for freedom, for all the blessed peoples! You are abominations before the true gods, prepare for death! For the kingdom, for the church, for humanity forever! The river of life ends for you, the ferryman death has come for you! The wages of wickedness are death, death to all non believers! This spawn of vile chaos must be cut from this world to save it. Let us bring the wages of sin to these disgusting savages. Death to the unclean, death to murderers, death to traitors! My holy rod will smite you and dash your brains! It is ordained this day that the enemies must die, protect us of lord! Let loose the hounds of war, crush the enemy! The evil ones are here, our only hope is to kill every one of them for our god! And so the lord sent an angel to slay the minion of evil and it did! Bring your legions, your army, all your kind I care not, you will all die each and every one. You fiends may choose to make a short prayer of repentance before we kill you. Surrender evil ones and receive the punishment you so richly deserve! I am the weapon of my god, I am their steel, I am your destruction! This vile spawn of a she demon, this vile thing of filth, shall meet it's end. You knew when you took up your blasphemous ways it would end like this. The end of the world is here, for your kind anyhow! Your kind have been ordained to be slain one and all! Like the saints of old I slay evil not talk to it! A snicker-snak and your heads will be gone beneath my weapon. Obliteration is too kind for your vile kind. Cease your evil ways or prepare to die! Your filth must be eradicated for a kinder and purer world! Your foul blood with be released into the earth, a libation to the gods. All your line will be destroyed by fire and the sword! A doom upon your cursed kind, all your seed will be purged from his world! Good cannot rest until all your kind are slain, die in the name of peace! Your sins must be cleansed your blood must be spilled. The gods hate you and I am the instrument of your destruction. Say your prayers dog, your last moments of life are upon you! All fanatics must be killed for the common good! In the name of freedom, all your kind must be slaughtered! Vile putrescent filth! You abominations have soiled this world enough! Those who do not love life are not worthy of it and now you die! By all that is holy! Your repugnant evil shall meet it's end. You foul demonic turds who walk upon the fair earth, you must be cleansed! Heathen! Unbeliever! Heretic! Anarchist! You must die by all that is holy! Your kind were a mistake and It is time your existence was rectified. Your crimes can never be forgiven and I am your executioner. Blast you foul demon! May my god crush your soul as I rend your foul body! All the world moans at your every diseased footstep and I am the cure! My god has given me the right and the will to slay your kind for the good of all. I have judged ye foul demon of the pit, now you die! All your vile creed have forfeited the right to live. I am hear to rectify this. What vile demon shat you into this world? I shall end your foul stain forever. Your very existence is corruption, to spare your future victims I slay you now! It is time you were sent to eternal punishment for your false beliefs. Tell them in hell that I sent you and more of your kind will join you in the pit soon. You are a cosmic cancer and I am the cure! Prepare to be cut out! You are a gnawing maggot eating all that is good, now it is your turn to die! I cannot bear to look at your awful countenance, you offend me and I will cut you out. I wish I could slay your every ancestor but your will have to do villain. Justice demands satisfaction and you sir will die by my hand. I call a holy crusade to slay your kind, each and every one of you must be destroyed. If only killing you would undo all your evil, ending you now will just have to do. In the name of all the saints and your victims, I call on your extermination now! You are a mistake I am here to correct, your life is forfeit. No pain I can inflict will undo your vile deeds, I must be satisfied with your death. The prophets have called for your death and I am here to enact your destiny. It is too late for your redemption, only death can cure the wounds you have caused. Your very existence offends the gods, I am their terrible swift retribution! Beg and grovel all you like, no mercy for your vile kind! I am not like the innocents you have molested, I will annihilate your kind. Gods will flows through my hand, and my weapon hungers for your life. I am here to execute you in the name of the law and all that is just. Righteousness and rage fill my heart villain, now you shall meet death! A terrible swift death is the only kindness I can spare for you evil one! My blessed weapon hungers for your vile flesh, your wickedness ends now! Angels in heave will rejoice when your life ends, I am here to make that happen. It will be a kindness to slaughter you, the world will sigh with relief when I end you. table: YeOldePaladinSmackTalk Destroy this vile defiling evil filth. I sendeth ye to eternal torment thee fiend. By the holy wrath of mine own god i strike thee down! I am hither to end thee naughty one, prepare to beest smit'd. I prey mine own weapon strikes thee dead ye foul and putrid one. Beest ye beldams 'r beest ye warlock thee charm is naughty and wilt beest did crush. I shalt smite the and dismember thee so nay Flibbertigibbet 'r goodyear can putteth thee back. May mine own god strengthen our arms as we slay these sinners. Might the saints preserve us and holp us cleave these heathen heretics! God hast hath brought me hither to killeth thee all, nay mercy, nay surrender. Our god loves thee and they art hither to end thy suffering. By the did bless sky virgin! cometh gust that lady sweet drops of sorrow of mercy! Naughty ones thy eternal punishment hast arriv'd too lief! How lief thee soil mine own gaze with thy vile form deviant one! Thy blood shalt usher in a new age of love and kindness! Peace shall cometh after an age of blood and fire! The gods misprise thee and has't hath sent me to killeth thee. Thy crime of hubris hast hath brought thy executioners to thy do'r. Anon shalt thee kicketh the bucket and every drop of the evil one shall kicketh the bucket. Thee has't mortal form but thou art a minion of the beast, prepare to kicketh the bucket! Time to returneth to the pit vile one! With beings like this we visage thither can nev'r beest mercy 'r peace just death. I wast born f'r this moment, to drive thee vile spirit back to the void! This moment wast seen in a vision mine own glory lies in thy destruction. This shall beest a victory f'r god, f'r glory and all mortal kind! Thy sin is life! i bringeth thee death! Vile ones, prepare to meeteth thy dooooom! F'r victory, f'r freedom, f'r all the did bless peoples! Thou art abominations ere the true gods, prepare f'r death! F'r the kingdom, f'r the church, f'r humanity still! The riv'r of life ends f'r thee, the ferryman death hast cometh f'r thee! The wages of wickedness art death, death to all non believers! This spawn of vile chaos wilt beest cutteth from this ordinary to save t. Alloweth us bringeth the wages of sin to these disgusting savages. Death to the unclean, death to murderers, death to traitors! Mine own holy rod shall smite thee and dash thy brains! T is ordain'd this day yond the enemies wilt kicketh the bucket, protect us of lord! Alloweth loose the hounds of war, crush the foe! The evil ones art hither, our only desire is to killeth every one of those folk f'r our god! And so the lord hath sent an angel to slay the minion of evil and t didst! Bringeth thy legions, thy army, all thy kind i care not, thee shall all kicketh the bucket each and every one. Thee fiends may chooseth to maketh a short prayer of repentance ere we killeth thee. Surrender evil ones and taketh the punishment thee so richly deserve! I am the weapon of mine own god, i am their steel, i am thy destruction! This vile spawn of a the lady goodyear, this vile thing of filth, shalt meeteth t's end. Thee kneweth at which hour thee tooketh up thy blasphemous ways t would end like this. The end of the ordinary is hither, f'r thy kind anyhow! Thy kind has't been ordain'd to beest slain one and all! Like the saints of fusty i slay evil not talk to t! A snicker-snak and thy heads shall beest gone beneath mine own weapon. Obliteration is too kind f'r thy vile kind. Cease thy evil ways 'r prepare to kicketh the bucket! Thy filth wilt beest eradicat'd f'r a kinder and purer ordinary! Thy foul blood with beest releas'd into the earth, a libation to the gods. All thy line shall beest did destroy by fire and the bodkin! A doom upon thy curs'd kind, all thy se'd shall beest purg'd from his ordinary! Valorous cannot rest until all thy kind art slain, kicketh the bucket in the name of peace! Thy sins wilt beest cleans'd thy blood wilt beest spill'd. The gods misprise thee and i am the instrument of thy destruction. Sayeth thy prayers dog, thy last moments of life art upon thee! All fanatics wilt beest hath killed f'r the ingraft valorous! In the name of freedom, all thy kind wilt beest slaughtered! Vile putrescent filth! thee abominations has't soil'd this ordinary enow! Those who is't doth not love life art not worthy of t and anon thee kicketh the bucket! By all yond is holy! thy repugnant evil shalt meeteth t's end. Thee foul demonic turds who is't walketh upon the fair earth, thee wilt beest cleansed! Heathen! unbeliever! heretic! anarchist! thee wilt kicketh the bucket by all yond is holy! Thy kind wast a misprision and t is time thy existence wast rectifi'd. Thy crimes can nev'r beest forgiven and i am thy executioner. Fie thee foul goodyear! may mine own god crush thy soul as i rend thy foul corse! All the ordinary moans at thy every diseas'd footstep and i am the cure! Mine own god hast given me the right and the shall to slay thy kind f'r the valorous of all. I has't judg'd ye foul goodyear of the pit, anon thee kicketh the bucket! All thy vile cre'd has't forfeit'd the right to liveth. I am heareth to rectify this. What vile goodyear shat thee into this ordinary? i shalt end thy foul stain still. Thy very existence is corruption, to spare thy future victims i slay thee anon! T is time thee wast hath sent to eternal punishment f'r thy false beliefs. Bid those folk in hell yond i hath sent thee and moo of thy kind shall join thee in the pit lief. Thou art a cosmic canker and i am the cure! prepare to beest cutteth out! Thou art a gnawing maggot eating all yond is valorous, anon t is thy turn to kicketh the bucket! I cannot bear to behold at thy awful countenance, thee offend me and i shall cutteth thee out. I wish i couldst slay thy every ancest'r but thy shall has't to doth villain. Justice demands satisfaction and thee sir shall kicketh the bucket by mine own handeth. I calleth a holy crusade to slay thy kind, each and every one of thee might not but beest did destroy. If 't be true only killing thee would undo all thy evil, ending thee anon shall just has't to doth. In the name of all the saints and thy victims, i calleth on thy extermination anon! Thou art a misprision i am hither to correct, thy life is forfeit. Nay teen i can inflict shall undo thy vile deeds, i might not but beest did satisfy with thy death. The prophets has't hath called f'r thy death and i am hither to enact thy destiny. T is too late f'r thy redemption, only death can cure the wounds thee has't did cause. Thy very existence offends the gods, i am their lacking valor swift retribution! Beg and grovel all thee like, nay mercy f'r thy vile kind! I am not like the innocents thee has't molested, i shall annihilate thy kind. Gods shall flows through mine own handeth, and mine own weapon hungers f'r thy life. I am hither to execute thee in the name of the law and all yond is just. Righteousness and rage fill mine own heart villain, anon thee shalt meeteth death! A lacking valor swift death is the only kindness i can spare f'r thee evil one! Mine own did bless weapon hungers f'r thy vile flesh, thy wickedness ends anon! Angels in heave shall rejoice at which hour thy life ends, i am hither to maketh yond befall. 'Twill beest a kindness to slaughter thee, the ordinary shall sigh with relief at which hour i end thee. FILENAME: EMO_OSR_WizardSmackTalk.ipt Header: Wizard Smacktalk Wizards are a special kind of jerk, and just like monsters they like saying things to provoke action or intimidate victims. Wizards don't care if they hurt your feelings. If you're lucky they will turn you into a newt and add you to a potion. Wizards typically have some mooks with them to avoid getting distracted by close range stabbing in combat. Wizards like to make themselves sound important and superior and more cleverererfied and learnificated. Some are a bit paranoid and suppose enemies are part of a plot. They probably do have enemies but they might assume intruders are part of a megaplot against them because they think the universe revolves around them. I created "Ye Olde Smack Talk" with the Shakespeare translator, at lingojam.com/shakespearean. Sometimes it works, sometimes it is just silly. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/09/d100-wizard-smack-talk.html
prompt: Show me: {Wizard Smack Talk|Ye Olde Wizard Smack Talk} Wizard Smack Talk table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: WizardSmacktalk Bring them to me my minions, I wish to examine them in my chambers! Destroy them my pretty pets! Do as you please with these wretched weaklings! Bow down before my bolts of bedevilment you foul defilers of my sanctum! More fresh meat for my laboratory and my pets. With some modifications these might just make my newest slaves. These weak and feeble intruders will make me fine undead servants forever. I am the master here and I command you to die! My will here is supreme, bow before me like dogs and I may spare you my wrath. Your puny insignificant beings cannot comprehend the fell powers I command! You have excellent bone structure, your skeletons will make fine editions to my collection. Tell me which of my enemies sent you or you will suffer the torments of hell! My eldritch powers will reduce your bodies to ash and banish your souls to limbo. So which will be the first of you to die before my will? My wand shoots seven kinds of prismatic bolts, do you feel lucky puny mortal? You will be my helpless prisoners and I will defile and break you all. When I have you in my lab you will pity yourself for the foolish day you came here. Your worthless sack of flesh will be lifeless for my will to toy with as it pleases. Your corpses will be my puppets, obedient to my every dark desire! You will by my playthings, toys of flesh obedient to my every thought. My demons will punish you, your souls will be torn and dragged to the abyss screaming. My spells will shatter your puny shells and tear your minds asunder. Your insignificance cannot be overestimated, shortly I will be wiping your ashes off my boots. Ah just the body parts I needed for a project, please stand still! Ahhh you must be the petty matter my horoscope said I would walk all over today. What to turn you into? Orcs, Frogs or just corpses! My mighty intellect cannot be distracted by these sub normal simpletons. Away with ye! How dare you come here and take what is rightfully mine! Death to thieves! By the celestial spheres of Yog Sothoth! Death to the defilers! I'm going to do to your body what demons are going to do to your souls! Now just hold still while I remember my spell to destroy you! Now be a bunch of good eggs and stay still while I destroy you! You protoplasmic peons, your pugilism and pilfering will be properly penalized! You will not live to regret your foolish decision to come here and vex me. I didn't learn these spells just to have to waste my time to destroy cretins like you. Ah yes just what I was looking for to try this new spell I've been working on. I hope you've wondered what your insides look like because your about to find out. Oh goody I do like explosions! Weeeee! So which one of you wants to be my slave and which ones want to be dead? Nothing like the scent of roast man flesh to get my minions exited. If you start to run now one of you might live. Surrender and my minions will use you for play 'til they get bored or I destroy you now. How dare you kill my monsters! You rascally rotters shall die painfully! You bastards! How dare you come into my domain! Die! Your bones and skin will decorate my bedchamber. You stupid cretins. How can morons like you challenge I, a master of magic? Pathetic weaklings, I will tear out your spines from your screaming corpses. You poor pathetic fools, time to die. Don't you think of your poor mothers who will weep when you don't come home? All those muscles and barely any brains between you. You deserve death. It's a shame you wasted your whole lives just to reach this moment and die like worms. Why would you invite death by coming before me? You misguided simpletons. I'm going to freeze your body then shatter your organs like glass. You desperate maggots, grubbing about in the earth for treasure, now you die like worms. Your feeble lives mean nothing to us, you shall be crushed like turds on a road. So your here to be our new slaves? On your knees now or die! Ahh my minions needed some entertainment, and you have come dressed as adventurers! You thought you could come here and rob these poor creatures? Die you heartless monsters! You utter stupid shits! You just come in here and ruin my shit. You are so dead. So you thought you could just take what you wanted without getting killed eh? Months of planning ruined. I would have gotten away with it if not for you meddling kids! Your lives are but grains of sand, tiny, insignificant and forgotten with the slightest wind. Your kinds are numbered. A great doom is coming for you all. Soon a great tide shal sweep across the world leaving all you love heaps of ash. The age of wizards is upon us, mere swords are for puny slaves. So youve been sent to kill me. Well your master will be disappointed. I'm ready for you now! So you have stumbled across my plans, well it is too late to stop me now when your about to die. Ive been expecting you! My enemies are always sending assassins. You like them will burn. So you've found me eh? I knew you were after me. Well now you pay the price! You killed my lover, burned my books and stole my treasure. I now it was you now die! I spent years hand raising those darling baby monsters and you just killed them! If I was in a good mood I might just torture you but I'm too busy to be bothered with losers. Do I turn you all into pigs for my minions to eat or do I just burn you now. Ahh I needed some fresh zombies, thank you for coming in such a timely fashion! You goddamn bastards! Do you really think I can afford to have meatheads like you here! Some kind of heroes are you, well lets see you become famous after i do this! Aw crap it's you guys. How did you recover from last time I killed you all? Ah well... If you don't surrender now I will polymorph you all into desirable orc concubines. Youve been helping my enemies plot against me well now you pay the price with pain! Cheap thugs like you might have concerned me when I was a boy but now I have the power. My guardian Daemons and Elementals are more than a match for your puny best efforts. You've been gossiping about me, trying to make my minions revolt! I'm not paranoid! You festering gobshite cretins, don't you know who I am! I don't jump on your bed when your hard at work, why are you in my dungeon? You vomit and piss stained murder hobo drunks can't stop our righteous wrath! What are a bunch of shit stained rentboys like you doing here? Nobody wants you here. Ah what a pretty bunch of eunuchs in costume as fighting men, what foolish jest is this? Careful not to touch them men, they are stained by venereal diseases from the foulest whorehouses. A bunch of brain damaged drunkards eh, Ive no copper for filthy beggars like you. Why you are the ugliest orcs I've ever seen. Ive no pigs for you to make love to here. What open arsed foul creatures from the pit are these sorry creatures? Some murderous cowards eh, ready to run home for a nap to mummy with the slightest prick. Watch men, these incontinent bastards will slip in their own filth running away from us. These swine kissing perverts will screw anything, watch your asses my minions! Ugh! what wretched creatures! What shame the parents who spawned them must feel. Filthy sons of whores, we have no use of your lewd filth here, begone to you hag mothers teats. What dirty band of felchers have we here! Come to drink our chamber pots of piss. What feckless fools do we have here, winners of the village idiot competition by the looks. What walking sacks of shite are these lumbering oafs? Go home you stupid ape creatures! Here come a band of babbling pudding brained fools now. We don't what whatever your selling. More suicidal fools, dont make this too quick minions, they need to suffer, cripple them. What hideous visages, some drink sodden wizard must have made such ugly malcontents. table: YeOldeWizardSmacktalk Bringeth those folk to me mine own minions, I wisheth to examineth those folk in mine own chamb'rs! Destroyeth those folk mine own quaint pets! doth as thee prithee with these wretch'd weaklings! Boweth down bef're mine own bolts of bedevilment thee foul defil'rs of mine own sanctum! M're green meat f'r mine own lab'rat'ry and mine own pets. With some modifications these might just maketh mine own newest slaves. These weak and feeble intrud'rs shall maketh me fine undead s'rvants f'rev'r. I am the mast'r h're and i commandeth thee to kicketh the bucket! Mine own shall h're is supreme, boweth bef're me liketh dogs and i may spareth thee mine own wrath. Thy puny insignificant beings cannot comprehend the hath fallen pow'rs i commandeth! Thee has't excellent bone structureth, thy skeletons shall maketh fine editions to mine own collection. Bid me which of mine own enemies hath sent thee 'r thee shall suff'r the t'rments of hell! Mine own eldritch pow'rs shall reduceth thy bodies to ash and banish thy souls to limbo. So which shall beest the first of thee to kicketh the bucket bef're mine own shall? Mine own wand shoots seven kinds of prismatic bolts, doth thee feeleth lucky puny m'rtal? Thee shall beest mine own helpless prison'rs and i shall defile and breaketh thee all. At which hour i has't thee in mine own lab thee shall pity yourself f'r the foolish day thee cameth h're. Thy w'rthless sacketh of flesh shall beest lifeless f'r mine own shall to toy with as t pleases. Thy c'rpses shall beest mine own puppets, obedient to mine own ev'ry dark desire! Thee shall by mine own playthings, toys of flesh obedient to mine own ev'ry bethought. Mine own demons shall punisheth thee, thy souls shall beest t'rn and did drag to the abyss screaming. Mine own spells shall shatt'r thy puny shells and teareth thy minds assunt'r. Thy insignificance cannot beest ov'restimated, sh'rtly i shall beest wiping thy ashes off mine own boots. Ah just the corse parts i did need f'r a projecteth, prithee stand! Ahhh thee wilt beest the petty matt'r mine own h'roscope hath said i wouldst walketh all ov'r the present day. What to turneth thee into? orcs, frogs 'r just c'rpses! Mine own palmy intellect cannot beest distract'd by these sub n'rmal simpletons. Hence with ye! How dareth thee cometh h're and taketh what is rightfully mineth! death to thieves! By the celestial sph'res of yog sothoth! death to the defil'rs! I'm going to doth to thy corse what demons art going to doth to thy souls! Anon just holdeth still while i rememb'r mine own spelleth to destroyeth thee! Anon beest a bunch of valorous eggs and stayeth still while i destroyeth thee! Thee protoplasmic peons, thy pugilism and pilf'ring shall beest prop'rly penalized! Thee shall not liveth to regreteth thy foolish decision to cometh h're and vexeth me. I didn't learneth these spells just to has't to wasteth mine own timeth to destroyeth cretins liketh thee. Ah aye just what i wast looking f'r to tryeth this new spelleth i've been w'rking on. I desire thee've wond'r'd what thy insides behold liketh because thy about to findeth out. Oh goody i doth liketh explosions! weeeee! So which one of thee wanteth to beest mine own slave and which ones wanteth to beest dead? Nothing liketh the scent of roast sir flesh to receiveth mine own minions exit'd. If 't be true thee starteth to runneth anon one of thee might liveth. Surrend'r and mine own minions shall useth thee f'r playeth till those gents receiveth b'r'd 'r i destroyeth thee anon. How dareth thee killeth mine own monst'rs! thee rascally rott'rs shalt kicketh the bucket painfully! Thee bastards! how dareth thee cometh into mine own domain! kicketh the bucket! Thy bones and skin shall dec'rate mine own bedchamb'r. Thee no more brain than stone cretins. How can m'rons liketh thee dare i, a mast'r of charm? Pathetic weaklings, i shall drop of sorrow out thy spines from thy screaming c'rpses. Thee po'r pathetic daws, timeth to kicketh the bucket. Thee not bethink of thy po'r moth'rs who is't shall weepeth at which hour thee cometh not home? All those muscles and barely any brains between thee. Thee des'rve death. Its a shame thee did waste thy whole liveth just to reacheth this moment and kicketh the bucket liketh w'rms. Wherefore wouldst thee inviteth death by coming bef're me? thee misguid'd simpletons. Im going to freezeth thy corse then shatt'r thy 'rgans liketh glass. Thee desp'rate maggots, grubbing about in the earth f'r treasure, anon thee kicketh the bucket liketh w'rms. Thy feeble liveth cullionly nothing to us, thee shalt beest did crush liketh turds on a road. So thy h're to beest our new slaves? on thy hams anon 'r kicketh the bucket! Ahh mine own minions did need some ent'rtainment, and thee has't cometh did dress as adventur'rs! Thee bethought thee couldst cometh h're and robeth these po'r creatures? kicketh the bucket thee heartless monst'rs! Thee utt'r no more brain than stone shits! thee just cometh in h're and rid mine own the horror. Thou art so dead. 59 so thee bethought thee couldst just taketh what thee did want without getting hath killed eh? Months of planning ruin'd. I wouldst has't gotten hence with t if 't be true not f'r thee meddling kids! Thy liveth art but grains of sand, tiny, insignificant and f'rgotten with the slightest windeth. Thy kinds art numb'r'd. A most wondrous doom is coming f'r thee all. Lief a most wondrous tide shal sweepeth across the w'rld leaving all thee loveth heaps of ash. The age of wizards is upon us, m're sw'rds art f'r puny slaves. So youve been hath sent to killeth me. Well thy mast'r shall beest disappoint'd. I'm eft f'r thee anon! So thee has't stumbl'd across mine own plans, well t is too late to stand ho me anon at which hour thy about to kicketh the bucket. Ive been expecting thee! mine own enemies art at each moment sending assassins. Thee liketh those folk shall burneth. So thee've hath found me eh? i kneweth thee w're aft'r me. Well anon thee payeth the price! Thee hath killed mine own lov'r, burn'd mine own books and did steal mine own treasure. I anon t wast thee anon kicketh the bucket! I hath spent years handeth raising those ladybird baby monst'rs and thee just hath killed those folk! If 't be true i wast in a valorous humor i might just t'rture thee but i'm too busy to beest both'r'd with los'rs. Doth i turneth thee all into pigs f'r mine own minions to consume 'r doth i just burneth thee anon. Ahh i did need some green carrions, thanketh thee f'r coming in such a timely fashion! Thee goddamn bastards! doth thee very much bethink i can aff'rd to has't meatheads liketh thee h're! Some kind of h'roes art thee, well lets seeth thee becometh famous aft'r i doth this! Aw alas t's thee guys. How didst thee recov'r from lasteth timeth i hath killed thee all? ah well. 76 if 't be true thee surrend'r not anon i shall polym'rph thee all into desirable 'rc concubines. Youve been helping mine own enemies plot 'gainst me well anon thee payeth the price with teen! Vile thugs liketh thee might has't conc'rn'd me at which hour i wast a knave but anon i has't the pow'r. Mine own guardian daemons and elementals art m're than a matcheth f'r thy puny most wondrous eff'rts. Thee've been gossiping about me, trying to maketh mine own minions revolt! i'm not paranoid! Thee fest'ring gobshite cretins, thee not knoweth who is't i am! I jumpeth not on thy sleep chamber at which hour thy hard at w'rk, wherefore art thee in mine own dungeon? Thee heave the gorge and piss stain'd murd'r hobo drunks can't stand ho our righteous wrath! What art a bunch of the horror stain'd rentboys liketh thee doing h're? nobody wanteth thee h're. Ah what a quaint bunch of eunuchs in costume as fighting men, what foolish gleek is this? Careful not to toucheth those folk men, those gents art stain'd by ven'real diseases from the foulest wh'rehouses. A bunch of brain did damage drunkards eh, ive nay copp'r f'r filthy beggars liketh thee. Wherefore thou art the ugliest 'rcs i've ev'r seen. Ive nay pigs f'r thee to maketh loveth to h're. What ope ars'd foul creatures from the pit art these s'rry creatures? Some murd'rous cowards eh, eft to runneth home f'r a nap to mummy with the slightest pricketh. Gaze men, these incontinent bastards shall slipeth in their owneth filth running hence from us. These swine kissing p'rv'rts shall screweth aught, gaze thy asses mine own minions! Fie! what wretch'd creatures! what shame the parents who is't spawn'd those folk wilt feeleth. Filthy sons of wh'res, we has't nay useth of thy lewd filth h're, begone to thee hag moth'rs teats. What filthy band of felch'rs has't we h're! cometh to drinketh our chamb'r pots of piss. What feckless daws doth we has't h're, winn'rs of the village clotpole competition by the looks. What walking sacks of shite art these lumb'ring oafs? wend home thee no more brain than stone ape creatures! H're cometh a band of babbling pudding brain'd daws anon. We what not whatev'r thy selling. M're suicidal daws, dont maketh this too quick minions, those gents needeth to suff'r, cripple those folk. What hideous visages, some drinketh sodden wizard might not but has't madeth such like a toad, ugly and venemous malcontents. FILENAME: EMO_OSR_StrangeHeadedMages.ipt Header: Strange Headed Magicians These are strange magician villains. Most of them are mid-weight dungeon bosses. They are mostly incapable of fitting in with humans. Strange sad freaks only belong in a dungeon. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/10/d100-strange-headed-magicians.html
prompt: Show me: {Specific Strange Headed Magicians|Make A Strange Headed Magician} Specific Strange Headed Magicians use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAStrangeHeadedMagician ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Type of mage[@WhatTypeOfMagician]& How they ended up like this[@HowDidTheyEndUpLikeThis]& Other strangeness[@OtherStrangeness]&
table: HowDidTheyEndUpLikeThis Obscure race from another plane Cursed by gods, elves or spirit Mutant freak tainted by chaos or mutagens Abhuman who became magician Changeling can go from human to inhuman form to intermediate form possibly stuck Wearing a mask which is cursed and falls off on death Made by mad magician Cursed relic they cannot give up because the power is worth it Alchemical or magic accident Self inflicted with magic due to madness table: WhatTypeOfMagician Wizard Sorcerer Priest Druid Psionic Alchemist Witch Bard Necromancer Elementalist Demonologist Shaman table: OtherStrangeness Creepy familiar Exotic item Alien weapon Strange bodyguard Pet monster Unique Undead Mutation taint Sinister plot Otherworldly Lair Serial Immortality ({d10} lives left) Unusual magic power Second character class table: SpecificStrangeHeadedMagicians Goren Daar, potato like face with three gold eyes, covers skin with hood with 3 eye holes. Zorlak Tan, Ibis headed, emaciated, has magic gold jewelry, knife and staff. Bartrok the Bold, disgusting squirming maggot face under his veil causes fear. Zero Petran, no face features, speaks in raspy voice from face in unclear manner. Gornax Verolaster, face in chest, no head, body muscular and unnaturally tough. Kreegax Jarlen, single horned cyclops, can summon a dancing energy blade for defence. Meerax Boran, golden skinned and eats gold, wears expensive clothes. Isson Derran, invisible skinned horror hates anyone beautiful. Mortan Ingerson, is headless with face on chest, experiments with monsters in vats. Dolor Geselle, is emaciated with four spindly arms and always has a wand in one hand. Kraden Tule, orange skinned with sideways mouth and no nose, violent and cruel. Gamen Nordan, wolf headed wizards, craves blood but resists losing his cool. Kemadan Tanja, vegetal flesh with flowers for hair, wants plants to rule over animals. Methan Barq, nasal cavity has collapsed and eyelids rotted away from lotus abuse. Princess Sparkles, fox headed has become obsessed with theft and petty cruelty. Nordjar Belais, Turtle headed, wise but schemes against the state with minions. Barridmar Fordj, head floating gold pyramid with eye on each face, seeks global stasis. Daden Karr, hydra head with a mass of snakes that can reach 3", snake cultist. Goryad Gudor, black horse head with white eyes, eerily silent clairvoyant. Pandrad Vagran, panther headed killer sadist with black fur and red eyes, drinks blood. Wurrum Tar, frog headed cult leader planning to flood region with beaver zombies. Gomol Parivat, worm headed who eats filth and vomits maggots on foes. Zindra Killanis, iguana headed who eats drugs and commands his wizard lizards. Bule Stan, head is a black void torn in reality which he can emit violet rays from. Karakous Buran, bronze head with glowing unblinking eyes and puppet like mouth. Brundrad Knarr, has a glowing light with a floating eye for a head, has true sight. Lozar Drell, has a mass of worms for face which he hides under a cult robe hood. Morad Bandar, has a scintillating geometric green light for a head and he hates everyone. Suzer Vorgt, has a snake beard which writhes and whispers enemies secret to him. Prelan Ftarg, has a long stirge beak nose and he only feeds on blood but is embarrassed. Vandar Trill, has a horned demon face of a demon he killed which drove him mad. Loriar Zerga, burning cauldron head which objects and creatures can be pulled from. Zirian Flaarg, sphere of fire and adds level in damage to any fire spells cast. Korak Mandledrul, has six arms and three heads and each can cast a spell at same time. Sidrak Gnarl, has two snake heads one always lies and the other always tells the truth. Godrak Glarb, has a huge hand with an eye in its palm and has a disembodied voice. Shedral Margal, has a crystal sphere for a head and has clairvoyant powers. Dorzan Radigor, rotating polygon of light, shoot magic missile each round as free action. Penzel Vordrass, bloody mouthed bat head and wings, snacks on hearts and livers. Zordak Gruul, no head but has eyes in palms and sideways tooth filled mouth in chest. Carinal Keswarg, has a burning brazier for a head that smells of incense. Minrad Haran, golden sphere with three eyes, likes to wear fancy or magic capes. Harzebag Endrun, burning skull, when killed a demon pours from his body. Kostorak Binjel, has a huge eyeball and all hes spells emanate from the pupil. Pyrus Dranbull, keeps his real head in a box and uses a magic bronze one in public. Hodrak Snardran, has a mechanical iron head that spits d4+1 lead or silver bullets. Kellowix Dranzad, glistening cube that he can reach inside for magic scrolls. Kornard Banquill, has a roast turkey for a head and kills anyone who comments on it. Shran Marl, gaping black void, occasionally he devours someone to keep men obedient. Platorus Bran, black iron shpere which violently explodes as a fireball on death. Borak Jule, has a mushroom head if killed he regrows from spores and plots revenge. Corolias Bojan, spinning jewel that surrounds area in sparkling lights and illusions. Zord Manhar, horrible blob of rancid meat with a single eyeball can see into the past. Vorhar Mgan, wears a yellow hood with seven swarming lights in a void underneath. Pelothar Beggaran, a cage full of squirming rats, voice formed of squeaking squeals. Hannibus Gnorlax, has a huge beer stein with a lid he got from a drunk wish. Corala Mordan, has a floating amphora for a head, hands out potions to minions. Sirela Loom, has a gold wheel of light for a head that that shoots magic missiles. Carmana Droxill, has a snapping bear trap for a head and disembodied floating eyes. Sora Mran, can pull her head inside her torso like a turtle to resist harm and still see. Crello Zoralla, has a fish bowl with a goldfish for each spell she knows. Koran Teran, has a mass of tentacles for a head and she is always after new lovers. Vella Tanbo, has a floating golden theater mask with no head or face behind it. Pandra Sellaris, has {d4+2} small dragon heads, have various one-use breathe attacks. Cormara Zord, china doll head with articulated mouth, swiveling eyes and real hair. Celaria Mnar, has a floating giant pearl for a head that emanates her magical powers. Zeera Gdorab, has a crystal ball for a head which can show visions or a ghostly face. Bendra Farthan, floating hand mirror, show visions or draw victims into pocket universe. Kadara Bellara, scintilating rainbow energy field, shoots prismatic rays. Isora Venran, beautiful peacock head and tail, gets angry if mention her gender wrong. Vora Sentan, cat head plus tail, likes jewelry and panther or tiger pets, purrs when happy. Elran Horrard, has a burning fleshy volcano for a had and can shoot fire from it. Kybor Ming, has three goat heads that talk in in unison, each wears a tiny crown. Zephella Torana, a golden egg that occasionally hatches releasing baby monsters. Calarnis Bejor, matryoshka doll, that opens up releasing increasingly smaller golems. Gemar Krystan, hand mill she turns to produce various substances or creatures. Sharran Borstra, a luminous polygon with ever changing number of faces from 4-20. Doranil Vorasta, golden rune engraved divine apple of immortality from divine curse. Xonlar Tristarion, floating cow skull and a panache for undead minions. Vrandaris Korrelan, bubbling mass of lard with a human mouth, can spit hot fat. Zndara Trill, tree head populated by tiny birds and squirrels and snakes with gold fruit. Bora Warundell, Cloud head that shoots tiny lightning bolt magic missiles. Maria Trandiron, Bubbling bubble of blood, leaves puddles when cast spells. Micora Voradsar, sphere with exoskeleton and single eye shoots magic missile bolts. Piryana Radaghast, tiny house head, when dis tiny people flee and it bursts into flames. Zamarra Pokkannis, beating huge bloody heart, can squirt or spray arterial blood. Vora Kansartin, cake head, become different type every spell cast (no d100 cakes sorry). Lyros Vantorum, mirrored sphere has 360 degree vision and reflects gaze attacks. Kermora Vandergore, blazing flame which gives off smell of incense pleasing to gods. Vedora Kallingmar, lantern head, can change colours or projects a searing beam. Denralis Knorra, crackling ball of electrical plasma, magnetically animate ferrous metal. Pezor Candiras, molecular molecule or rotating orbiting spheres. Astra Starrion,has an astrolabe head and constantly refers to astrology. Kerrola Faran, large half melted candle, flame snuffs when she dies, can flick hot wax. Amarrinas Tordril, kettle head, whistles and can spray hot steam or create fog cloud. Terrilas Krenard, has a bird cage with seven tiny canaries who sin every word spoken. Zyron Zenrad, head is a burning rock of narcotic resin, followers are addicted and high. Mortran Mendril, white floating rotating cube possibly sugar or compressed drugs. Irabi Kantori, gigantic gold coin, flips coin to decide actions, devout luck god cultist. Manrad Gortenzorn, huge head, followers help support sagging head with sticks. FILENAME: EMO_OSR_CityMysteries.ipt Header: City Mysteries for Meddling Kids When living every day in Shadelport you tend to hear all kinds of mysterious happenings going on. I started one game with players as street urchins who eventually made first level and dealt with all kinds of petty problems in their neighborhood. Eventually they made enough to pay rent in a haunted house and they even found some old books inside and made enough cash to get equipped and look for dungeons. While living in some back alley hovel above a shop many strange things might draw a party to take a look. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/10/d100-city-mysteries-for-meddling-kids.html
table: CityMysteries The pie shop downstairs has many strange comings and goings and sounds by night but their meat pies sure are popular. In a rear lane strange wet footprints are found and local homeless have all fled the area. One of the neighbors points out the local urchin catcher does not wear a badge of the city which is technically unlawful. I mean who would catch children for free?. A local shop is seen selling black candles, silver daggers and black robes from under the counter. A local shop has a strange idol visible in a back room and seems to attract many suspicious layabouts with shaven heads and filed teeth. A certain drain hole in an alley has weird squeaking and drumming sounds coming from it at night and there are no alley cats in the area. Human bones keep being found in an alley way by locals. Locals keep talking about a witch child in the area, some say lives in an empty house. A local landlord has found with hex marks in chalk on one of his empty houses and he offers a discount rental fee for a lease if the fears of locals can be put to bed. Many houses have tiny fenced off tiny plots of overgrown vegetation and headstones. Some locals are convinced ghouls are stalking the streets by night. A local rag and bone man use to find dumped bodies in this back lane all the time but somebody keeps beating him to them. Nobody has seen anyone come or go from the alley. A robed figure keeps offering local children treats, so far locals have shooed the strange person away. Someone has been killing local street walker girls and local men are mad they have to go further away now. Several men have disappeared of late and locals say they were seen with a strange high class prostitute in the area before vanishing. A new local tenant seems to be holding too much influence on locals. He is a fat and greedy and lusty slob and people keep giving him food and gifts when they cant even feed their own families. A house full of drunken barbarians has taken up a lease and at first people were not pleased. But one had a fight with a wolf and people now respect them. Since then the wolf has killed someone once a month but few ever see it or know where it hides. An old woman in the street has been accused of witchcraft. She stays indoors now peering out the window. Several locals have had bad luck and several children and pets have vanished. At light a flesh eating huge ape has been wandering the streets. Who would keep such a creature. By night a black poodle has been wandering the streets. Several tried to catch it and wound up horribly murdered. A tribe of sewer children have been moving into the area, driven from their sewer home by something. Locals wary of the increased petty thefts. Several local homeless of late were found to be zombies when the militia tried to move them on. A chaos goat has been in the area eating garbage and butting locals at awkward moments. Locals have raised 20 copper pieces to who can drive it away. A house of locals were found skeletonised seated around their dinner table. A household brewer died recently and a local inn keeper wants someone to search his house for the recipe for his tasty beer. An old widow says something is in her attic and will pay a dozen pieces of silver to who can drive the thing away. Locals say a cackling witch has been heard flying over the area and people are sure she must be local. An old man has been complaining of huge rats for months but now he says they have been whispering to him through the walls. A new tenant who moved into the old empty sorcerers house has complained of strange dreams and several locals have vanished. A local man cleaned up some old trash in an alley for scrap and found an old rotting wooden door that nobody remembers. A local homeless man has been trying to sell his treasure map of the sewers for weeks but now a gang have come looking for the map and people think it might be real. An old haunted house has been avoided for years but recently a man shot a ghost he saw and it ran away bleeding. A local one eyed ginger tom turned up with a huge catfish which cried like a human baby. The cat's owner ate it of course but some say it was related the race of catfish men wizards who lived in the city long before man. Several cobwebbed wrapped desiccated corpses have been found in an alley recently and everyone has been keeping their children indoors. Strange coloured blood has been found several time latley. A tiny troll has been seen chasing rats in alleys and some think it grew from that troll hand an adventurer brat was flashing about last week. Hopefully someone stops it before it gets too big. Huge foot long maggots have been found in the garbage filled alley ways chasing children and cats. A local sausage maker has been seen chasing rats at night and locals are not pleased. People have raised 15 coppers for someone to give him a beating. Burt the turtle man has been teaching children a drill to avoid wizard fireballs. What does he know?. Several people have been half eaten. Some say a mimic is disguised as garbage is to blame. A nest of stirges has taken roost in someones attic again but the militia say it is not their problem but will fine whoever is harboring them. Several locals have been paralyzed by something crawling up through their cellars at night while in bed. One of the victims was found a mass of shredded skin a few days later and everyone is worries. Muddy footprints have been appearing by night and several homeless men were found drowned in sewerage. Since burning a local witch locals have been attacked by a huge black cat scratching their faces and nobody sees coming. One man says he heard it talk. Recently a local midwife kidnapped several newborn babies. When a mob came to her home she was found rotting obviously dead for several months. Beautiful singing from the sewers has drawn several to investigate and not returned. The story of sewer sirens has been spreading. Several locals have been lucky enough to find strange lumps of gold. Some say it is fairy gold or cursed fish man treasure but nothing bad has happened yet and everyone is keeping their eyes peeled. Strange writing has been found on walls that nobody can read but a student who saw it says it looks like the script of pre human monsters. Someone was expanding their basement and found a strange stone plug with weird glyphs carved on it. A gang of adventurers brought a mermaid in a bathtub into their rented shack and people can hear her sobbing and crying out at night. A local found a strange green stone on a corpse and refuses to sell it or let anyone see it. Now each night a strange fog comes over the streets and something has been trying to enter his house. Pegleg Pete a local drunk was found dead and everyone has been searching him and his home for the treasure map some say he had hidden from his pirate days. A local has a house kobold slave and it keeps telling people it is a princess and her father will reward whoever returns her to the family dungeon in the hills will be rewarded. A local man has a miracle talking fish in a barrel and charges a copper coin to see it. But all it does is cry and claim its kin will come to rescue it. A local overseer has had his favorite whip stolen and offers a handful of silver to whomever returns it. His friends have been beating homeless in search of it. Someone has been stealing cakes, pies and bread left to cool and the local wives promise to beat whomever is responsible. Old man Scathers sez that all the giant alley rats have gone. Most think this is a good thing but he thinks there is something worse scaring them. Several homeless have been found with holes bored in the back of their skulls and their skulls empty. Some say a cloaked stranger was last seen near them. A stray dog pack roam early after sun rise and have attacked several people. Now locals want someone to find where they live and kill them. A local sausage maker offers a copper piece per dog body. Someone has been collecting body parts from the usual dead bodies found in the area. Who what or why would anybody do this?. The mob attacked a lone old mans house suspecting he was a child kidnapper but inside they found boxes of robes, strange lumps of gold and several squat idols of squid faced sea demons. The man escaped through his cellar into the sewers and people are convinced he was working with others. A long lost sailor returned to his family and within a few nights fishmen found him and by night stole his family. He is frantic and sure they are somewhere nearby. An overcrowded house of students has brought the street into further ill repute. The law will not act but locals say the students have robed strangers come and go by night and sometimes they bring goats inside which are never seen again. Old mother Ginny used to sell good luck charms which some swore by. Recently someone beat her to death and took all her lucky rabbit foot charms, a popular item. Buggery Lane is full of flop houses and shacks full of drunken old seamen. A family are sure someone in one of these took their daughter and would be grateful if anyone could take a look without enraging the drunks. A gang of local urchins say they have seen strange comings and goings from the old witch house but nobody will listen to them. Nobody has seen Miser Wallace's family in years but they do see him bring in animals like old donkeys he says are to feed his family. Locals have begun gossiping about what his secret is. Local urchins playing in the sewers were chased by something and little Timmy Tinkle had something snip off his leg. Luckily a sweatshop have offered him a job but some people think the creature will strike again. Several locals have been attacked on their privies by a hideous giant tapeworm. Some managed to kill the head but attacks seem to be increasing. A mysterious flute playing hobo has been wandering the streets with a swarm of giant cockroaches following him. Nobody knows what he is up to. Someone has seen Mr McGregor sneaking into his house carrying a bucket of blood several times and some locals wonder what he is feeding. He says he gets the blood cheap from a friend to make sausages but that's a lot of sausages. Mysterious cold spots have come over the area and several ice slicks have been found in the morning, everyone is puzzled. A harmless old man who collects and sells pamphlets and posters was beaten and robbed by robed men looking for something last night. He offers a magic healing scroll to whomever gets his property back. Malus Grim returned from a trip to the far north bringing many artifacts like idols and strange stuffed animals. Recently he was found horribly murdered and some blame his strange servant from the ice nomad tribes he returned with. Someone keeps sticking bodies in the local washer woman's laundry chute and she is sick of it. She offers free laundry for a year to who can stop it. Some local drunks got in a brawl in the street and one got stabbed.He left green blood and now all the men are under suspicion of being fish men hybrids. Several strange children have been borne in the street this month. Many of the mothers husbands are suspicious of some local bard or supernatural creature. A ferocious hairy pig with fangs has been seen running around in the early hours and several mauled homeless corpses have been found. Several strange zombies have been killed by the locals that seemed to have plant matter growing in their skulls. An old retired adventurer said a plant somewhere is making them and people need to find it and burn it. "They aint like regular street zombies". Something has been taking heads from locals and nobody knows what did it or wants to find out. A local play writing bard who writes scathing lampoons of the rich was found badly beaten and locals want to know who dunnit. Several locals have gone mad like rabid dogs of late. Some say it is some disease but a few say it is a mad spirit seizing control of the hosts. Several of the victims are in the lock up or mad house and don't remember anything. Someone has been starting fires, an offence punishable by death. The militia have offered a reward of 25gp (possibly rise to 40gp if more fires start). Some say it is not just a madman. Shamus McGimp has been tormenting local crabmen for years for fun but now the crabs have been clawing at his house every night and nobody has any sympathy for him. He offers 30gp to whomever can smooth things over with the crabs or make some kind of deal before they break in and eat him. Something has been eating various slave house kobolds and goblins in the area and locals are fed up having to do their own chores. Several kobold slaves have been offered as a reward to who can stop the killer. Zombies have been kidnapping homeless men in the street and taking them somewhere. The survivors offer the friendship of the beggars guild to whomever stops the zombies and who is sending them. A headless figure has been roaming the streets at night beating anyone outside to within an inch of their life. People say the haunted figure must rest somewhere by day. Giant centipedes are swarming in the area and some say their must be a nest which must be stamped out. Some will pay for centipede bodies for meat and poison. A local brownie has been stealing pennies for years and recently he was killed by Vinegar Tom a local cat. People speculate a vast hidden pile of coins must be hidden in the area. Something horrible has been urinating on peoples doors at night leaving them stained and rotting. Locals are angry and some say it is an imp in some animal form. A well known local man and his comical old dog were well liked by the locals. Recently the mad has disappeared and the poor old pup has been moping around whining and trying to make people follow him. An old sailor has always been a loner but of late people have heard the bleats of sheep come from his house. Nobody ever saw a sheep enter the house but someone said he has been selling women's clothes to the rag and bone man. People are getting suspicious. One of the boarded up old houses has recently had lights seen on the second story and locals are saying the house must be haunted. A closed grog house, The Bleeding Stool has been closed for years since all the patrons and the innkeeper were found dead years ago. But several times of late people say they have heard the sounds of drunken singing come from the boarded up old place. An old man has been doing well selling old artifacts he gets from somewhere of the pre human inhabitants of the city. Many of the items are pristine. Sometimes he is gone for days and even his wife doesn't know where he goes. Some say it all started when he inherited a strange wooden cabinet years ago. Several local hobos have been seen recently eating corpses and have become ghouls. Some say a ghoul cult has been turning the men into monsters for some strange reason. There is a strange boarded shack at the end of a lane. Sometimes people hear music from inside and the local children say don't go in if you see the door open. Widow Crawliegh has been chasing children off her front yard wall for years. Now several children have gone missing and the kids say she is a witch who ate their missing friends. One of the local gangs has converted a house into some kind of sweatshop employing homeless from other suburbs to work their. Nobody knows what is going on but strange smells come from their. Strange slimy green eggs have been found in the area but mostly the locals eat them. Some might not have been found though and some ask who or what is leaving them around. Something or someone has been running and leaping across roofs at night. Lurid stories of spring heeled warlocks and imp-goats have been spreading but nobody really knows. FILENAME: EMO_OSR_ShadelportRumors.ipt Header: Rumours in Shadelport The PDF of Shadelport has done better than my previous ones. Probably being a big fat city book is the main driver. Anyway I got lots of kind words which is nice. Hopefully Shadel Port will be used by others, and it might become an old school classic. While making it I got a few ideas like this one. I could probably do an A-Z post on each district and an expanded suburb encounter table. Certainly the city ruins might be worth delving into. I have had players spend most of their lives in the city or within a days travel. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/10/d100-rumours-in-shadelport.html
table: RumoursInShadelport The Barron eats babies every day to maintain his immortality. The Barron is really a devil or even one of the lords of Hell. The Barron under his mask is quite ordinary and walks among the people in disguise. The Barron wears a mask because he is hideously scarred in his early days as a mercenary or a pirate. The Barron is actually not immortal but is replaced by a chosen member of the secret police. The Barron is actually a spirit or ghost or wizard who changes bodies as they wear out. The Barron tricked the lords of hell in a contract and cannot die or be killed by any god or other worldly being. The Barron is part god and cannot show his face or the gods will know his identity and some will seek to kill him. The Barron is so interested in adventurers and dungeons because he seek an artifact that will change the balance of power. The ancients had great magic machine wonders on the Island long ago. The Barron avoids total war with the mainland Emperor because he instigated the civil war and secretly supports numerous factions. Eventually he will assume control of the known world and as he is immortal everything is going to plan. The ancient Monster Empire used the city as the world centre of the slave trade. So not much has changed then. On the great jungle Island off the east coast, the reptilians who worship Tiamat plan to arise and destroy human kind with dragon fire. Sometimes there are signs of a great war under the sea. Strange beings wash ashore with fatal wounds. The elves have renewed trade with man for various concessions like not killing them or hunting unicorns. The Barron and the Empire both feat the Elves taking sides. The Dwarf ruins are scattered everywhere but none know why reason they have returned. They hate mankind for stealing secrets of iron and blackpowder. The great powers of the world all have eyes on Exile Island because the ancient treasures and secrets here will change the fate of nations. The strange men of the west bring the allure of Black Lotus, a viscous drug that turns men into slaves. The Barron's secret police are always struggling to control the trade. The goblins of the mountains and forests were bred by the elves to be a buffer between elves and man. Some have gone wild and savage rather than whimsical and mischievous. A great humanoid kingdom of monster tribes in the hidden highlands is where the constant flow of them come from.. The hidden giant kingdom was sealed away by Druids. Some day the giants will clear the sealed passage, unite the humanoids and invade the lands of humankind. Many tiny mountain kingdoms and inhuman villages are hidden away and many trade opportunities can be found. A race of bright trolls in the mountains are not the insane horrors most know. They claim to be the parents of elves and dwarfs and know many elder secrets they do not share. Many barbarian tribes in the mountains live beyond the Barron and the Empire. Those that trickle into the city seeking work are the renegades, rebels, kinslayers and outlaws. The Elf King and Queen are fearsome and terrible beings and actually elder gods. The Bright Elves and Dark elves use mankind as a buffer between their woods but they are actually closer kin than most believe. Their king and Queen are the same rulers of both but are somehow unfathomably different. Every thousand years the dragon spawn pits of hell are unleashed and time is approaching when they will come again. Demons, devils and elder horrors are sealed in many dungeons, pits and under wondrous monoliths that cultists seek to free. Hybrid monster humans are hidden everywhere, secretly preying on humanity and serving tho long forgotten monster kings of old. The orcs of the city are loyal to the Barron and make up many of the city militia men and guards. That is because the Barron's wizards make them by some foul secret means. Everyday kobold slaves become more common and soon they will out number humanity and rebell. The secret police tolerate some unlawful gangs and criminal guilds and crush any that cross the Barron. The secret dungeons of the barons police are vast and sprawling labyrinths that reach across the city. Secret police informants are everywhere often they recruited from tax debtors and criminals. The true agents of the secret police are a secret monastic order of fanatic assassins. Many of the cities hated tax collectors and magistrates are secret police or guarded by them in hiding. The secret police keep in their watch houses shrines dedicated to the Barron. Secret police informants often watch the taverns and bards across the island, reporting sedition and slander against the Barron, they could be anyone. The dungeons of the Barron are full of idols dedicated to devils and lords of hell. The prisons of the Barron are many and varied, some for the rich are full of luxury, others are convict labour camps but the secret ones nobody speaks of. Some of the criminal guilds are so full of secret police and informers that they are just part of the Barron's security apparatus. Black markets come and go in abandoned houses, sewers and even whole backstreets. Strange shops come and go under bridges, in back alleys and dead end lane ways. Many guilds operate secret traders and back counter shops to sell illegal goods but you have to have insider knowledge to find them. The old guilds have established their rights and territories. Many will use assassins to deal with unauthorised competition. Merchant guilds all collaborate on price fixing and maintaining monopolies. If your not a guild member or a noble you are a nobody, but still slightly better than a mutant or a beggar. The merchant guildsmen fear not the militia only the tax man. There is nothing you cannot buy in the city markets or from a criminal guild. Many pay protection to criminal guilds to protect them from crime, the crime guilds are crueler and more efficient than the militia at controlling unauthorised crime. A cartel of kobold slavers wish to split from the regular slavers guild and there is great tension between the factions. Kobold traders say humanoids should be traded by a separate guild and humans should be free. Don't eat the pies, cannibals are everywhere. Orc food looks terrible but is surprisingly good and nutritious. A few bakeries have been caught using bone meal in their bread but orcs actually prefer it. A butcher shop was selling meat wrapped in mummy bandages discarded by grave robbers and the victims died horribly of mummy rot. Inferior and old weapons are so common most sell them for scrap metal by the barrow load. Every day waggons of bricks and scrap are brought in from old dungeons being strip mined in the local areas. Cursed and magic items turn up for sale every day in the bazaar. Never accept strange goods from any murder hobo fresh from a dungeon, who knows what foul cursed trouble it would bring. There are many grog shops in the city but the cheapest are full of villains and the beer is often made with snake heads and alchemist waste water. Kobold slaves are so cheap some buy the old and wounded ones for the meat. There are so many dungeons within a day of the city but there is plenty or ruins to explore in the old town and even the deeps of the sewers turn up treasure. Gold and treasure are obvious loot but artworks, strange idols, rubbings from old rock carvings and ancient texts are all worth good money too. You can't just go looting dungeons like some amateur, you can register a ruin with the deed office or buy an out-of-date claim from the city clerk. Some of the ruins are marked with city seals. They are either claimed by some party or deemed too dangerous to open by the city. Looting ruins and exploring sewers is all fun and sausages but all too adventurers come across forbidden cults who will kill any who witness their vile deeds. Some men are not what they seem. Some are hybrid monsters or devils or demons. Others are magical beings in disguise in the city for some dread purpose. The city rivers are choked in filth and waste and excrement and dangerous beings live hidden in the filth. The river nymphs are as lust as any but their hair is garbage strewn and unkempt, their naked skin is caked in filth. Be wary and keep your passport safe. If you are stranded in the wrong part of town without papers or friends you will wind up in a dungeon or trapped. The cities huge bridges are towns in their own right. A mile long and built by giants they tower over the river with palaces, arcades of shops and apartments. Deep inside are sweatshops and slums for the poor. Some never leave the bridges and without papers you will never get off. The wells vary in quality from suburb to suburb and the better ones have guards or gangs watching them who charge strangers a toll. Scum cove is where the poorest are herded and kept like a great prison. Without a job you cannot leave. People who go their looking for work must be careful not to start a job riot. Knotswarren is a lawless hive where the streets were long covered by shacks built on top of each other. The law never come here and the gangs rule the area and control traffic. Goblintown is where nonhuman (except elves and changelings) live by law unless they live in the household of a human or live in the militia barracks. Goblintown is avoided by most humans but if you don't act afraid or disgusted it is friendly enough. Mutanttown is where those with the mark of the beast dwell. They must wear a yellow bar on their clothing and serve the most polluting and foul industries. Many of the city sewer workers and rat catchers are recruited from here under contract but not allowed to join the sewer worker guilds. Mariners town is full of salty semen from across the world. It is dangerous at night and best look out for press gangs. Gildedtown if for the new rich who think they will one day be allowed in to live in rich town one day. Most are conspicuous in faux status symbols like bad art and use old drain pipes as columns on their tacky mansions. Only residents, nobles or their servants are admitted. Gibbet bridge is the easiest to cross and used by the poor. It is always easy for anyone to get an apartment to rent here and some areas are ruined and squatted by gangs and worse. It costs only a copper coin to cross the bridge which is half price of a ferry or boat. Kings bridge has two separate roads walled off from each other, one for commoners and one for the rich. One way is a silver and is used by by the well to do (a copper per animal or servant or child). The other is a gold and for the very rich (silver for animal or servant or child). There are very fine hotels and shops here. The merchant district is easy to get a day pass for a copper and the markets are among the best in the world. Grogtown is a terrible cesspit of squalor and vice. This is where poorer visitors, barbarians, soldiers and farmers come to drink and whore. The University is one of the biggest and oldest in the world. The students are expected to be chaste and well behaved but many spend their free hours in grogtown. The University has a great library a huge and rambling collection that predates human occupation. Don't accept a job cleaning out the old stacks of monsters it is suicide. May private schools and teachers live in the university district and some secret schools in the sewers teach necromancy and demonology. The Holy district welcomes visitors by day and has thousands of temples and shrines from across the world even from cults long forgotten in other lands. Some come for charity or medical help or study. The martial district is where the Barron dwells in his palace with the army, militia, taxmen, magistrates, civil servants and the secret police. Otherwise very few are admitted without business and many are never released. The river has many skiffs, rafts, gondolas and ferries who will cross for a copper or two by daylight or silver at night when it is mostly forbidden. Were rats and ratmen and cults have their own city in the depths and own settlements and institutions mocking those of man. Devilswine are horrible were pigmen from hell who enslave mortals to be slaves. It can be hard to tell them apart from the typical greedy merchant or crime lord. Fishmen and squidmen in the deep come to kidnap human mates and hybrid cults serve them on the water side districts and infiltrate guilds. The old giantsbridge north of the city has a huge dungeon inside full of rebels, monsters and bandits but the army keep passage across safe enough. Adventurers are mostly looting dungeons in the southern mountains only miles from the city. The vault of the ages is the current hot complex that many never return from. New dungeons are found almost every day in the southern mountains. The Barrons wood to the south of the city is reserved for hunting by nobility and any other found there without a permit are killed as poachers. Ghostwood is south of the city and was a thriving kingdom hundreds of years ago but fell to plague and the area was covered by forests and monsters from the deeps came up to dwell there. Some find treasure there but most die. Wolfhead lodge to the north (once wolfwood) was a popular noble retreat for hunting but since unicorn hunting was outlawed the popularity has declined. The elves kill uninvited guests who cross the borders often with their trained werewolf hunting dogs. A green Dragon has been seen there as well. The villages on the grassy plains are quiet humble and sleepy places suspicious of adventurers and those without business. The yeomen surrounding the city who grow most of it's food have many rights and privileges over the common villains of the city. Many come from other lands and mistake them for common peons but they are under the protection of the Barron and the militia never trouble them. Spies from the empire are always in the city recording who criticises the Emperor or plots against him. Some say there are more gods than people in the city and at any time a few dozen petty gods walk it's streets, drink in it's pubs or stay in the temples with their followers. FILENAME: EMO_OSR_ElflandEncounters.ipt Header: Into the Sylvan Realm I've long had references to the otherworldly kingdoms of elves and the temporary gates in faerie mushroom rings and barrows and standing stones on certain nights. These encounters might bleed into the waking world, or adventurers might stumble into Elfland. Creatures are capable of a wide range of behavior so rolling for reactions here works especially well. Anything could be friendly, indifferent or homicidal from the cutest bunny to foulest troll. Charisma, manners and gifts might help. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/10/into-sylvan-realm.html
table: FaerielandEncounters Talking kneehigh animal folk dancing and picnicking and singing. Hardworking talking animal carrying load of goods back to tree stump cottage. Tiny shack with animal run shop filled with all manner of goods animals like. Talking fox sees some easy rubes offers to help the party. Number of adorable animal folk tiny cottages with a common area in the middle. Herd of deer ahead in the woods look wary and twitch with uncertainty. Group of critters insist humans attend a kangaroo court for crimes vs animals. Animals are hunting a [|hunting dog|child|goblin|brownie]. Faerie dogs with magical abilities haunt area menacing travellers. Faerie cat slyly follows party seeking food, might offer advice. A goblin market with stalls selling strange goblin goods and magic things. Goblins offer delicious fruits, highly addictive and may make eater a charmed slave. Goblin warriors approach demand papers or toll or bribe. Hobgoblins soldiers demand you follow them to prison till identities confirmed. A cheeky bugbear follows ready to garotte or kidnap anyone who drops to the back. Goblins demand sexual favours or will curse you. Goblins are having a noisy party with dancing, food and terrible music. Goblins follow heroes hoping to learn martial and magic secret techniques. Redcaps appear harmless gnomes them turn to hideous, demand toll or blood. Ogres are wandering about looking for people to smush and eat. Dryad [||with a lover|with two lovers|with three lovers] seeks to charm newcomers into her harem. Nymph from a sacred pool desires a lover from the pary, will try to kill any who stop her. Land spirit takes up a form to meet the party for conversation from curiosity. Wraith from a barrow hates all life and seeks to silence it. Tree spirit folk dancing serenely in a clearing between their trees. Sylph spirit flitters about curious about strangers. Ghost of some ancient king or elf lord bitter about mortals. Horned spirit of the hunt follows with his hounds. Banshee outraged by mortals begins to howl. Kelpie in form of an elf pony or beautiful woman lures visitors to waters edge. Leprechaun dragging a cauldron of gold coins "oh please don't rob me mighty ones". Pixies curious about strangers will try to pick pockets while invisible. Brownies naked ask for clothes or clothed but offer to swap clothes. Faerie women with butterfly wings and lovely dresses having tea. Faerie lads in green with insect wings try to prank visitors. Faeries having a dance about a faerie circle opening a gate or summoning faerie noble. Faerie court with knights, ladies and local lords. Faerie offering magical food or treasure but actually a moral test, failures are cursed. Nixies playing around a pool invite you to join them for water games. Gnomes fishing, gardening or just realaxing outside a mushroom cap cottage. A treant lumbers through the box, mostly friendly unless anyone has an axe. Fauns having a drink invite strangers to join them. A lusty satyr comes to play his pipes and possibly steal any women. Centaurs will demand toll in form of wine, food, gold or women. Troll in disguise as a child tries to provoke humans into a fight. Horned Snake in a tree dispenses wisdom, prophecy and healing to the worthy. Hairy green furred wildmen look curious and concerned by mortal humans. Hairy green furred wildmen angrily pelt rocks and throwing sticks at mortal intruders. A faun a dwarf and a badger working in front of their shack in the garden. Unicorn with dancing elfmaid guardians purifying forest spring. Changelings change form before you and flee in embarrassment. Doppelgangers pretend to be friendly generous elves. Faeries in children form approach humans curiously, very beautiful. Goblins syhapechange into babies to trick humans. Find a baby actually a changeling faeries hope you will take home. Tree spirit folk change form trees to elf like beings confront strangers to faerieland. A fox spirit witch woman in human form asks for protection, seeks husband in mortal world where she can create trouble. Water spirit curiously seeks to know humans and seeks to join party. Devil swine in human form with charmed minions invites join them for stew, seeks to charm more mooks. Shapeshifting ogres in human form approach in friendly manner but hungry. Selkie relaxing on rock in pool playing a harp missing the ocean. Swan Mays bathing, have protective spells on clothing left ashore. Jolly werebear bard playing accordion to squirrel, cat and pig who drink beer and dance. Goatmen dancing with naked elven witch. A mixed group of trolls, beastmen, mushroom men, gnomes getting drunk. Serpent men ambassador with gifts for faerie court and lizardmen guards. Unicornman in robes blessing animal babies with elf escorts. Dragonman smoking a hookah in a cave reading magic lore and elf poetry. A gentle donkeyman being adored by faerie maidens, cursed by wizard. Werewolf hunting hound confronts party, help me escape or i lead elf masters to you. Elf nobles with knights on horse, demand visitors explain what they are doing. Elf musical processions with acrobats, dancers, musicians with noble on palanquin. Werewolf hunting pack followed by haughty and cruel high elf nobles. Beautiful elf maiden offers strangers to suck her breasts, milk is adictive elf food. Drunken elves feasting offer addictive elf cakes that trap you in elfland forever. Young elf hero offers to join you and adventure in mortal world. Elf bard offers to sing of your deeds and follow you for a spell. Unicorn riding elfmaids offer pure virgins maids to join them. Elf youths tease mortals try to get you to follow them and get lost off trail. Elves offer sexual favours exchange in name of peace between worlds. Shepherd has been looking for his flock, have you seen them?. Blacksmith has been lost forever but has enough iron elves avoid him. Hunter chasing game actually changelings. Witches travelling to see elf king curious about mortals they meet. Bard singing stories and tales from long ago about almost forgotten kinhs. Grey King offers to guide you and tries to lead to the underworld. Knight seeking magical questing beast lost in faerie realm. Fisherman who fell in sea wound up here, looking for home and keen for help. Home has long gone, he will age and turn to dust when returns to mortal world. Young man addicted to elf or goblin food aging rapidly and desperate. Child lost and missing parents chased a faerie here. Amadan the trickster of darkness plays cruel mischievous tricks sometimes with gifts. Reed and pondweed muddy river god offers sex and to restore your virginity after. Snake god in sacred jewelled tree offers healing or prophecies or fertility or knowledge. Green Knight confronts mortals and offers to grant wish if he can cut off head which he replaces effortlessly and he will expect to return the favour after a year and a day. Elf king or/and queen ith entourage curious to meet mortals. Horned god with his hunt and followers will persue party till dawn or out of faerieland. Earth goddess appears as maid or housewife or crone or all three seeking a hero to receive her mission to destroy chaos or save one of her magic children. Kindly spirit of winter arrives with snow bringing gifts for everyone. Goblin King appears curses visitors and offers a morally transforming quest to remove it. Severed giant head attended by druids offers prophecies and wisdom to worthy. FILENAME: EMO_Xor_Parasites.ipt Header: Parasites of Xor This has been a while on my to-do list and kalooh kalah! Parasites are here! Parasites are awful but some have their uses and are even trade items. Some are more like symbiotes. Anytime you eat unprocessed meat or get covered in gore, parasites are a risk. Especially in dungeons and meat wizard labs. Monsters you meet might have some of these. A dungeon might have one to three common parasites, or a faction may be tainted or the poorest of a faction, an untouchable minority, might have these. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/09/parasites-of-xor.html
prompt: Show me: {Specific Parasites|Types Of Exposure|Treatments|More About Parasites} More About Parasites use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: TypesOfExposure Undercooked contaminated food Feces-contaminated food Fly or mosquito bites Flea or tick bites Contact with feces Contact with dead animals or blood Contact with human corpses or blood Sexual contact On vegetation like tall grass or leaves Skin-to-skin contact Commited a sin Supernatural exposure table: MoreAboutParasites [#{rep} MoreAboutParasites2] table: MoreAboutParasites2 If exposed, generally a saving throw to resist will keep you from being infected.\n\nAn infection may have several stages that get progressively worse.\n\nUssually the parasites don't want you dead unless it helps them spread.\n\n& Some treatments on the Treatments table cause the parasite to save or perish/evacuate. Amazingly, scratching or wildly stabbing yourself seldom works. table: Treatments Certain herbs taken for a week cleanse system and host excretes parasite Another parasite introduced will drive out other types of parasite from host Certain expensive spices irritate it and may drive out with at least three doses Drink enough alcohol that the host almost dies might drive out parasites Consume arsenic or heavy metals that may kill the host Stay submerged in noxious liquid like fermented urine or vinegar or oil Torture from a professional for at least a week may evacuate the host Starvation to near death will make parasite escape to seek new host Spider or snake venom risks host and scares away parasite Mercury ingested or injected will kill parasite and possibly host Dangerous Surgery but when common some become experts Magic cure for disease may expel the parasite table: SpecificParasites Dungeon Threadworms\nMass of long thin transparent worms live in dungeon floor filth and swarm into traveller, slowing body and swelling as worm mass grows, eventually bursts. Bloodworms\nInfect meat or feces enter digestive tract then blood system, strangling heart over several months, mass or thin red worms. Fang Worm\nA white worm with a single fang grows in digestive tract for years increasing weight and food consumption and victim shits masses of worms. Worm triggers fear if you eat spices it dislikes. It will keep other worms from your body. Tooth Worms\nChew into gums and eat teeth from the inside till none are left causing horrible pain. Flesh Worms\nDevour host from inside slowly, each week lose a HP if fail a CON save. Vampire\nLamprey worm grows inside body and while victim sleeps with fully grown specimen, save or creature controls and extends mouth from hosts mouth to drain blood of other creatures usually d4 per round till drinks 12 then goes back to sleep. Bowel Worms\nLive in digestive tract eating feces and host feels blocked but is not able to excrete. Each month after infection they suddenly explosively release a d4 pounds of grubs which try to infect other victims entering the anus or laying eggs in latrines. Corpse Worm\nInfects a body devouring host 1HP a day till death. After 24 hours the body arises as a zombie that seeks to infect others flinging worms or wrestling victims and vomiting on them. Eyeworms\nInfest filthy water and swim into eyes then enter the eyeball jelly to breed and live after a month worms are visible and horrible to look out. The victim releases eggs from tear ducts when crying or face gets wet. After three months the victim must save or tear out or burn own eyes out. After another month the worms infect the brain inducing host to drown self in a river or well. Genital Centipedes\nTiny larvae live in filth on dungeon floors and enter the urinary tract. As they grow host experiences itchiness and pain when urinating. After a month a female host births a giant centipede and will continue to do so each month. A male host finds penis swollen and red and twitching and eventually explodes. The male host usually dies if fails a save but if lives is reduced to 1HP and no penis or testicles. They are also sexually transmitted. Voice Leech\nLives in fluid and may swim into a drinking creatures throat. Some put them in potion bottles as a trap. Each day the host saves or loses a HP. If this happens three times in a row the victim also saves or chokes. If they succeed their voice stops working and the victim keeps repeating saves to avoid HP loss and choking. A hot wire inserted into the throat might kill it. Manna Wasp Grub\nSpread by tiny wasps often in sleep atracted to spell casters. The worms grow in brain and after a week the host save each day or lose one level of spell or magic ability. After 12 levels are absorbed the wasp hatch from the casters disgusting exploding skull. Heart Grubs\nInfect victim through contact with gore or uncooked meat. After six days the grub begins to eat a HP per day. When the host has zero HP their heart explodes scattering a dozen adult beetles that try to spread in meat eggs or on animals. Carrion Grubs\nAre spread by bird feces. A crow is a common carrier and when it shots on creature tiny larvae crawl into hosts nose and into the brain. The host saves each day to resist urge to be suicidal allowing some other creature to eat it. After a six fails in a row the host climbs as high as possible making crow noises and attract birds to eat their swollen pulsing egg infested eyeballs and other tissue. The birds then get the urge to shit on fresh hosts. The hosts feces is also infected and crawling with worms that attract possible hosts to eat them. Some crops fertilized with infected human or animal waste may carry eggs also. Sweet Worms\nInfect victims through improperly cooked meat. The worms after three days make the host smell deliciously edible attracting new possible hosts and sexual partners. This might not seem so bad but attacks from dogs, bears or swarms of bugs or rats or birds are a problem. Other humans might be tempted by cannibalism instead of sex. Swarmlings\nAppear to be spread by cloud of stinging insects that in large amounts can be fatal. Mostly victim escapes but if fails a save becomes a host. After a few days they begin to fear fire and increase apetite. After a week they hear buzzing noises constantly. Every week after host saves or explodes releasing a hostile swarm. Gargoyle Grub\nHas a complex life cycle. Usually infected by black gelatin in fouled water or tombs. The host loses a HP from cramp and pain. If they die of HP Loss a black venomous worm bursts from the corpse and spreads more slime. If the host fails a weekly save roll after managing to survive the HP loss then a streamlined demonic gargoyle-like creature bursts from the victim and rapidly grows into a larger creature spreading black slime and devouring any creatures it can. Devil Larvae\nMostly infects evil persons and is spread by imps who drop a baby grub in a sleepers nose or mouth while invisible. The grub grows driving the victim to greater evil over years if the host fails a save when infected. When they finally die the larvae bursts from the victim's corpse and has the victim's face. An Imp or hell hag or demon will be atracted to the birth cries and carry it to the evil planes where the creature has enormous value as a damned soul on the path to evolving into a devil, demon or daemon. Bone Worms\nEnter a host through food or garbage. The host might carry the infection for years harmlessly. Each month the host makes a save or loses a STR point from joint and bone pain. At 6 STR most require a walking stick, half move rate and develop a hump. At 3 most are bed ridden and bones weak and broken. At zero the bones are gelatinous and the worms burst from the corpse crawling to new hosts. Some hatch into flies. Corpsefly Grub\nGiant stinging flies deposit eggs on skin often teaming up to distract animal while they take turns laying eggs. A d4 flies with a HP each that bite for 1HP. The grubs enter the body growing to walnut size living for months. A skilled surgeon can lure grubs out with a lump of bacon. After six months the victim maxes a save or dies as 2d6 fist-size flies erupt from their flesh. If save made they survive with 1Hp per fly and a number of large scars. Towards the end you can see things squirm under the skin and a surgeon might remove them. Blood Ticks\nThese creatures infest garbage and beds and are quite common. Occasionally a host gets heavily infected in area with plague proportions. Such a victim save once a day or loses a HP. When reach zero the ticks panic and eat each other leaving a d4 footlong bugs sucking on the husk and ready to lay thousands of eggs that hatch when a creature breathes nearby. Hellfire Fleas\nA virulent strain of flea that causes constant itching and -2 on all actions ones infested. In worse cases after a week the host must save to cast any spells or concentrate on a skill or sneak. Demon Mites\nLive in grass or trash and burrow under the skin leaving a rash. Each weekly save failed reduces CHA by one with increasing horrible sores and increasing anger from the host. Bed Bugs\nThese infest where creatures sleep or leaf litter and once infested the victim constantly scratches -2 all rolls and cannot rest properly without a saving throw each 8 hour attempt. Hair Louse\nInfest hair and hats and clothing and beds. Host continually itches and eventually most hair falls out and scalp is scab covered if fail a monthly saving throw. Tongue Bug\nCrawls into a sleeping animals mouth anesthetizing them (save to notice or stop bug) then it eats the tongue replacing it and stealing food every swallow. The bug looks horrific and most who see it treat host as tainted by evil. If killed or replaced the host has no tongue and cannot speak properly. Does effect the sound of the speech and kinda creepy the bug looks at what is happening outside mouth. Groin Barnacle\nLives in the water and affixes itself while small over a hosts genitalia. The mollusc increases the victims sex drive and infects potential mates but prevents functional intercourse or breeding. If meet another with a barnacle they both get urge to mate in water to spread the pest. It is hard to remove from the host without mutilating them or leaving reproductively viable. The host needs to save to cooperate with any atempt to remove it as the barnacle floods the body with fear if anything threattens it. Skin Barnacles\nLive in the sea and affix themselves to skin making a rough sharp hard surface. Each month host must save or they increase over the body +1AC -1 MOV -1DEX. Slaver\nUsually found in garbage.\n\nStarts tiny, attaching itself to the host's neck or under the hair. \nAt one week the bug is palm-size with one HP.\nEach week it grows bigger by a HP if victim fails a save.\nAt 4HP it is 12 inches.\nAt 6HP it is size of a cattle dog. By this stage it has mandibles around the victim's neck and 12 claws grip the host.\nIf the bug is threatened the host must save or flee till exhausted. The host loves the bug and tries to protect it. \n\nThe bug drops eggs in the garbage as the host moves about, and increasingly directs the host to wander and eat food it likes. \n\nSome human slavers use the bugs to render slaves compliant and train the bugs to help keep slaves in line.\n\nThe bugs at 8HP may detach and fight AC14 Bite d4+keeps sucking d4 per round, MOV 6". They may defend a good host if it is unconcious. Flesh Squid\nEnters the body through unclean water. Once in the host lives for a d3 months before it hijacks the reproductive system making the host constantly aroused. Sexual contact implant squid larvae in mates and females hosts also can give birth to foot long squids once a month which seek water to lay eggs. Host never notices anything wrong. Wolf Fleas\nA foot long and aggressive living in grass in small packs. AC4 HDd4 Bite d3 plus once hit keep sucking till drain 12HP then flee, MOV 6" run 3" hop. If attack a sleeping host they feel nothing and the wound wont naturally heal without first aid or extra d4 days. Murder Wasp\nA two foot wasp that paralyzes hosts then lays eggs in them. The eggs rapidly hatch eating the host after hatching in 24 hours inflicting a d4 per day. When host dies grubs finish the corpse then pupate over a d4 days into a d6 wasps. Was AC 15 HDd6 Bite d4+save or paralyzed d4 turns MOV 12" fly 3"crawl. Skull Lice\nSits on the head like a small spider hiding under the hair. In wild they live on bats in caves but the bats sometimes drop them if the bat has more than one. After a month it becomes hand sized but the host cannot see it. After 3 months it is a horror bigger than the head and directs the host to eat and fight and carry the lice to mates and to interesting places to lay eggs. After a year the head is fused and shrunken and the lice is totally in control and hostile to humans. Chaos Ticks\nCarried by monsters and demons to this world. They start tiny and live under the skin but once infest a host begin to grow gaining a HP per week. At 6HP the tick bursts from the host inflicting a d6 and will flee to lay eggs in some garbage before death. The host if survives must save or develops a lesser cosmetic mutation. Cultists often deliberately use these to gain mutations. Blood Beast\nInfects host by cuts and blood contact. Infect the host slowing them, the host must save once per week or loses a MOV point. They become lazier and less mobile. At zero MOV the thickened congealed blood hatches into an ochre jelly-like horror which kills the host. It seeks to infect by damaging animals. The unstable thing melts after 24 hours into stinking rotten ropey bloody mess. Gut Grub\nInfests human through food or feces. Each month after three months infection the victim saves or the grub bursts through the stomach for 2d6 damage. If host lives the grub sits content making the host hand feed it while it replaces the digestive tract. The host eats more but no longer eats with the mouth and only seeks lovers who also carry a worm so they can mate and both lay eggs by spitting them into leftover food or latrines. The hosts feel protective of the worms as if they were parts of their own body and perfectly natural. Trilobiter\nA horrible bug-like crab thing that attaches to swimmers with claws then inserts a barbed hook into the hosts spine and drains the host via a feeding tube one hp a day. The host comes to serve the bug which if needed can give the host back a d4 HP to keep it alive if needed. The affected host is immune to other parasites and disease while the bug filters the blood. The bug lets host wander as it pleases and will drop offspring on travels. Sucker Snake\nIs a blind white serpent that when bites a host fuses to them, feeding off them and coiling about host for years. A d6 snakes might feed off a single host each drinking HP a day. The first few days whenever a host tries to remove them they need to make a save or have a panic attack. After a month the host talks to them like children and longs to keep them happy. They often live in caves crawl out at night and try to affix themselves to sleeping hosts. Rock Parasites\nStony looking spiked molluscs that shoot themselves at prey and make a hit roll. If succeed host takes a point of damage and the mollusc abandons its shell to live inside the hosts body. After three months the host painfully has shelled molluscs escape through the urinary tract which if they fail a save causes a d6 damage and a permanently loss of bladder control. Troll Tumours\nForm when a host accidentally breathes in troll blood particles. A saving throw resists but if failed, horrible polyps and tumours and cysts begin to form. Each day infected the host must save or lose a point of CHA. When the CON is reduced to half the victim becomes insane and chaotic evil lusting for murder and regenerates 1HP/round. At zero the host sheds their skin and becomes a young troll rapidly growing to full size rapidly as it eats. Some have managed to control the insanity and halt the progression of growth by drugs and magic. Some say this is how trolls became the monsters as we know them today. Fungal Crown\nInfests from spoors and is often carried by giant insects. If breathed by host and fails a save they begin to grow fungal antlers or a crown structure. Every week after the crown blooms the host must save or is compelled to go to the highest point in the most heavily populated area and releases more spores. Each month make a save or loses an INT point and at zero INT the host becomes a zombie. Darkspoor\nA fungal infection where the host if fails a save begins to grow mushrooms in their skin after a week. Each week after they get a save and if fail lose one of each attribute. When any stat reaches zero they crumble into a pile of putrid compost. Once shrooms bloom the host gives off spores daily. Black Mould\nInfects victim with spores. If fail first save the host has mould growing in lungs. If so each week they must save or lose a CON point. At zero they die and over a d3 days the swollen bloated body becomes a giant puffball that bursts spreading mould over local area. Patches of mould exist in damp basements, sewers and dungeons. Urine or fire can kill patches of mould without spreading spores. Brain Mould\nInfects a hosts brain causing hallucinations. After 48 hours infected if fail a save the host euphorically believes everything is wonderful and interprets threats as non threats. When the host happily dies from some hazzard the skull splits and a fungal bloom releases more spores. Thankfully it only spores for a d3 hours after a hosts death. Berserker Rot\nA russet mushroom occasionally eaten to encourage bravery.
On first consumption, the host becomes immune to morale checks and resists fear at +2 for d6 days.
With a second dose effect continues. If the host fails a save at this point they are infected and permanently aggressive, gaining +1 to hit and damage, but prone to starting fights and abusing loved ones.
After another week and another failed save the berserker has +2 hit and damage, can fight into -10 HP before death and once a fight starts will keep killing anything that moves, only calming when nothing moves for a 10-minute turn.
Once dead a crop of fungus grows on the corpse.
Many creatures eating fungus enjoy the feelings of confidence, not realizing it is psychosis and the risk of fungus eating their brain. Even some animals will eat it but most quit after making a first save. Puffing Rot\nSpread by spores in dungeon or eating an infected animal. 24 hours after exposure make a save and if fails host starts to fever, eating and drinking as much as possible before sleeping. After a 48 hour sleep the host is totally infected with fungus. The host mopes about stupidly and smelling delicious making them highly attractive to predators. After a d6 days if not eaten they walk to a patch of edible vegetation or fungi and explode covering all in spores attempting to infect grazers. If host is eaten it tastes delicious and mushroomy. Fungal Blessing\nIf infected by eating a host the new host makes a save or begins to turn into a mushroom man or a mushroomanimal. The process takes a week and by the end of a week the host is a self aware ambulatory immortal fungus and seeks to join a colony or a fungus cavern to live forever. While transformation takes place the hosts droppings will sprout mushrooms in a d3 days which also spread the condition. Goblins sell these as imortality shrooms to dupes and know how to cook them to make eatingthem safe. Goldenrot Mould\nSpread by spores in dungeons. If the potential host fails a save they begin to grow yellowish mould on their skin over a d4 days. They look hideous at this stage and become always thirsty and seek damp location. After a week they get a second save if failed the mould fully blooms into yellow mould and moving risks setting off the choking spores that may kill the host. This save is repeated every month if they survive. A mould covered person might live for years. Devil Smut\nOften used by goblins to exterminate humans. Spores are contaminate food which is eaten. Eater makes a save and if fails is now a host. After a d6 days they develop some black spoor patches on skin, easily rubbed off. These spores infect human grain crops including wheat, barley, oats, corn and rice and within 3 months can destroy all fields. Burning the crops and leaving fields fallow for ten years is the only cure. The carrier is unharmed but may trigger massive famine. Widows Rot\nMostly found in dungeons as spores amongst garbage of fungi caves. If exposed host gets a save after 24 hours. Failure starts to turn fingers, toes and genitals jet black like carbon. After a week host gets a second save to see if condition spreads turning them black all over in 1-6 weeks. At that point host gets a final save, failure causes them to die in sleep a turning into a crumbling unliving statue that breaks into spoor dust with slightest breeze or touch. Bone Coral\nCaused by cuts and grazes in salt water or on coral. Protozoa start to calcify joints and and if fail a save after a month lose -3 MOV, -d3 STR. After six months if they fail again they become immobile and require nursing to live. After a year the body is mostly a solid mass of coral with some still functioning organs inside. Ameba\nInfection has host overrun by protozoan amoeboids. Once infected victim makes a save every week or loses a point of MOV and STR. When either reaches zero the victim bursts open with a grey ooze. Often enter the body in dirty water or infected blood. Flagellum\nInfection once holds the victim makes the victim fee squirming creatures inside their body. After a month another save or lose a d3 DEX and after another month save or a flagellum erupts from their chest and snatches food for the host and whips anything that gets in the way of food or harms the host. Aster a year most victims find a pond and shed skin living on as a giant single cell swimming horror with a flagellum that infects water. Cilates\nA protozoan infection that after a week covers the body in short black hairs that enhance their swimming ability. After a hundred hours fooling about in water their skin splits and they become a furry giant single cell creature which swims with tiny hairs. Microspora\nInfects a host through feces, digestion or airways. Produces cysts throughout body causing a random loss of a stat point each month if fail a save. On death a spiral structure erupts from the chest and can fire spores into sewerage or near a creature that breathes within 1" for a d4 days. Red Tide\nA protozoa that blooms in over-fertilized water. In high concentrations the water turns blood red and contaminates by touch. Infected victims make a save vs poison each day or lose a HP. Three successes means the host throws off the infection. At zero HP the body explodes spattering infected spores over 2" which will infect water or any living creatures. Slime Hood\nInfects through water, food or bloody matter. After a week of exposure the victim saves or begins to secrete clear slime, especially over the face. At three weeks the victim saves or becomes a water breather who will seek water. After a week in water the victims skin splits revealing a huge transparent single cell blob with four flagellum to move that spreads more microscopic versions of itself. Some races use this to make humanoids aquatic then cure them before they become a protozoid. Zyrorg\nA deadly protozoa that lives in certain soils, especially in tropical areas where it may get into ground water during floods. Harder to reach infectious stage in moderate climates most of the year. A d3 hours of exposure the victim saves or dies. Anything eating them the next month must save or die. After a month they make a new save and with success become immune to further predations. With a failure the host is a carrier who effects damp soil, sewerage and food they touch. Sometimes an infected animal kills a whole village off. Brain Protozoa\nEnters ears or nose through bad water or blood. Save on contact to resist. With a failure the victim has the parasite in their brain, success means they shake it off in a d4 days with -2 on all rolls. A month later the infected gets a new save or their brain becomes under the influence of the parasite seeking danger, hostile predators or a body of drinking water to drown in. The victim might be imprisoned or protected from suicide but turns more inhuman, cunning and evil with stronger desire to spread the disease. Shoggothic Plasm\nThe victim has been infected with micro shoggoths that rewrite the being to become a shoggoth. After a week the victim saves or begins to manifest mutations like extra eyes, limbs or tentacles. After a d6 months the victim is a shoggoth with a humanoid form and utterly insane and hostile but cunning. After a d3 years like this they lose all humanity and become a complete but small shoggoth unable to even look human with effort. Goldenbough\nA form of misstletoe that grows on the body instead of a tree in clumps. Druids think it is a good thing. After inhalation of dust from flowers, save or become infected. \n\nAfter a week growth starts and by a month a footwide cluster of yellow growths and leaves hangs in a clump from the host body.\n\nThe victim makes a save every month or a new cluster starts but after one successful save no more will appear. \n\nSome victims have d6 bunches. Krinoid\nA seed that falls from the heavens. A host is infected when the pod hatches and the plant germ is implanted under the skin. Witha failed save, in 24 hours the host becomes a shambling mound. After 24 hours it takes root and grows a foot and a HD a day. It can animate plants and trees to defend it. At 50HD it shoots seed pods into low dacaying orbit to spread across the planet. It has it's HD in plant monster defenders. At 30 HD it is telepathic and threatens meat beings with the new world order. Algoloid\nCarried in water or airborne spores in humid tropical forests. Beings infected with a failed save turn green skinned after a week. After a month the subject has a layer of algae over the skin and is photosynthetic halving their food intake. After death the algae [|animates the corpse as a zombie to spread spores|sprouts a colonial plant-like structure that spreads spores|forms a slug-like mass of plant tissue that crawls into water to disperse|produces d6 midget plantsmen that erupt from the body and flee the area to start a colony]. Corpse Flower\nPlant grows throughout the victims tissues if they fail a save from touching a flower or insects that have spores on their feet. After a month the host makes another save or sprouts a d4 stinking fleshy flowers that attract animals and flies that last a d4 days. Each month the host must save or bloom a d4 more. Devils Hair\nGrows from spores in vegetation. If host infected and saveves they become immune. If fail after a week thin green hair begins to grow from skin. After a week it has replaced their hair, turned skin green and males have large beards and sometimes horn structures. A week later if they fail another save at this stage they lose urge to be civilized and run into the woods to join their own kind, often forgetting their lives and language. Toothwort\nSpreads from spores when the flower explodes within 1" if host fails save a week later a d4 flowers grow from them. After a d3 days the flowers explode when neat exhaling animals and explode inflicting a d4 damage per blossom on the host. If they live the can save to be resistant from then on or grow more flowers over a week which continues weekly until dead or resistant. Body Snatcher Flower\nHas a lovely flower growing from a melon-like seedpod. The flower shoots spores and tendrils into a host who if fails a save breaks down into a tendril filled mush that dries into grey ash. The melon grows into a human-size pod in 24 hours which hatches a plant being replicant with memories in tact but no animal emotions and the desire to spread the plants. Elfroot\nOften is spread by elf darts and arrows deliberately or possibly as spore dust. It is a weapon and not natural. If a human is infected and fails a save, they feel tired and an urge to sleep on the earth. while asleep they sprout roots and over 48 hours turn into a ten foot tall tree, 1in6 a type of fruit tree. The victims soul is trapped in the tree and now lives at the slow time scales of the plant world not noticing the smoky shadows of rapidly moving animal. Elf Smut\nInfects grain and grass crops and if consumed the victim saves of begins to have supernatural visions. If they keep eating for a week and fail a second save the visions are more intense and permanent, with the host being incapable of understanding reality and living in a fictional world of their making. At best these madmen can be locked up or possibly treated with magic. When they die their brains break down over 24 hours into black mush that oozes out their mouth, ears and nose. The muck spreads spores that grow on crops. Shroomrot\nSpread by spores entering wounds in dank places. Once infected if the host fails a save they begin sprouting mushrooms over their body in a d6 days that look revolting. After six months the skin is covered and the host seeks to eat rotten garbage. After a year the host goes to sleep a final time and becomes a bed of fungus that spreads more spores. Goblin Snot\nA milder version of green slime that spreads through sneezing. If breathed the host makes a save. On a failure the host after a week has blocked sinuses and airways. The host sneezes and splutters and their nose swells dribbling infected slime constantly. Some hosts drown but the condition lasts for years and is common in goblins. When the host eventually dies make the body a save or the slime mutates and becomes a mas off green slime over a d6 hours. Chaos Ticks\nFist-sized red bugs that latch onto sleeping creatures and numbs any sensation of feeling while they drink. They like to hide under clothes and the host gets a save to notice the tick. The tick has 1HP and infects a victim with a chaos mutation protozoa. After a week after first tick bite the host must save or develop a minor mutation. This only works once from the same tick source. Chaos Earwigs\nCrawl inside ears and can drive a host who fails to save into an insane berserker. Some use the bugs to infect prisoners in gladiators. The controlled host will not fight other hosts and they will unite to attack new potential hosts. When such a victim is held by several hosts they spit earwigs into the victims ears or nose or mouth. Victims can be cured magically or with medicinal products. Some chaos cultists can control the bugs and in turn control a gang of crazed beserkers. Skull Squids\nInfest the body through open wounds in water or from the bite of an adult squid or when a squidman pierces the skull of a victim to drink some cerebral fluids. The host makes a save and if fail the squd grow in the human blood and eat each other. The largest ones grows in the brain. Aster 6 weeks the host feels ill, confused and has a headache. After entering an agitated sleep the squid finishes of the brain then operates the body as a puppet to take it to water where the skull bursts and a d6 pregnant squid jump out. Gremlin Spoors\nEnter the body through the lungs. Host makes a save to resist or in a d6 days something is moving under the skin. At the end of the month the host saves or will burst open to birth 3d6 gremlins. If they may the save a d6 harmlessly pass out in the toilet. Darkspawn\nCarried as black spores that enter airways or digestive tract. Once inside they convert the matter of the body into a living being of darkness. Ater a d6 days the host has violent urges and starts to form patches of jet black chitinous skin. The host become light sensative and hides by day and in a d6 days they are transformed full into a demonic soldier of darkness in the service of a dark god with no independant will. Hellspawn\nInfect the host who commits certain sins while in presence of the spawn lurking in ethereal space. If host fails a save the dimensional parasite attaches itself to the hosts soul and uses it to enter the world. After a d6 days of nightmares and voices telling host to perform unspeakable acts the host gets one more save if failing forms a devilish face usually on their chest. The spawn takes control of the body but the head of the host may still speak and see what happens with its body. The spawn serves the minions of hell to the best of its ability. Possibly an exorcism with other healing magic could remove the spawn. Chest Octopi\nEnter the body through water as a tiny cell and grows inside if the host fails a save, the octopus grows. If any attempt is made to remove it it strangles the heart and constricts breathing. After a month when the host approaches a body of water (the parasite will induce thirst in the host) and their chest will fatally explode releasing the octopus to swim away. Mutant Spores\nFloat in the wind and are breathed in. Spores come from fungi-like pods or decaying mutant corpses. If host fails a save they develop a minor mutation and another every week they fail another save (1in6 of major mutation). Once host has more mutations than HD they become an amorphous monstrosity. The host must save vs each of the conditions of cannibalism, sex mania and homicidal mania. If a save is made they can resist the urges and make a save vs remaining effects each week. When all three conditions are in effect the host becomes a shoggoth. Anyone injured or in close proximity to the host might be contaminated by spores. Brainbugs\nBegin as plankton size and enter the body through water. Once inside it moves into the brain. Host gets one save to resist. If fails the brainbug begins altering behaviour and alignment, making the victim more selfish and greedy. The host will usually abandon friends and establish a stronghold with defences. When secure the brainbug devours the rest of the brain and will seek to contaminate a community water supply. It will attract brainbugs with hosts to the lair and coordinate conquest. If the host is killed the bug bursts from the skull and seeks water to breed in then grows into a cave lobster-like form to guard the current queen. Poltergeist Spirit\nMay latch onto a human or a location. When there is any stress or tension the spirit violently smashes objects, pills hair, throws things and slaps people. Certain magic drives it away or destroys it. Plague Spirit\nMakes possessed host have disease-like symptoms usually losing a stat point a day or week but not treatable by anything that treats a disease. Only driving out the bad spirit works. Madness Spirit\nMakes possessed host have insanity-like symptoms and a wholly unreal experiences that might drive them to tragedy or true madness. Only driving out the bad spirit works. Ghostly Spirit\nWill occupy host when fails save and either seek to fulfill a purpose it had in life or if no longer possible they try and commit suicide desperate to move on to next life. Holy Spirit\nSent by a deity or lives in holy places and will only occupy persons in special cases. This can cast a common divine spell, mostly level d3 once per day. Some will cast for the host to help it if worthy and some let the host cast the spell as if they knew it themself. More powerful ones exist but they are boons of gods. Only one such spirit will serve a person, often they leave if host unworthy or a mission is complete. They might communicate with the host and offer them moral guidance. Chaos Spirit,\nLives in tainted places and pollutes a host performing a chaotic act. If host fails save the gain mutation, mostly minor but 1in6 major. Shadow Spirit\nA form of evil shadow that hides by day inside a host. Usually the host is infected by handling a cursed relic, evil grave goods or a shadow surprises them and enters the hosts body unknowingly. The host gets one save to resist the passenger. When the infected host sleeps their shadow moves on it's own, leaving the host to find victims to murder and attacking like a typical shadow which returns to the host before dawn. Some evil persons manage to learn of their shadow and even cooperate with it. Wraith Spirit\nUsually a wraith drains a host and feeds on their soul. In rare cases the victim awakes without life force drained but the wraith has hosted itself inside the victim. At certain times, usually by night the wraith with pour from them like smoke to feed on others while the host sleeps. The host experiences nightmares as if they killed the victims. The wraith uses the host to travel outside its burial place. Spectre Spirit\nA terrible form of possession. Instead of killing a victim the spectre enters their body and restores any drained levels. The host feels an alignment change and feels bitter and spiteful. Their very appearance changes to look more evil and they dress and groom to exaggerate this which most friends notice. The host will seek to kill and torment the living to satisfy the sadism of the spectre. Phantom Spirit\nOften is found in an artwork or grave sight and usually has an unfulfilled purpose. It cannot speak but will lodge inside a host who fails a save. At times by night it will appear and try to motivate the host to aiding it as best it can without speech. It may aid the host scouting ahead and warning them of danger to help it achieve the phantoms mission. Eye Spores,\nLodge in skin from water. Host makes a save or they have a d6 parasites take root. After a week the host has visible lumps. A week later the lumps open as functional eyes. They can extend the visual field up to 60 degrees per eye if uncovered. Some manage to root they eyes where the host desires them like the back of the head. The host passes out eye spoor in their urine or the eggs come from the eyes from tear ducts. They hatch into tiny wriggling tadpoles in open water looking for a new host. Troll Tails\nWere made by elder trolls to replace lost tails. The swimming creatures latch onto the lower spine if the victim fails a save and has a functional cow-like tail. The tail will flick away bugs and becomes agitated if any hostile person comes near it. The tail drops spores into sewerage or water which grow into tails. Tails have a mind of their own and might wag, slap annoying smaller creatures or knock things over. Wizard Beard\nA magical symbiote that grows on the face of an arcane spell user, usually gained from another wizard. They grow on lady wizards too. After a years growth the foot long beard can store a 1st level spell. After 2 years the two foot beard can store a 2nd level spell up to 5 foot max. 1in6 chance the beard develops a fork and can store more than one spell. The original beard spore came from a god of magic and all the beards are his kin. If beard is unkempt it may start to die. Wizards refuse to acknowledge a pubic hair version. Shamans Chunder\nA sacred symbiote that lives in the stomach. A shaman in ritual can pass on a fragment to a worthy student who needs to make a save to receive the bond. The fragment becomes host of a spirit that protects the host from possession especially from threats while the shaman is in a trance or attacked by a spirit while out of their body. The symbiote gives an extra save vs possession. It is also a repository of ancient collective wisdom that can offer magical advice. The entity has it's own INT and WIS and CHA scores rolled with 3d6 plus a point to allocate every level gained after becoming a host. Grogslug\nThis slimy finger-size thing if swallowed lives in your stomach. It prevents alcohol having any effect, keeps out digestive parasites and gives +2 Poison save. The host passes baby slugs into sewerage. The slugs are highly valued especially from assassins. Scaleskin\nSpread mostly from touch with fishmen or lizard man. The host develops thick hard scales for +1 AC if they fail a save, once resisted never need to roll again. Colours vary and are often metallic. Mage Horns\nThese are implanted as bone buds and grow into bestial horns increasing headbutt damage by +1, and after after 3 months fully grown, gives a magical ability. [|Stag Antlers detect magic|Bullhorns detect chaos|Unicorn horn detect poison and virgins|Goat horns detect evil|Sheep horns predict weather|Dragon Horns detect gold]. The horns sense within 1" and can only be spread by surgery. Coleax\nThis creature enters the body through the nose or ears and lives in dank places. Once inside it lives inside the host feeding from it without harm. The Coleax will stabilise blood loss if below zero and can once per week it can heal a d4+1 if it will render the host conscious so it can escape impending peril. Some secret orders cultivate and implant these deliberately and some specialist sages sell them. The creatures eggs pass out through the hosts waste. Memoremora\nCarried by rare spores from a dungeon moss. If the infected person makes a save they are immune to the spores forever. If host fails the moss grows in the brain increasing memory connections so the host can remember events even from a baby or other previously unclear events with great clarity. This allows a magical host to cast one extra 1st level spell. 100:Psislug\nVery rare, feeds off the psionic emanations of a sentient being's brain. \n\nThey drop on a skull and bore through painfully with acid, causing a d4+1 damage. d4 days after infection, if the host fails a saving throw, the slug acts as a translator allowing the host to understand speech from sentient beings (but not speak back).\n\nIt cannot help the host read and it cannot read from an undead or non corporeal being. The feedback between two sentient beings feed the slug in a more optimal way. \n\nOnce a year a baby slug sneaks out of the nose or ear seeking its own host. If the potential host resists the slug it dies and no slug will go near them again. The slugs are considered quite valuable and are used by scholars, traders and assasins. FILENAME: EMO_OSR_PimpMyUndead.ipt Header: Undead Modifiers These are to make more colourful and varied undead especially zombies. One or two of these should work to make players wary. Possibly each variant has a slightly different creation spell with extra processes like soaking the corpse in brine of sulphur or naphtha, wrapping in seaweed or herbs. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/pimp-my-zombie-lotfp-spell.html elfmaidsandoctopi.blogspot.com/2017/09/pimp-my-skeleton.html
prompt: Show me: {Zombie Modifiers|Zombie Rebellion|Skeleton Modifiers|LotFP Spells} Zombie Modifiers use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: LotFPSpells [#{rep} LotFPSpells2] table: LotFPSpells2 Call Living Dead Servant\n\nMagic User 1st Lv Spell \nDuration: Permanent\nRange: Touch\n\nA ten minute ritual with chalk circle and a corpse to cast. Corpse gets a save to resist being created as if alive. If it fails to save it arises as a obedient zombie servant until destroyed. It requires simple instructions. If corpse wins the remnants of the spirit is angry enough to be awakened on it's own terms to spread trouble directed by a dark spirit. A rebel zombie rolls on the below table for what it does. The Referee should roll these saves. If you create more HD of zombies at the same time than your CHA score they all rebell and use one result on the rebellion table for all. This creates risk because the wizard has no means of knowing if a zombie destroyed or just trapped in a hole. Enemies of the wizard might stake the zombie down in a coffin and bury them to confound the caster.\n\nHaving a zombie slave could get you killed by the mob or law. Some disguise them as plague doctors or monks or keep the pickled in vinegar or brine to prolong their utility.\n\nSee also: Zombie Rebellion table. Call Skeletal Servant\n\nMagic User 1st Lv Spell\nDuration: Permanent\nRange: Touch\n\nCan animate a single skeleton with a ten minute ritual with a chalk circle and some of the casters blood and a reusable human tallow candle. The skeleton serves the casters commands as best it can. Only one skeleton at a time can be made with this spell or the skeletons turn on the caster.\n\nThis is a bit safer and easier than the zombie one but a skeleton version of that might be possible or a safe zombie version of the skeleton spell. I envisage lots of undead making and summoning spells for necromancers and evil priests. This is probably used by apprentices a lot. Some versions might require you to flense the skeleton or eat the flesh yourself. The zombie one probably gets wizards killed occasionally.\n\nVariant skeleton types require different creation spells possibly higher level or lose a few HD worth of creations or weird extra ingredients or processes. You could roll several times and add a few HD and some spell casting levels and smarts too. table: ZombieRebellion Awakens later and goes on killing spree till destroyed Awaken later and hunt creator then will rest Awakens and wanders off ignoring commands will attack if stopped Awaken and attack caster or anyone nearby Awaken later as other type of undead - [|Ghoul|Wight|JuJu Zombie|Shadow] Zombie has evil spirit that betrays creator at worst moment or by surprise table: SkeletonModifiers Yellow Bones, carries disease save after battle or lose CON point Bloody Bones, bleeds, regenerates until zero HP or damaged with holy water Screaming Skeleton causes fear once per day in 3" radius Flying has skeletal bat wings Blue Bones, radiates chill d3 damage to all within 1" per round Hungry Bones, if eats HP of flesh equal to own becomes a zombie Hexen Bones has extra arms with two attacks Raptor Bones has large claws two d4 attacks Cunning Bones a smart killer uses tactics and ambush but not really sentient Flying Skull has no body, skull levitates and bites but otherwise same Bone Knight has armour as plate with armour made from other skeletons Bone Hound is a huge war mastiff instead of a human Bone Steed is a warhorse that moves at 24" has 2HD Flaming Skeleton inflicts extra d4 with a hit, is immune to fire and will start fires Evil Bones has malicious cunning, collects treasure and has own plans Devil Bones has horns and can cast burning hands once a day Green Bones drips acid and adds d3 to dam,age plus is immune to acid Flail Skull has a flail with biting skulls for balls inflicting 2d4 and has 2HD Head Hurler has a skull per HP it can throw 6" which bites for d4 Phantom Bones has invisible ghostly flesh 2HD, can use normal weapon damage Sleeper Skeletons, illusion of being living and intelligent by night, normal by day Maggot Bones crawling with worms which jump on enemy within 1" 1HP dam/round Bone Archer has bone and sinew composite bow, magically pulls arrows from self Sea Skeleton covered in coral and marine growths +1 HP and AC and can swim Ironbones has armour as plate and weapons it uses inflict normal damage Goblin Bones smaller stature but excellent climber and often swarm Burrowing Bones sleep in earth by day, by night can burrow 3" and sense life in 6" Magi Bones has a d4 levels as a wizard and slightly smarter, necromancer aprentices Blast Bones blows up for d6 fragmented bone blast on death d6 damage in 1" radius Stone Bones has armour equal to chainmail often disguised in architecture Ghost Bones glows green with ghostly fire, flies and screams Demon Bones has sickly yellow red eyes, cunning, 2HD, armour as chain, giggles Chatter Bones says horrible things and is possessed by intelligent evil spirit Blink Bones can teleport up to 1" per round use to blindside or surprise Displacer Bones actually 2 feet away, armour as chain, first missile on them misses Leaping Bones can jump 3" and spiderclimb on any surface, rudimentary cunning Lava Bones armour as chain, inflict 1HP/round within 1", weapons hitting save or break Rust Bones wield rusty weapons, destroy metal weapons that strike them and fail save Fishy Bones of fishman hybrid, +1 HP and AC, two d4 claws, climb and swim well Horned Skeleton of goatman has extra d4 headbutt or kick each round besides weapon Hypno Skeleton has flashing jewelled eyes, save or stupefied d3 rounds once per fight Shadow Bones has aura of darkness 1" radius, victim -2 to hit and -d4 STR in aura Brilliant Bones flash 3" radius light once a day, victim blinded d3 rounds if fail save Bejeweled Bones armour as chain d100gp gems inset, requires +1 or better to harm Witch Eye causes enemy to have -1 save and hit if in 3" of gaze during combat Ghostblade has phantom weapon that ignores non magic armour and sheilds Scrap Skeleton if injured can fuse with other skeleton adding it's HP to max of 2HD Skeleton Thief is cunning and sneaky, can backstab for double damage and +4 to hit Skeleton Priest can animate a d6 skeletons in a battle to join it using it's unholy symbol Skeleton Wizard has a staff or wand, shoots d4+1 magic missile per round, only d6 HP Skeletal Nightgaunt can turn into a giant skeleton bat that can fly and back Tooth Spitter can spit teeth d6 damage 3" on roll of 1 it runs out of teeth Beggar Bones holds out hand, if not given coin for the ferryman will attack Grim Bones laughs in battle, each round in battle within 3" save or cumulative -1 to hit Black Bones is charred, can exhale 2" cone of smoke once a day as a stinking cloud Mouldy Bones when struck, all within 1" save or spend round helpless choking Dragon Bones can breathe a 2d4 fire 1" cone once/day, has a single dragon bone Breeder Bones if killed arises as two d4 HP skeletons and can inflict d4 damage eack Bone Pile a swirling whirl of air and loose bones with floating skull on top Necro Bones require +1 magic to hit, d6 touch drains d4 STR, recover 1pt per hour Bone Lord - huge 2HD, armour as chain and always uses a 2-h weapon for a d10 Bone Mother carries baby skeleton in abdomen that makes extra d4 att each round Sub Human Skeleton is remains of a cave man +1HP and AC does d8 damage Wolf Skull has had human had replaced with a wolf head gains extra d6 attack Knife Bones can throw 2x bone knives per round from own body 3" range d3 damage Bone Hoplite, has spear and shield, +2 AC and extra +1 AC if another by side (2 max) Bone Crusader has armour as chain, d8 damage and turn as if 3HD Sleeping Bones attack from underground by surprise when you walk over buried remains Night Bones are shadowy, armour as chain in dark or moonlight, harder to see Stink Bones radiate choking stench within 1" as a stinking cloud Eternal Bones, reassemble 1HP/round after killed until holy water or +1 weapon used Berserker Bones have beards and use axes, +2 Hit and damage, wear tattered chainmail Vampire Bones have extra d4 bite attack which damage inflicted with heals them Venom Bones drip with venom, if hit save or take extra d6 damage Shocking Bones d8+1 electric damage first time struck with metal weapon or they hit Mana Bones can absorb a 1st lv spell if cast on them heal d6 damage Hellfire Bones if turned explode for d6 damage with 1" radius doesn't hurt skeletons Coffin Creeper carries coffin chained to back, if killed a zombie arises from coffin Headstone Horror carries grave stone it can throw 3" for d8 damage, round to pick up Vine Bones crawling with ghastly creepers, entangle target in 1", save to resist Ghost Bones can become phantoms and walk through walls or earth to attack Sticky Bones weapons stick if fail save, weapon -2 to hit after undead killed till cleaned Shrieking Skeleton, shrieker mushroom growing in rib cage, skeleton is immune Bang Bones, explosive keg in chest, fuse lit by match when moves, 2d6 dam/1" radius Eyeball Bones has single huge eyeball instead of a skull, fire a magic missile each round Howling Bones inflicts 1hp sonic damage to any in 1"/round, not cumulative with others Snake Eyes, snakes in skull, two extra d3 attacks, save +2 or take d4 poison each Hangman Bones use nooses as lassos, drag victims to ground and strangle them Jumping Bones these try to wrestle victims to kiss and grind against them inefectivley Beautiful Bones have illusion of youthful beauty, if embraced attack as skeletons Dueling Bones these challenge foes to single combat and take turns to fight one to one Bard Bones play flutes or drums or horns cause fear in 3" accompany fighting types Grasping bones embrace victims who if fail save are held then dragged to grave lair Siege Skeletons, build human remains into siege weapons, require at least team of 4 Bog Skeletons dripping with mud and vegetation, throw mud to blind for round 2" range Chilling Bones cold claws if touch save of held for one round then -2 to hit for d3 more Nightmare Bones if killed save or haunts dreams preventing rest for d6 days Midget Skeletons (possibly halflings) mov 15", can throw rocks for d4 3", skirmish tactics Bone Blade Skeletons, armour as chain, bone sword in each hand for two attacks Vengeful Bones, if killed spirit animates another skeleton within 6" unless sanctified Table: ZombieModifiers Hopping - hop eerily instead or walk ten foot at a a time Exploding - d6 blat to all in 1" Screaming - eerily scream once awakened Hungry - desperate to eat flesh will stop to eat Talking - evil spirit makes undead say awful things Fast - move 15" speed and +1 initiative Flammable - if fire used will burn for d6 for ten rounds Burning - on fire +d4 melee damage and immune to fire Bleeding - when start to move blood pours from mouth and eyes Trapped Spirit - innocent spirit protests innocence as body attacks Flying - can fly at a speed of 6" for one round per HD per hour Blink - can teleport to enemy rear in melee Stinking - breathe on one melee combatant as stinking cloud Displacer - immune to first missile short at, +2 AC Regeneration - recover 1HP/round till decapitated or burned Gaseous Form - can turn to vapour form Extra attack - gain +1 melee attack per round Ecco location - has bat like sonar Can smell living flesh in 3" Glows green - gives off 1" radius light Can turn into a hound Can turn into a bat Can turn into a huge raven Can turn into large black cat Recovers all wounds next sundown unless holy water used Recover 1HP per HD of flesh eaten Recover 2d4 HP from unholy water Kills normal plants matter on contact Smoking - stinking sulphurous odour Spiderclimb - can easily climb walls Freezing - gives off icy vapour and leaves frosty footprints Worm ridden - drips maggots and looks ghastly Huge claws - bump damage to next higher dice Burning footprints - glow for several rounds Crawling in rats - jump off and attack Wearing jewelry (cheap or valuable possible) Swarm of stinging flies - live inside body act as spell Detachable Hands - can attack and mov 3" Headless - yet senses but silent Detachable Head - 25% of HP and bite attack mov 3" and can be thrown When killed a poltergeist exits the body When killed bugs crawl from corpse When killed worms or maggots pour from corpse When killed body burns into smouldering ash heap Snake eyes - two small poison snakes live in skull and can be thrown Overgrown in thorny vines Entwined by python - constrictor snake Bird Head - with extra peck attack 1d6 Covered in tattered feathers and smell of burning flesh Diseased - covered in contagious filth Acid Spit - 2d4 once per day 3" range, drools green spittle Explodes into fog cloud on death Explodes into stinking cloud on death Any weapon wielded is flaming for +d4 Zone of silence 15 foot radius Laughs creepily or just giggles Immune to sunlight Drips slime leaving a stinking trail Can burrow at 1" per round Cannot cross water unassisted by human Can exhale sleeping gas once per day to victim in melee range When dies a tiny imp or demon bursts free and scuttles away On death corpse smokes for several hours till ash On death leaves stain where nothing grows On death geyser of black slime erupts staining everything in ten foot area Tentacle bursts out of body range 2" d6 melee attack or grapple If killed fades away to burial place and may return next night Elongated neck reaches 1" and can bite for at least a d6 Horns or antlers Cyclops or additional glowing eye Tongue can reach 1" and grapple replacing a normal attack Long nose can stab and drain blood as a stirge Extreme long hair that moves on own Floating - walks on air Sea drenched - swollen, barnacle and seaweed covered, dripping Walks on stumps where feet cut off Covered in nails Wrapped in rusty chains Covered in dripping sores Skinned with bare muscle and sinew Baleful Gaze - replace one attack with fear gaze on one target a round Singing eerily - rasping or beautiful or echoing Patched together from several corpses with stitch marks Vomits blood and gore when injured Spits Fire - d6 once per day 3" Aura of cold you can feel from 3" away Aura of stench you can feel from 3" away Fused into a siamese twin with double HD and +1 Attack Hands replaced by daggers - possibly two d4 attacks Head is a flaming skull Eyes glow like coals and highly visible Invisible in darkness or shadows Burns in sunlight 1HP per round Shun holy symbols and sanctified ground Can vomit up unholy water once a day to defile sanctified places Can assume form of living if not in sunlight or strong light Strong winds arise around them especialy in a fight Can turn into a chaos goat Spit bone fragment d6 7" range Anyone killed arises as zombie FILENAME: EMO_OSR_UnderlandMutations.ipt Header: Subterranean Mutations Veins of the Earth touches on this topic a bit, but I had envisioned stuff like this before to turn creatures and humanoids into subterranean versions. Minor Mutations are mostly nonfunctional, cosmetic and gross, but could give you a +1AC or a d4 HP or a bonus to swim or something small. Major Mutations create grotesque monstrosities with functional, often dangerous, abilities. You could put these on any creature or monster. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/09/d100-subterranean-mutations.html
prompt: Show me: {Sources Of Mutation|Minor Mutations|Major Mutations|Third Stage Mutations} Sources Of Mutation use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: SourcesOfMutation Subterranean ancestor tainted bloodline. Exposed to strange radiations from illuminated caverns. Contaminated by fungi spores. Contaminated by strange food of the deep. Strange parasites entered body triggering change. Exposed to disease from the deep. Supernatural radiance of strange crystals. Poisoned by trans uranic elements and strange metals. Curse of the deep gods on you for transpression. Malnutrition and light deprivation triggers strange change. Venom of some creature triggered changes. Ancestors spent an era as cave dwellers. Dark elves want to help you survive in the deep and use dark pixie dust on you. table: MinorMutations Eyes go white and become light sensitive. Ears elongated and bat-like becoming very accute to food in dark. Nose enlarges and split, like a bat or star nosed mole becoming very acute. Eyes become catlike and highly reflective providing low light vision. Develop whiskers, like a rat or cat for sensing possible crawl spaces. Eyes become insectoid and compond 360 degree vision. Eyes covered in transparent layer of skin giving a blank featureless face. A glowing lure grows from forehead providing some light. Antennae grow from head, highly sensitive to movement. Eyes glow providing some light. Skin becomes pallid like albino, requires no sunlight. Skin becomes grey or dull light blue. Flesh develops stony colour and texture blending into some geologic types. Flesh becomes puffy and wormlike, body more flexible, streamlined for squeezing. Loses all body hair, covered in wrinkly loose skin. Flesh becomes tight and skeletal looking, easier to squeeze. Skin becomes jet black and shiny with symbiotic fungus 10% less food. Covered in soft fine mole-like hair, streamlined for squeezing. Covered in reptilian scales +1AC. Skin becomes slimy like amphibian and mutant, prefers humidity. Low body temperature and metabolism, require 25% less food. Less air required. 25% less air needed, less harm from bad air. Hold breath extra ten minutes if prepared. Able to perform hard labour like dig or swim or run twice as long. Increased life span by 25% due to metabolic stability. Able to hibernate once a year for up to 3 months if well fed with fat stores. Improved fluid retention 25% less water required. Double jointed and highly flexible for squeezing or escaping. Shrink 25% to consume less resources and squeeze more easily. Improved temperature regulation to resist hypothermia. Can subsist from chewing roots and fungus and things growing under the earth. Can subsist from eating worms, bugs, grubs and creatures of the earth. Can sense opposite sex and how viable for reproduction they are from pheromones. Obtain required water entirely from food. Offspring double gestation period and lowered fertility. Suppress reproduction of weaker adults of same gender in proximity after a month. Remain fertile into old age. Can feed offspring by shedding skin for them to eat. Female produces egg or eggs after gestation. Can subsist from rotting feces and organic matter. hand claws suited for digging or d3 damage. Arms are flush and shoulders are reduced, body structured for squeezing. Arms atrophied and smaller her help squeeze o burrow through ground. Suckers or claws on hands adapted for climbing and clinging to surfaces. Small set of mostly useless vestigial arms growing under normal arms. Less fingers, hands more like mittens or crab claws. Rubbery elongated fingers good for fine manipulation and climbing. Elongated arms for climbing or snatching prey reach feet standing. Sticky secretions on hands improve grip. Arms are flattened with large flat hands for burrowing and swiming. Short stunted legs with flat feet for shoveling dirt. Clawed large shovel-like feet for digging and swimming through soil. Hook claws on feet designed for climbing and hanging upside down even while asleep. Legs long and thin allow to squat close to ground or reach high. Foot claw can inflict d4 if rake victim if close or while wrestling. Feet can sense through the ground, detect sounds like digging or unsound walkways. Feet can taste ground for traces of organic matter in soil or on ground. Feet have hooks or hooked claws can hang from. Extra set of smaller skinny legs for stability. Feet become smaller nobbly hard hooves good for climbing. Mass of tentacles surrounding mouth with beak. Insect-like tube for sucking fluids and food. Tube-like snout with long tongue excellent for eating ants and termites and worms. Complex mouthparts like an insect or spider that can hold food and chew. Lamprey-like feeding tube extends from mouth to feed. Can swollow surprisingly large live animals with a single gulp like large rats. Rows of sharp teeth fill mouth go down throat, d3 bite. Throw up digestive fluid onto food then suck up mess with toothless mouth. Mouth seems invisible blank space when closed. Froglike mouth and tongue. Elongated domed skull almost fetal. Semi transparent skin and skull exposing brain and bones. Huge apish jaw and small upper skull like protohuman cave dweller. Triangular skull for pushing through the earth. Horn for pushing soil and fighting d4. Armoured skull and ridges over eyes but neck rigid and less mobile +1AC. Tusks for digging, curling hideously from skull d4 tusk if used to attack. Wide snake or reptilian skull foot wide. No external ears, nose and eyes just slits, streamlined face for burrowing. Spikes on head ake harder to be eaten d3 damage per round to swallower. Glowing organs visible through skin. Organ produces vitamin D replacing need of sunlight. Richer hemoglobin reduces need for air 25%, more resistant to bad air. Transparent flesh and bones and most organs resemble glass. Multi chambered stomach with slower digestion -25% food required. Organs more mobile in body while moving or eating or damaged. Produce solid urea pellets reduce water needs by 25%. Blue copper based blood more efficient in extreme cold conditions. Can live without food for a month. Extra d3 hearts can survive if one killed, each extra heart is an extra HP. Phobic about open spaces. Phobic about light. When asleep parts of brain take turns to be alert to sensory threats. Brain highly resistant to oxygen starvation. Highly flexible sleep cycle can go without sleep two days a week. Pineal gland bursts through skull and can sense brain activity in 3". Senses electrical activity in brains and nerves can fight in melee in dark within 1". Sexually atracted to anything could remotely possibly have sex with. Threatened by reproductively viable members of same gender. Territorial loner, only tolerates being close to mate occasionally, needs personal space. table: MajorMutations Sensitive to low frequency sounds in earth, like burrowing, incoming quakes or cave-ins. Magnetic sense used to navigate directions or sense magnetic fields. Tactile hairs can sense motion in the dark good enough to fight by up close within 1". Smell food (like mice or grubs) or breath of nearby creatures through 1" dirt. Extreme low light vision but must have some dim light source at least to see. Sonar hearing like a bat by emitting sub sonic sounds used to see. Thermal crude B&W vision like an adder as long as there are some temperature variations. Antenna can smell food or sexual partners from up to two miles away. Streamlined face can breath under dirt if buried in loose dirt or rubble or burrowing. Sideways mouth allows flatter head for burrowing or pressure extremes. Luminescent skin shows patterns depending on emotions can dim when sneaking. Chitinous arthropod exoskeleton +2 AC. Skin highly lubricated by mucous +1AC and can easily escape bonds and wrestling. Skin seals rappidly if bleeding wounds below zero stabilize in one round. Skin tastes foul any monster biting must save before biting after first success. Skin has hallucinogenic mucous anyone biting or licking save or spend turn tripping. Skin is poison anyone biting or licking save or take d4+1/lv damage, can rub arrows on. Skin can be shed once a week over a turn recovering d6+1/lv HP. Chameleon skin changes colour and texture slowly to suit environment over a hour. Covered in spikes anything biting or attacking unarmed takes 1hp damage. Gills can breathe water. Only require 10% of oxygen. Can hold breath for 40 minutes. Chest covered in hard bony plastron like a turtle +2AC. Limbs or tail regenerate over a month and can be snapped off if trapped. Regenerate 1HP/hour. Hump store three months food and a weeks water. Slow metabolism can reach negative CONx2 HP before death. Spine plates cause d3 damage to enemies using natural attacks from behind, like bite. Skeletal structure with increased strength STR+1. Can digest stone and dirt, slow process but replaces normal food. Sensitive tail detects hostile movement from behind. Can emit foul musk when retreating or if bitten, enemy save or flees to avoid scent. Can leave sacks of sperm or eggs that survive for months till opposite sex uses. Any reproductive rivals with less HP save or become infertile after week near you. Urinate corrosive can dissolve 2d6 lb of limestone and weaken metal and other rock. Urine highly offensive to hostile scent sensitive creatures but attractive to opposite sex. Urine and feces glow for d6 days, can be used as lamps or sold as fake magic potions. Urine and feces highly nutritious and can be stored for a week before becoming foul. Able to reproduce and hybridise with any animal or species. Fully functional extra set of arms and +1 ATT. Large claws d6 damage and +3" Burrowing speed (or 3 base if no burrow). Gecko- or frog-like hand suckers can climb most surfaces and hang from ceiling. Sensitive fingers can detect seams like secret doors or feel vibrations through earth. Webbed hands allow swim speed of 50% ground (or 100% if web feet too). Finger tips can taste and detect poison. Fingers have extra joint and double jointed improving any manual dexterity tasks***. Arms can retract into body cavity to reduce volume and fit in small spaces. Arms can extend up to 3 yards but become thinner and 1/2 STR at extreme reach. Hands are crab claws d6 damage each and extra attack if get again one claw is d8. Extra legs move +50% speed running speed. Feet can sense motion from ground, like other beings walking/digging within 3". Burrowing built feet add 3" to burrowing speed (or 3 base if no burrow). Webbed feet allow swim speed of 50% ground (or 100% if web hands too). Prehensile feet can be used as hands or weild a weapon (no extra att). Bristles on legs sensitive to distant sounds like voices or metal tools, range 24". Cricket-like legs can jump 3" once per round. Legs can retract into body cavity to reduce height and fit in small spaces. Legs can extend up to 3 yards but become thinner and 1/2 STR at extreme reach. Centaur-like body configuration with four legs x2 MOV and ENC. Paralytic bite venom victim save or helpless for a turn and can be locked in larder. Huge snappy bite D6 Extra Attack. Tongue 3 yard long can swing from, grab things or small animals with a hit. Extendable second set of jaws shoot one foot out of mouth d6 damage extra attack. Vomit acid d4+1dam/lv three times a day 1" range/lv. Spit web-like fluid once/3 lv/day, STR save to resist 3" range. Spit a bone bolt once/lv/day 12" range 2d4 damage need roll to hit. Spit flaming oil three times a day range 3" 2d6 automatic hit. Spit viral cocktail 3" once a day, victim saves or next offspring is hybrid with spitter. Spit diseased saliva 3" twice a day save of diseased and STR daily drops till cured. Fighting horns d6 damage extra attack. Head can survive death of body, sprouts crab legs and grows a new body over a year. Swollen head resembles glowing skull brain, can illuminate up to 6" radius at will. Armour plated skull, +2AC, like an organic or insectoid helmet. Filter face removes poison gas and has ten minutes reserve air once a day. Eye sockets extended providing 360 vision and hammer head face. Trunk yard long snout capable of holding objects, drinking water, feeding mouth with food. Huge sinus cavity for low frequency trumpeting heard over a mile away through earth. Skeleton becomes metallic, hard to break and +2AC. Bones can disconnect and change configuration into snake-like thing for squeezing. Highly cold resistant can tolerate ice cold temperatures, blue blood -1dam/dice. Highly heat resistant can tolerate boiling temperatures, yellow blood -1dam/dice. Highly resistant to illness or fatigue +1CON. Highly efficient nervous system and reactions +1DEX. Immune to poison. Immune to disease. Adrenal boost once a day, x2MOV, +1ATT, one round/lv per day. Back up organs +d6+1/lv HP. Can labour or run for hour/CON point once per day, then save to remain concious. Adrenal Strength +d4 strength once a day, one round/lv per day. Highly evolved preparedness and deep thought +1WIS. Enhanced Intellect +1INT. Parts of brain can take turns resting and can avoid full sleep for a week. Phenomenal spacial awareness can try ricochet missile shots with -2 to hit. Can see into ethereal plane 3". Can see into astral plane with 3". Electromagnetic sense detects life or neural activity with 9". Pineal Gland pops through hole in head, sense life within 6", can bite like a snake for d4. If eat brains can get flashes of memories and languages but forgotten in a hour. Superior insight into the minds of others +1CHA. table: ThirdStageMutations Anyone you mate with fuses to your body and shrinks away to just a face-like tumour on your skin. Devolve into a gelatinous slime, like an ochre jelly. Devolve into an albino cave lobster with long limbs and glowing lure. Devolve into an immortal fungus that sinks into a quiet hole growing miles of huge roots. Devolve into a gibbering shoggoth. Devolve into an albino blind cave aquatic salamander and crawl into a well. Melt into a mass of eukaryotic slimy blob, and ooze into the deepest depths. Melt and sink deep into the crust feeding off rocks, heat and radiation deep in the earth. Crawl into aquatic cave, turn into a giant transparent glass-like water hydra rooted in place. Form cocoon in a quiet place and hatch into a brood of albino mini clones - a new race. Devolve into a giant albino cave slug. Sink into depths becoming a tentacled elder starspawn and join the hive mind of your new kind. FILENAME: EMO_Xor_Mutations.ipt Header: Xor Mutations I have been promising to do mutations for years and my longest unfinished posts are about mutations. One approach is a classic randon Gamma World style which I'm doing here for Xor or chaos type freaks. They are physical rather than Marvel-type energy blasts mostly. They are not subtle. Minor Mutations are mostly nonfunctional, cosmetic and gross but you could give a +1AC or a d4 HP or a bonus to swim or something small. Major Mutations create grotesque monstrosities with functional, often dangerous, abilities. You could put these on any creature or monster. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/07/xor-mutations.html elfmaidsandoctopi.blogspot.com/2017/09/d100-subterranean-mutations.html
prompt: Show me: {Source Of Mutation|Minor Mutations|Major Mutations} Source Of Mutations table: SourceOfMutation Exposed to parasites. Ate unprocessed infected tissue. Touched by highly infectious creature. Taint in bloodline for generations. Spattered with blood or bodily fluids of volatile mutant. Breathed some Xor spores. Biological weapon deployed. Biological weapon contaminated location long ago. Wicked person contaminated you deliberately via food. Had a contaminated lover. Almost drowned in biological matter. Exposed to damaged Xorian tissue weeping serum. table: MinorMutations [|Googly bulging eyes|Cyclops]. Large fleshy snout with huge damp nostrils. Eyes can look in different directions. [|Large fleshy shell-like ears|No ears just holes]. Freakish coloured eyes. [|Antenna|Feelers]. Short trunk. Compound eyes. Night vision eyes like a cat's that reflect light in dark. Fleshy facial wattles like a chicken's or turkey's. Hairless all over. Dripping woundlike sores. Dry scaly flaking skin. [|Boils|Lumpy skin texture]. Slimy wet skin. Transparent skin. Burnt looking scabby skin. Wrinkly crinkly skin. Bristles in patches on [|ears|chin|whiskers|nose]. Hard thick ridged skin. Vertebrae swollen and exposed down spine. Spikes growing through skin from bones. Sacks of coloured fluid hang from body. [|Elongated|Compressed] body height. An additional orifice for [|eating|excreting]. Facial features in torso[|||, otherwise headless]. Scrawny, with exposed complex rib cage. [|Obese|Humpbacked]. Loose flaps of skin like a cape from back. Airsacs that inflate and deflate as you breathe. [|No|Both genders'] sexual characteristics. [|Enlarged|Hidden] sexual characteristics. Highly visible intestines that squirm as nutrient passes through. Highly flatulent especially when eating or scared. Excrete and urinate when scared to put off predictors. Tail continues from spine. Bulging abdomen with huge stomach. Covered in bulging throbbing thick veins. Strange glands that secrete stinking oil for marking your scent. Egglike transparent spheres with tiny baby mutants that drop off occasionally. Set of smaller folding arms [|on chest|on abdomen|under arms]. {d4} tentacles that have a mind of their own, {d3}' long. Long clawed fingernails that grow long, can scratch instead of punch. {d3} [|extra|fewer] fingers. Fingers are jointless and tentacle-like. Arms [|longer|shorter] than normal. Webbed fingers for swimming. Suckers on fingers. Elongated fingers. Full set of extra arms. [|Set of extra legs|A single leg]. Move by hopping and leaping. Webbed feet for swimming. {d3} [|extra|fewer] toes. Long clawed fingernails that grow long, can scratch instead of kick. Hooves instead of feet. Legs [|longer|shorter] than normal. Knees bent backwards. Freakishly bow legged wide stance. Birdlike feet. Large fangs. Drooling mouth with overbite. [|Rows of sharklike teeth|Beak]. Second mouth which can extend six inches. Tentacle face. Foot long tongue. Sideways mouth. Insectoid mandibles. Jaw can dislocate like a snake's to eat bigger things. Oral papillae that squirm and stop food escaping. Swollen bulging deformed cranium. Set of [|horns|antlers]. Cassowary casque for head butting. Transparent glasslike skull. Tusks. Elongated face. Bony frill, like a triceratops. Blowhole, like a dolphin. Second face. Horn growing from nose like a unicorn. Altered digestion requires [|herbivore|carnivore] diet. Enlarged heart in centre of chest. Small mutant clones grow and drop off you occasionally. Flexible bones break less and can squeeze through gaps. Can eat rotten food without harm. Overactive glands make oversexed. Luminous glands make dim light. Constantly [|drooling|flowing tears]. Difficult to eat without throwing up from enlarged gall bladder. {d4} extra functional breasts. Bulging brain deforms skull. Prone to occasional seizures. Mild narcolepsy tends to sleep if alone on guard. Irrational phobia from one stimulus. [|Ages faster|Childlike] from hormone imbalance. Uncontrollably utters obscenities if stressed. Pineal gland pops from hole in skull and wiggles when stressed or aroused. Nose bleeds when stressed or aroused. Have occasional crazy [|audio|visual] hallucinations. Lack of bodily inhibitions with nudity, toilet, etc. table: MajorMutations Bulging rotating eyes can look in separate directions, like a chameleon. Extra sets of eyes, {d4} pairs. Batlike sonar abilities with [|large ears|melon, like a dolphin]. [|Prehensile trunk|Single face tentacle], can hold a torch or item. Antenna that can taste and smell. Enhanced tracking like a blood hound. Detect poison by touch. Enhanced touch can feel printed text and find secret doors easier. Sense vibrations through feet handy vs invisible enemies. Chameleon skin. Armoured thick hide +2 AC. [|Turtle-like plastron|Insectoid carapace], +3 AC. Porcupine-like spines, d4 damage to enemies who touch and can shoot {d4} per round. Lubricated skin +1 AC +3 AC vs grapple attacks or entangle saves. Thick blubber to resist temperatures and +1 AC. Can form screaming faces on skin at will. Covered in glue that traps weapons if hit and user fails a STR save. Requires +1 magic weapon to harm. Acid blood damages normal melee weapons that hit and d4 damage to attacker. [|Spikes|Plates] on spine like a dinosaur, d6 damage to natural weapons from rear. Huge deformed spine column +1AC and -1 damage from kinetic attacks or falls. Regenerates 1 hp per round if wounded unless acid or fire damaged. Can reconfigure body, stretch and compress for various purposes. If takes 25% damage part drops off and becomes a smaller mutant monster with 1 HD. Can hold breath for an hour to resist poison gas. Shoot a biological tethered harpoon from chest once a battle, d8 damage, 6" range and reel in. Shoot bone shuriken from chest, d3 damage 3" range, {d4} each round. Takes 1/2 damage from edged weapons as blood hyper coagulates. Takes 1/2 damage from blunt weapons as has rubbery flesh. [|Scorpion|Snake head] tail with poison sting as extra attack. Prehensile tail for climbing and swinging. Prehensile tail for grappling as alternate attack. Spiked flail tail inflicts 2d4 damage as extra attack. Intestines shoot out of belly for grappling as alternate attack. Intestines shoot out of belly and squirt acid, 2d6 damage 3" per round for an attack. Jaws open in stomach for extra d6 attack. Web spinnerets on butt can make swing lines, cocoons or traps. Tail is biological bone bolt gun as a heavy crossbow per round. Huge liver makes resistant to poisons, always makes save. Scythe blade arms, d8 instead of punch. Crab claws, d6 instead of punch. {d4} prehensile tentacles replace arms, each pair gets +1 Attack. {d3} pairs of arms, each pair gets +1 Attack. Biological bone bolt gun as a heavy crossbow per round in an arm. Biological blowpipe with paralysis poison in arm. Huge claws inflict d6 instead of punch but can use ordinary tools. Fleshy psuedopods can sprout from body anywhere and punch for an attack. Bombardier beetle butt shoots fire for 2d6 damage 3" per round as a rear attack. Sprays irritating musk from butt as troglodyte musk. [|Quadruped|Biped] if not already. Sucker feet and hands can climb like a gecko. Glider membrane between arms and ribs. Wings, [|can fly|give enhance leap]. Kangaroo leap x2 normal. Amphibian with webbed toes, fingers and can breathe water. Sluglike foot 1/2 speed by can climb any surface. {d4} tentacles replace legs. Snakelike from waist down. Centaur-like from waist down with {d3+1} sets of [|insect|spider|animal] legs. Huge jaws bump dice damage up by one or +1 ATT. Diseased bite, save or septic wound kills in d4 days if untreated. Poison bite save or start to lose a HP/round till treated or unconscious. Necrotic bite save or take extra lot of bite damage. Prehensile tongue can be used to grapple as extra attack. Face splits open sideways to reveal huge mouth, bump dice dam up by one. Blood sucking [|proboscis|lamprey tongue] can suck d4 blood/round once hits. [|Breathe fire|Spit acid] for 2d6 damage 3" per round as an attack. Monofilament tongue inflicts 2d6 as extra attack. Can spit blinding venom once per round as extra attack, victim saves or is blind for d6 days. Horns, +1 attack d8 damage. Sprout {d4} heads with extra bite attacks at will. Heavily armoured head +1 AC. Skull ignites when stressed, +d6 damange fire to any head based attacks. Skull head necromutation can resist spells as if undead and rotting apearance. If killed head detaches, sprouts legs and runs away to regrow body. Bone spikes in armoured skull +d4 headbutt damage. Shielded senses provide second save vs blindness and deafness attacks. Head can retract inside torso if in danger, like a turtle. Fire bone shuriken from skull 3" range twice per round d4 damage. Adrenal boost gland x2 move and +1 attack. Mimic voices and throw it's voice 5". Explodes on death d6/HD with a 1"/HD diameter. Exudes a sweet delicious smell of [|sex|food] to attract victims. Exudes smell of fear making victims check morale each round. Infect an unconscious victim with an embryo that hatches into hybrid in d6 days. Infect an unconscious victim with a mutation virus cyst packet once per day. If dies a clone bursts from corpse 24 hours later if not destroyed. Mutagenic organ roll a new mutation start of each new day. Heart restarts after 24 hours if corpse not destroyed. Combat genius, +{d4} attacks using various body parts. Magic genius, {d4} levels of sorcery. Super charisma, {d4} charm person spells per day, victim thinks mutant is an atractive mate. Has ESP 6" range. Telekinesis 50lb per HD 12" range. Invisibility field can become invisible as per the spell, {d3} uses per day. Detect life {d12}" at will, including invisible beings. Gain fragments of memories from eating brains. If mind controlled a back up personality with different alignment takes over for duration. Dual brains, never requires sleep as brains alternate. FILENAME: EMO_OSR_NecroMutations.ipt Header: Necro Mutations "Minor Mutations" are mostly cosmetic, But "Major Mutations" often include functional enhancements. You may want to add a +1 to AC, HP, or Mv for a cosmetic mutation, perhaps do so on a 1-in-6. This is like my mutation tables for Xor but all here are tied to necromancy or necrobion nanites from aliens in more spacey settings. Made for D&D but also usable in my SF BRP settings with undead. Necromutants are not dead they are just on their way to being dead. Once fully undead they will develop standard undead properties. 1" = 10 feet indoors 10 yards outdoors or use yards as meters in BRP from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/08/d100-necro-mutations.html elfmaidsandoctopi.blogspot.com/2017/09/d100-subterranean-mutations.html
prompt: Show me: {Source Of Taint|Minor Mutations|Major Mutations} Source Of Taint use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: SourceOfTaint Cursed by death god. Contaminated by contact with undead remains. Contaminated by cursed graveyard or haunted place over time. Food or water contaminated with undead. Caught a disease such as tomb rot. Bitten by necromutation tainted beast. Exposed to strange rays from a dark star or meteor. Wounded by weapon tainted with blood of a necromutant. Cursed by a dark relic or ghoul treasure. Made love to undead in disguise as a human. Made love to person undergoing necromutations. Filthy undead contaminated your [|food|bed|clothes]. table: MinorMutations Nose rotted away Ears rotted away Hair loss Eye missing Blind but can smell blood or rotten meat Eyes white see infra red like a snake Skin on face missing Eyes cannot tolerate direct sunlight or UV light Eyelids rotted away Eyes cry tears of blood Turns transparent looks hideous Skin and hair look white or pale with colour tint Skin is green and rotting Skin growing mold that might be mistaken for hair Skin has worms and attracts flies Skin slimy and slippery to touch Skin is leathery and preserved like a mummy only flammable Skin resembles being mummified only flammable Carries petty illnesses and tastes disgusting Skin shreds away as injured revealing horror or may be flayed and worn like a cape A small gremlin like creature or several dwell in the torso twittering and munching Huge fused swollen spine of vertebra Bone and flesh covered spikes run in rows town ribs A mouth opens in torso, can attack a held for and hang on with d3 bite Huge barrel like muscular chest Fused ribs harder to break Small extra set of fine motor arms that fold along side torso Breath almost unnoticeable even when exerting or stressed Heart will start 24 hours later with 1HP if not destroyed Hunchback stores a months food Intestines squirm visibly under flesh Horribly flatulent Enlarged but nightmarish aroused genitalia Gender characteristics rot away Eat less than most people from slow metabolism Can eat rotten meat Can eat blood and uncooked meat Constantly hungry Vomit if eat other than meat Belching and grumbling stomach Fingernails are clawed d3 Torn open fingers have sharp bones d3 Mitten like hands with fused fingers Hands missing but can stab with bone spurs from stumps d4 Gliding membranes under arms Elongated arms, hands and fingers Webbed hands helps swim +d3 swim Sucker fingers helps climb Arms flexible and easily dislocate if needed Different number of digits on hands d6+2 Short and stunted legs -1Mv Legs good for running +d3 move Legs good for jumping +d3 foot to base jump Sucker feet aid climbing Spurs d4 Clawed toes d3 Bird Feet d3 can grip branches Elongated legs Webbed toes +d3 swim Different number of digits on hands d6+2 Most teeth missing Fangs d3 bite Hinged like snake for swallowing whole live puppies or bunnies Tongue rotted away Elongated slobbering tongue Dribbles stomach acid and slime Lips rotted away exposing teeth Overbite d3 bite Prehensile 2 foot tongue tongue Extra rows of teeth d4 bite Transparent skull can see brain Heavy studded skull d4 headbutt Over sized skull Shrunken emaciated head Pair of horns d4 damage Single horn d4 damage Head burns with flame does not harm mutant Cyclops Reinforced skull with eye slits +1AC Reinforced trachea and nasal filters Circulatory system replaces blood, no heart beat Respiratory system reduces air requirements Intestine can exit either orifice and manipulate items Able to hibernate if starving or thirsty for CON days Natural disease resistant Naturally poison resistant Can produce static shock with touch Neutered Vomit up bile from over production daily Wounds bleeding self seal in d4 rounds Charm or mental control resistant +2 Sleep cannot be induced artificially Strong urge to anger and violence Voices recommend awful conduct Hallucinations daily, become used to them Enter a torpor by day instead of normal sleep Psychological aversion to religions symbols Fearful of sunlight Don't find any presence of gore or decay disturbing Emotionless table: MajorMutations Eyes can see lowlight and IR in dark 180 feet/60 yards or metres Can hear hearts beating within 60 feet/20 yards or metres Can smell CO2 breathe from creatures within 60 feet/20 yards or metres Can track by smell particularly from odour of sweat and skin Can smell fear from living within 60 feet/20 yards or metres Can sense bio electricity within 60 feet/20 yards or metres Can smell blood or wounds within 90 feet/30 yards or metres Eyes glow in dark can see dimly in absolute dark Can taste a person and determine age, health and diagnose some illnesses Can detect necro contaminated, mutants or undead on sight Skin tougher and thicker +1 AC Skin absorbs light making it easier to hide in the dark Skin seals up if losing blood stabilizing wounds Feel no pain -1hp loss per dice from damage Worms in skin try to infect enemies if held close 1hp per round till treated Ablative skin +2d6 HP sloughs off if damaged Skin burns spectacularly, goes out in d4 rounds, -1 hp fire damage per dice Skin feels no cold and rubbery so does not freeze, -1 hp cold damage per dice Regenerates 1hp per round except from heat, fire or acid Skin carries horrible diseases infected by touch A small gremlin like creature or several dwell in the torso and act as scouts Fused ribs and bones +2AC Stronger skeleton +1 STR Heart harder to stop +`10 HP Extra face and mouth in torso d6 bite to grappled foes Fire bone projectile d6 with range as shortbow Stronger metabolism +1 CON Swarm of necrobugs use torso as hive attack as a swarm once per day Two smaller limbs with bone saws d6 two extra attacks A rotating bone saw in chest d8 damage to anything grappled Extra toothed mouth on enlarged genitalia Create a nauseating stinking cloud once per day, most living flee Intestines burst from gut and make a grapple attack Intestines burst from gut and squirt d6 of acid 1" (10 metres) Explodes on death d6/HD from violent chemical explosion Vomit acid three times a day 2d6 damage 1" (10 metres) Vomit chemical flame three times a day 2d6 damage 1" (10 metres) Vomit up a fog cloud three times a day 3" radius (30 metres) Weapons attacking damaged by acidic blood Attacker takes 1pt damage from acid blood every hit Paralysis venom claws d3 damage Large bone claws or pincers instead of hands d6 Bone claws painfully retract and pop from arms at will d6 can use hands Arms can elongate to ten feet long (3 meters) Claws infected with vile disease d3 Claws implant parasite eggs in victims skin Claws make victim latent undead, turn to zombie on death Additional set of functional arms If both arms hit victim is grappled If both arms hit get extra attack Clawed feet can rake for extra d6 attack Unholy leap extra d3" (d3x3 metres) Unholy speed can run extra d6" speed March of dead -d6 slower bur never tire while marching Extra 2d6" move if fleeing holy symbols or fire Clawed feet can grip and walk up walls Ignores terrain with bounding gait Prehensile feet can hold tools, weapons, grapple or swing Extra set of legs or fused into a single leg Fangs d3 can drink blood of victim and hold on once bitten Huge jaws d6 extra attack Scream three per day causes morale test to all who hear Prehensile toungue with teeth on end a yard (mete) long d6 extra attack Paralysis poison extra bite attack d3 Mouth inside mouth can reach foes in melee range for extra attack d6 Head splits open revealing huge maw d8 extra close attack Foul spittle can blind foe with hit as missile, -2 victime to hit (-10) per spittle Bite inflicts target with horrible necrotic disease extra d8 if fail save Venomous bite target begins to die 1hp per round if fail save Bite makes victim latent undead, turn to zombie on death Huge armoured helmet like skull +2AC Burning skull d4 extra to any bite or headbutt, provides light Huge Horn extra attach d6 Horns extra two attacks d4 each Flickering blue light aurora around head visible for miles when angry Peeling skin stretched over skull is malleable and can change appearance Head can survive decapitation and be reattached Crystalline skull +1 INT Obsidian skull, Immune to life draining or negative energy attacks Skull stores trapped personalities of people eaten Needs no air Needs no food Heal 1hp per HD of creature drained of blood Reanimates over time, even hacked up parts reassemble over time Hibernate for hundreds of years Half damage from electricity Immune to cold Immune to disease Immune to all poison Radiates cold, cover items with frost on touch Telepathy with undead 9" Gain knowledge of languages and trivia from brains eaten Can extract useful information from eating brains Psionic fear aurora 3" radius vs 4HD or less Hypnosis vs 1HD or less beings within 1" Resistant to fear Needs no sleep Life leech drain 1hp per day per person within 1" till healed Detect undead 12" Immune to aging FILENAME: EMO_OSR_Beastmen.ipt Header: Troubles with Beastmen Beastmen in my D&D game replaced lots of monsters and easily add flavour to any cult or environment. They have improved my game a lot. I changed the class name to abhuman as some people wanted to play rock men, tree men, or ice men, so the basic class worked for that. Later I discovered that beastmen make good orcs and barbarians too, possibly cave men or wild men. I've also been reskinning halflings as smaller types of beastmen. Gammaworld did a great job with beast men; it's amazing D&D has taken so long to catch up. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/09/of-bunnies-and-badgers-troubles-with.html elfmaidsandoctopi.blogspot.com/2017/09/lions-and-antmen-oh-my-troubles-with.html elfmaidsandoctopi.blogspot.com/2017/09/wet-wild-troubles-with-beastmen-3.html elfmaidsandoctopi.blogspot.com/2017/12/beastmen-again-4-underland-races.html
prompt: Show me: {Beastman List|Describe All In Region|Trouble By Type And Number|Random Troubles Of One Type} Beastman List prompt: Type: {Common|Highland|Aquatic|Underland} Common prompt: Number: {1|2|3|4|5|6|7|8|9|10|11|12} 1 use: common/nbos/Tools.ipt table: Start {region=='{$prompt2}'}{r1=='[{prompt2} >> left 1]'}& {choice=='[{$prompt1} >> replace / /\/]'}& [when]{choice}=BeastmanList& [do]{hdr=='Beastman List'}{extra=='\n\nTo get details on all beastmen in a region, pick the region under "Show me:" and choose Detail "Describe All".\n\nTo get a list of troubles for a specific beastman type, choose a region, then "Specify Type and Troubles, and finally use "Num." (below) to designate the type.'}& [else]{choice2=='[@GetInitials with {$prompt1}]'}[#{choice2} DoPrompt2]& [end]& [when]{rep}>1[do]{hdr==''}[end]& [when]{hdr}[do]{hdr}{extra}
[end]& [@{choice}] table: DoPrompt2 type: dictionary DAIR:{hdr=='{prompt1} - {prompt2}'} TBTAN:{beast=='[#{prompt3} {region}Beastmen]'} RTOOT:{beast=='[@{region}Beastmen]'} table: DescribeAllInRegion [#{r1}{rep} DetailDesc] table: TroubleByTypeAndNumber [when]{rep}=1[do][#{r1}{prompt3} DetailDesc]
\nTroubles:\n\n[end]& [@{beast}Troubles] table: RandomTroublesOfOneType ({beast})\n[@{beast}Troubles] table: DetailDesc type: dictionary default: \z C1:Rabbitmen\n\nCommonly known as lepus, rabbitmen are utter bastards. It is best not to laugh at them. Having seen what humans do to their tiny kin they do the same to humans. They delight in capturing humans, torturing them and skinning them alive. They also hate dogs and delight in killing hunters' dogs and leaving them skinned and hung up for all to see. Though they do same to foxes which people don't mind so much.\n\nThey live for spite yet seem detached when going about their murder sprees. They live in burrows with their diminutive children who, though only kobold-sized, sometimes get up to mischief in peoples' gardens or hunt dogs with tiny bows. People who chase these rabbitlings might find at the end of their chace a big brother bunny who will horribly kill everyone.\n\nRabbits use stealth and teamwork, often attacking from two directions and luring enemies into ambush. They are effective skirmishers and use hidden tunnels. They are not very magical but some say they have druids. They have a pantheon of rabbit gods including a trickster, the Black Rabbit (death), the Blood Goddess, Great Mother Bunny and more.\n\nAll rabbits are good at digging and jumping but some are very acrobatic and good at wisecracks and trap making.\n\nHaremen are kin but more loners who don't dig. They are horrible bastards who even rabbitmen don't like.\n\nGood rabbitfolk to live in hidden woodlands far from man and tend to look more adorable and wear more clothing but their children might be mischievous. C2:Goatmen\n\nGoatmen are savage lusty brutes frequently serving demons and chaos. They often serve witches and can be heard bleating and drumming in the woods by the full moon. They are notorious kidnappers and rapists, preferring to sacrifice victims at a ritual. They often guard and dwell in cursed places where witch cults thrived in the past.\n\nThe like to leave scents where they go and urinate everywhere, vandalizing goods. This makes it easy to track them.\n\nGoatmen are very good climbers and sometimes you can hear them on the roof at night; they shit down chimneys for a laugh. They thrive in mountains that man find impenetrable. When chased, they like to lead pursuers through obstacles they easily climb or leap over but humans cannot.\n\nSome goatmen are wizards or priests and they readily serve wicked humans who will lead them to victory. Occasionally a promising kid develops sorcery powers at a young age and adults form a cult around the child. However, the chosen kid typically finds this stifling and longs to interact with humans and cause its own mischief.\n\nGoatmen have formed terrible armies and laid waste to regions.\n\nGood goatmen are more druidic and worship earth and storm cults tending to hide in woodlands. C3:Lizardmen\n\nLizardmen are an old race with many different forms; many are peaceful and live in isolated places. Marine iguana ones live close to coasts and even sail ships. Some like caves or jungles and deserts and some are more draconic or dinosaur-like or serpentine.\n\nIn ages past their powerful kings were slavers of humanity and some of those kings were wizards and even vampires. Their lost islands and deep caves might have remains of advanced civilizations kin to dinosaurs that used those beasts as domestic animals. Others used giant komodo dragons or other prehistoric lizards or reticulated pythons as pets.\n\nLonging for their glory days, some of the more degenerate lizardmen seek strong leaders; this makes them easy for sepernt men or cultists to manipulate. \n\nMutations among them have had plenty of time to develop. Notable mutants include small albino cave dwellers, a midget fast-running skirmisher caste, lizardmen that ski on their tails in the snow, gigantic fighting breeds, ones with pterodactyl gliding wings, amphibious versions and more. Most lizard men can hold their breath for ten minutes and swim faster than humans silently but some breeds can hold their breath for an hour.\n\nThe nicer sort are vegetarian but most lizardmen eat anyone. C4:Snakemen\n\nThese ancient beastmen are machiavellian and domineering, always up to schemes to restore reptilian supremacy. Snakemen propose an order with themselves on top -- mammals to them are hideous and only good for eating, preferably when young.\n\nHidden arks across the world hold slumbering serpent men in hiding from the fall of their empire. Their magical slumbering chambers are designed to outlast the ages, but the time for them to rise again keeps being put off.\n\nEvery few hundred years a single scout is revived to assess if the time is right. These scouts are frequently spell casters, and even when a member of the soldier caste is awakened he uses arcane weapons provided by wizards. So far the sleep machines have always said no when the scouts report back, and most scouts go mad at the thought of failure and being alone.\n\nSnakemen hybrids, humans, and cults are more prolific than the actual race. Often snakemen use these other races (and lizard men) as dupes lured by the promise of power.\n\nSnakemen often use human disguises using magic items or spells to dwell among man. They are geniuses and feign human emotions brilliantly.\n\nSome few snakement are kind and wise healers who teach men but they mostly hide now dealing only with specialty cults. Some of the good ones have jeweled beards or horns. C5:Badger Men\n\nThese fellows often live peacefully in burrows; some even cohabitate with other beast folk or dwarves under the roots of trees. But occasionally a large clan grows warlike and hostile, declaring men their enemies. As their numbers grow so do their appetites and competitiveness. Donning armour, shields, and spiked maces they wage war on man.\n\nThey use burrowing to advantage, entering homes and forts through the basements, and they are skilled stone and metal workers. They are of course expert night fighters and trackers. Some inhuman armies employ badger men as sappers and siege experts.\n\nBadger men are gruff, and intolerant of fools and hotheaded idiots. They respect the aged and will treat old humans marginally better. They respect dwarves more than men but see halflings as fools, delicious and soft. \n\nUnlike other beast men, they are willing to spare subordinate humans and tax them. They are also happy to round up human slaves and sell them to other races to depopulate the pesky humans.\n\nSometimes the violent ones who can't get their tribes interested in military dictatorships become mercenaries and exile themselves.\n\nWith plenty of food they can be content and useful neighbors, willing to trade and to fight troublemakers. Some even join adventurers.\n\nBadgers are not interested in wizardry but do have priests and druids. A badgerman sorcerer would be an outcast. C6:Pigmen\n\nThese are sometimes confused with orcs and sometimes even interbreed with orcs or humans, but their snouts give away their ancestry. Pigmen are typically red, black, piebald, or pink, and their tribes and villages contain mostly those of the same colour. A few settlements, especially the larger towns, include a mixture of breeds.\n\nThey live and dress much like men and compete for farmland, seeing themselves as more civilized than their wild boarmen cousins in the forest. Many are quite content farming and living village lives.\n\nAlas, those orc hybrid ones tend to be aggressive and even ride giant battle pigs. Some humans call these swine folk Porcs but they don't like this joke. So the hybrid ones tend to be dispossessed, aggressive and nomadic. They envy everything their soft cousins or man has and seek to take it.\n\nBut even the purebloods are not always quiet. Occasionally a quiet village of porkers feels put upon by humans' pressure and attacks. Or they may be swayed by a devil swine or a wizard or cultist to wage war.\n\nWhen enraged they will raid humans, stealing, smashing, and eating everything. Many think it is fair to eat humans who eat their stupid quadrupedal kin.\n\nHowever, if their evil influence can be dealt with, gifts of food can easily bring peace. Some bigger towns let pigmen browse their midden heaps for edible trash and this keeps them happy. But then someone sells a swineperson corpse as meat for humans who can't tell, provoking a man-pig war.\n\nBoth genders can be quite lusty, greedy and violent. If attacked or disturbed in their breeding pens they might eat their children and blame the deaths on their enemies, a situation that is hard to resolve.\n\nPigmen are so similar to man (though the breed faster) that they might have any occupation or alignment a human could.\n\nFew realize this, but pigmen are actually quite delicious. C7:Ratmen\n\nRatmen are common in cities, less so in towns, and only occasionally found in rural places. If there are sewers there are rat men. The rural ones are often less horrible and evil, such as the amiable river rat folk who act as traders with non humans.\n\nSome ratmen take to the sea on ships where they make able sailors, or more commonly, pirates. As merchants rat men are not well recieved.\n\nRatmen frequently hate humans and seek to exterminate them. Tired of living in the shadow of man they happily serve chaos and demons. They readily use disease, famine and alchemy as weapons. They make potions to pollute and poison as well as gunpowder. Deep under human cities they build their own labyrinths and occasionally erupt to destroy the works of man. Of course, as they do not make cities of their own, they depend on man too so these outbursts tend to be fail. This leads to more jealousy and spite.\n\nTheir desire to do all things man shuns also leads to problems, and the demon cults they worship don't always pay off what was put in.\n\nWererats mix freely among them and act as their agents but most are too human to be really included in the ratmen world and will be destroyed eventually like man. Normal rats, foot-long giant rats and bear-like gargantuan rats are welcome in their world and they resent the supernatural thrall wererats hold over their kin.\n\nHuman rat cults abound still and serve their purpose especially in the criminal classes, slums, and underground sweatshops. Occasional ratman hybrids must hide from humanity and are second class among rats.\n\nRatmen practice any magic they can but druidry is mostly used by country rats. Elemental powers are not used by city rats and most hate fire. This magic use has resulted in many mutations, including terrible ten-headed ratking wizards, bands of brothers with fused tails who share life force, and even rare vampire ratmen.\n\nRatmen tend to specialize by fur color. Their Plaguebearer cultists are black, those of fighting creeds are grey, and the brown ones specialize in subterfuge. White rat alchemists are rare, working in their labs inside rat cities and often using prisoners as test subjects. \n\nRat towns are very 3D, denser and much more dangerous than most human settlements. Here, fire causes mass panics as do floods. Ratladies will always flee to save their children from disaster at the first sign of trouble.\n\nTheir smaller cousins, mousemen, are not as malicious; these are abused and enslaved by rats and even eaten by them. Mousemen in rural areas are less desperate but sometimes they reach plague proportions.\n\nRatmen copy human tech but mostly steal or find what they need. C8:Frogmen\n\nFrogmen are not always evil -- many live idyllic lives in rural areas -- but when other races (including humans or fishmen or reptile men) have encroached on them they have called on chaos out of desperation. Perhaps it is easy to claim underdog status and victimhood after losing so many times; many other amphibian races have fallen and nobody remembers them now.\n\nFrogmen require water, so they still thrive in swamps and tropics where humans have yet to dominate. In the Barrony, they proliferate in the sewers and drains of Shadelport where they constantly wage war on fishmen and ratmen to survive. In the Hellbogs, they worship the great evil swamp spirit and it has made them a mighty race indeed.\n\nFrogmen come in many colours and patterns and sizes. The first beings to have voices, they sing a lot at night. As amphibians, frogmen do have some edges over their enemies, and they are good ambush predators and night fighters. Leaping is of course a special skill and frogmen use it when planning escapes and ambushes.\n\nBeing less warlike, frogmen often end up as food for other races, but some varieties secrete poison, blinding venom and hallucinogens. At least one kind can make finger bones pierce their finger tips as claws. Some have sharp teeth. Others have superior climbing prowess and some mountain frogmen can survive being frozen every year. Some, if they eat poison, can vomit up their stomache and clean it by hand, then swallow it again.\n\nFrogmen like magic especially elemental water magic. There is no type of magic frogmen somewhere will not try if it gives them an edge.\n\nFrogmen tribes can quickly recuperate from massive losses. Some carry their eggs on their backs and one breed gestates eggs in its stomachs.\n\nFrogmen will eat anything almost up to their own size and halflings are a special treat. Dwarves are less tasty.\n\nThe great frog gods are many and the frog god Slaani of chaos have dominated the primal pool of chaos as they did when they first colonised the land.\n\nFroglings are smaller breeds and croakers are larger over seven footers who easily eat a whole human. C9:Batmen\n\nPeople don't realize how many millions of batmen dwell beneath the earth in huge colonies squirming up close. One day they will swarm up and eat everyone.\n\nAt night they still surface but restrain themselves in fear man will destroy them. They also creep into the sewers but keep away from contact with man, waiting until the time is right and they can blot out the sun forever and eat everybody, even their past allies.\n\nMost batmen cannot fly but can climb and like to hang from ceilings and branches to sleep. Some do have wings but these varieties tend to not use weapons. Flightless batmen use climbing and leaping prowess and also make hair ropes for swinging and rappelling.\n\nCertain flightless small batmen or batlings ride giant bats. Some mistake these for goblins, who also are batriders. Batmen breed a type of large bipedal flightless bat with huge jaws and claws for use as hunting dogs (if small) or mounts (if large). \n\nBats use any magic and never forgot many vile rituals and disgusting rites. Under the earth they build step pyramids where they perform bloody sacrifices to feed their goddess or she will devour the universe. Some batfolk of aristocratic bloodlines of the great vampire bat goddess are also blood drinkers, the most savage and evil of them all.\n\nBatmen became one of the ruling monster races of the olden times for their savagery against the previous insect and worm races, the only mammals in the Monster Empire.\n\nThey often blind their captives and slaves.\n\nHybrid batfolk cultists are rare and very secretive.\n\nSome degenerate batmen have lost contact with their race and are mere savages now. C10:Weaselmen\n\nWhile attractive and cute to some, weaselmen are savage bloodthirsty fearless maniacs who kill beings many times their own size. Weaselmen kill more than they need and store corpses in the snow.\n\nThey like to wrestle with their muscular snakelike bodies, usually biting or stabbing the victim in the base of the skull but sometimes just holding on and chewing through the victim. Many are berserkers. If in trouble they can shoot a stinking musk once a day.\n\nThey attack so fast many don't see them coming thus they are popular to hire as thugs, killers and enforcers. Many work with organised crime, but cults find them too unstable and impulsive. Their killer rep has some employed in the city sewers where they murder ratmen and they don't even care about the pay. They eat half their body weight in meat a day which gets expensive so murder is preferred.\n\nMost races think of weaselmen as bad luck but they are also fearsome monster slayers. They can also be quite fun and love to dance (sometimes they use this dance to hypnotise and confuse victims). While they can be friendly and entertaining they are very hyper and quick to kill anything that moves.\n\nWeaselmen are kin to stoatmen, ferretmen, pinemartinmen, minkmen and other savage rodentlike killers. Rabbitmen are common enemies.\n\nMostly they dwell alone, and mothers caring for their young will try to hide them from their horrible lewd fathers.\n\nMostly weaselmen are chaotic, and uncivilized wild ones are frequently evil.\n\nThey mostly don't have the attentions span for magic and often prefer short stabbing weapons or crossbows or darts. C11:Dogmen\n\nDogs are loyal, obedient and mans best friend? Local dogmen do not seem to have these qualities. They are more like feral street mutts or the wild packs in the forest that bring down lions and bears by sheet weight of numbers. \n\nThey have a love hate relation to man, and copy human technology and dress. But some slavers castrate their dogmen servants and the dogs bear a seething resentment for this. Many dogmen castrate their human slaves as a form of revenge. Many dogmen are bandits. Dogmen are generally quite lawful but their banditry is seen as legitimate warfare on man. \n\nDogmen vary in size from smaller doglings to mountain-dwelling seven-foot tall savage dogmen who are always hungry. They often divide themselves into pure bloodlines like poodlemen, greyhoundmen, wolfhoundmen, mastiffmen. On the other hand, some packs are mongrels with members varying in size. such packs use the advantages of all to great effect; while a big dog attacks your front a terrier man will run between your legs and stab you in the genitals or ankle. Dogmen prefer to work in a group and that group might be even non-dog. They may operate in huge packs of 200 or more to destroy a particular enemy. \n\nDogmen are expert trackers and can know much about a human without a word being spoken. Sniffing each others' butts and submissive body language to superiors is a part of their hierarchical code. Dogmen like to sniff for scents and tag areas with their own, using the hidden scent language of animals. Humans find this disgusting. \n\nMany, usually black-coated, have come to be indoctrinated by chaos or devil cults. Cults enjoy their fanaticism and loyalty; ancient dogmen cults teach that man was unfaithful first, citing some great betrayal after the monster empire fell. Dogmen did help man revolt from the monster empire and hate many of the other beastmen races. \n\nMongrel and feral dogmen tribe speak a simplistic language, while the black poodlemen minions of devilcults speak the finest courtly language and recite poetry. \n\nThey love to bury treasure and caches. \n\nDogmen are not great magicians but they have same posibilities as man. \n\nSome dogmen have been raised since pups or recruited by men and form lifelong friendships. Sometimes someone convinces whole dogmen tribes to be friends and once this friendship is given, it is long lasting. \n\nDogmen kingdoms have been found in isolated places and have reached civilization equivalent to man. C12:Catmen\n\nCatmen are often seen in the city or the woodlands. They are renowned as lazy, vain and luxury loving. \n\nThe city ones are effete dandies who act like nobility even if they are homeless streetpunks, but the wild ones are savage hunters. \n\nMany are loners but many follow a queen who leads a large extended family and has several lovers as satellite clan members. While some are friendly, especially if it gets them a cushy well-fed job, some are more bitter and twisted. \n\nMany races do not trust catment, which is sometimes unfair. The do have a sadistic streak, toying with their prey and loved ones. Some do serve cults and witches; the trouble is telling which ones. Many suspect the black ones are thieves and witch pets but this tends to outrage most cats. \n\nMany catmen, if not outright evil, are assassins for hire, duelists or thieves or conmen. They quite like crossbows and fencing foils and sabres over heavy swords and also like knives and darts and pistol. Others, called hellcats, serve devils and recruit friends to evil and temptation and corruption which earns the rewards in hell. \n\nCatmen are flexible in morality and telling their alignment is tricky. Many do have a code of honour but that might not include humans. Of all beastmen catmen enjoy murder the most and many daily go into the sewers to kill a fishman or ratman. \n\nCats in the wild are more unpredictable and wear less clothing. Some are charming bumpkins others cruel bandits. Country cats like staves, spears, javelins and slings. \n\nThe cat goddess is portrayed as a luxury and love goddess but she is also a war goddess. \n\nCatman can learn any magic but druidry is the least common.\n H1:Bullmen\n\nAlso known as minotaurs - don't call them lesser minotaurs or cowmen! - bullmen come in varieties including shaggy red long hairs, gigantic black aurochmen, shaggy yakmen, mighty oxmen, grey humped, piebald, white, grey, brown and many other regional types.\n\nThough not necessarily evil, bullmen have waged war with humanity since the stone age and find humans' lack of respect for their divinity disappointing. In some tribes like Aurochs, males and females are equally aggressive and work together to destroy enemies or anything slightly a threat to their calves.\n\nSome bullmen are vegetarian, but many are flesh eaters just to horrify their enemies. Violent and unstable males are driven away from tribes and these are the ones mostly encountered and behave as monsters. Bullmen have an association with labyrinths and those driven away happily dwell in dungeon complexes to eat humanoids and find treasure.\n\nSome lone males break this mould and join humans as bodyguards for kings, gladiators or cult champions. Some even become labourers, sailors and more.\n\nAncient cults often employed them and even created them. Humans quite like to enslave them but controlling them unwillingly is hard work and as their desires are fairly simple, they could just as easily be hired.\n\nCows are less into adventure and more hedonistic, enjoying caring for children and drinking beer, but they do make good nannies. H2:Lionmen\n\nProud, ancient beastmen, lionmen consider humans their inferiors. They dwell in tribes in many lands, some with manes, some in various local colour schemes. Lionmen tribes often dominate a valley or a region as the apex predator.\n\nLionmen hunt by night or day and often eat their prey. Their women are just as dangerous and tend to use teamwork better when hunting inferior species. The smell and roar of lion men disturbs animals and people from a distance. Lionfolk will track enemies for a long time and bear grudges furiously, though they can be placated and compromised with with wealth and just a few deaths.\n\nAs lionmen prefer a harem and only tolerate a few male friends many lone lionmen leave for adventure and try new things. Some loners prefer to hunt humans. Others have been employed by kings and cults.\n\nLionmen tend to limit their numbers by the amount of prey and regulate breeding, but those fallen to chaos and war against man have no such qualms. These raid, drink blood, and eat gore, spreading terror to make man remember who is the master.\n\nLionmen dislike magic but have some priests, shamen and druids. H3:Eaglemen\n\nEaglemen are apex predatory dwellers of the mountains with a noble lineage and service to cosmic law going back aeons. They are proud, honourable, grumpy, and easily enraged.\n\nSome varieties are winged. These grab troublemakers and drop them of precipices. Others like to charge and make flying leaps. If Eaglemen capture enemies they are quite happy to decapitate them and explode their rib cages and hang them high as a lesson for evil doers.\n\nEaglemen are sharp-eyed hunters who can see the wicked committing a sin or impure deed from miles away. When they come from their lofty mountain aeries they cause all kinds of trouble judging the imperfect and killing everything not worthy of life.\n\nHumans mostly disgust them but some like paladins or champions of law might meet their approval. Many cults hold them sacred and even accept their judgements.\n\nEaglemen priests and paladins are the main magicians; they are suspicious of other types. H4:Apemen\n\nThese clever dangerous beastmen use human-level technology and dress, some using muskets and riding horses. That said, they generally dislike their naked human cousins. They hate being called monkeys and despise tails.\n\nApemen come in many tribes including orange-furred tree-dwelling wise orangmen, savage vegetarian warlord gorrillamen, the clever and curious chimpmen and other types like white-furred yetimen or albino caveapemen. Some tribes combine several types in a caste system utilizing their specialties.\n\nApes are very moral and don't like to kill apes, but humans, having betrayed their brothers long ago, are not included in this restriction. Occasionally an ape leader unites several tribes to wage war on humans and unleash hell.\n\nHumans do like apemen slaves and easily consider them second class. Occasionally such apes escape and teach their children that man is wicked. This of course has left apes with an even worse impression of humans.\n\nIn retaliation, apes keep human slaves and have bred mute stupid men who sometimes escape and now steal ape crops.\n\nApes also battle mutants and wizards who intrude their tribe lands; these they despise above all humans.\n\nMagic-wise, orangutans prefer priests, yetis prefer shamans, and chimps prefer wizards. Gorillas despise magic in all forms, living by the gun and sword. H5:Vulturemen\n\nIn ancient times, vulturemen were one of the ruling races, replacing earlier monster races that had degenerated and became weak. The vulturemen gained their power from eating others and became powerful wizards and demon priests.\n\nNecromancy was their chosen art and they began to weigh themselves down with jewelled robes and dark enchantments. Their favored ritual form is dance; with twisted sinuous jagged motions they perform their ancient rites. They once hoped to unmake the world through dance then devour the remains. It was their occult machinations that undid the monster empire and allowed man and the other races to rebel. After the age of man began it was the vultures' secret mastery of death magic that spawned the age of necromancer kings. \n\nToday vulturemen mostly hide in recluses, hoping to survive unnoticed by all the races which hate them. A small number have reformed and perform funerary rites where it is too cold to bury the dead and corpses do not rot. Here they ceremonially eat the dead in monastic rituals.\n\nMost are still utterly despicable and delusional that they still are a power in the world. The most crazed sit on their mountain thrones, alone, wondering where are the servants who should be bringing feasts and sacrifices and exotic tributes and more bejewelled robes.\n\nMost vulturemen are wizards or priests but some degenerates are savage warriors.\n\nThere are different breeds, even a breed of gore-loving storkmen who live just like vulturemen. H6:Antmen\n\nAntmen are ancient stock and were the foot soldiers of the great insect empire long ago befor other races plotted their downfall and began to eat them. Antlions, fungus, and creatures that fooled and exploited the ants' chemical responses to enslave them all added up to a decline in numbers.\n\nEven today if humans see even giant ants or antmen they panic and seek to destroy them. Rumours that antmen mine gold has not helped them either. As their old success was turned against them, queens now keep their expansions more modest. Antmen in their great nests in isolated places fare better.\n\nAntmen certainly are not all evil, but they might be unconcerned about their effects on other life. Most antment try to avoid humans but others hate them with fanaticism. The fanatics tend not to survive but while they live they make all antfolk look bad.\n\nIn any case, it isn't the soldiers you should worry about; their workers rerouting a river through your town or undermining your fort so it falls in a sinkhole are a bigger problem.\n\nMany kinds and specialties exist. Some grow fungus crops using plant material underground. Some spit venom, sting, leap, fly, keep slaves and many other abilities. Ants are not famous for magic but priest and druidry are the most common. Ants usually have warriors, workers and royal breeders.\n\nAntfolk are effective at military activity and respected for it. Many act as mercenaries. Antmen are effective traders and tool users, which most don't expect.\n\nAnts can be dealt with but their alien nature makes this hard.\n\nMost antfolk are matriarchal. H7:Molemen\n\nThis race normally goes unnoticed by surface dwellers. Molemen are hideous and have huge claws which tends to make humans react badly. Mostly they eat bugs and roots and farm fungus in peace.\n\nThey are disliked by gardeners and farmers for damaging their fields but they do eat giant worms which can be an otherwise grow bigger and become a menace. Their spittle paralyses the worms, which they store in their burrows in large amounts.\n\nThey make excellent miners and can work with farmers. Sometimes they burrow into dungeons and might even work together to occupy a section. Molemen burrows may be crude but some are quite civilized with carpets, doors, furniture, stoves and other comforts they trade for.\n\nMany subterranean races use them as slaves for mining or farming mushrooms. They can only be pushed so far however and will revolt. When not slaves they tend to be loners, and will fight each other over territory.\n\nSome moles are bitter and angry over past mistreatments and are full of hate. Others can be quite jolly and even share burrows with gnomes and dwarves.\n\nTheir fur is prized but their flesh tastes vile.\n\nA smaller breed known as molelings also exists; these are more meek. H8:Beetlemen\n\nBeetlemen come in many tribes like rhino beetle, scissors beetle, bombardier beetle, tiger beetle, water beetle, wood beetle and many many more. Some have horns, wings, chemical emitting glands, legs for jumping and other specializations for their type. Some types use magic and are quite civilized others are brutish barbarians. Some are careful tacticians others are aggressive flesh eaters with no restraint.\n\nIn the past the insect faction of monster races were powerful and beetlemen armies covered the earth. But their kind fell to intrigue of arachnids and bats and others who used them as slaves or food.\n\nBeetlemen dwell in the darkness eating fungus, rotten wood and discarded carrion. Mostly they are content to hide from people and live and breed and fight among their own kind. They often live in caves or woods or swamps outside of human lands but may be exhorted to attack man. In these cases, different tribes may work together to swarm and overwhelm human territory.\n\nUnited by the insect gods they seek mostly food but in the long term breeding and repopulating are their main goals. Some build nests or burrows, even under human settlements. Some ride or use other giant bugs as farm animals or mounts.\n\nBeetlemen are more uncaring and hungry than evil. H9:Horsemen\n\nWhile many humans think fondly of horses as workers or vehichles or war machines, horsefolk do not return the affection. To them, humans are cruel overlords and taskmasters who enslaved them in an act of treachery after the monster empire fell.\n\nHorsefolk clans occasionally decide it is time to raid humans and liberate their dumb cousins from mankind's cruelty. Some horsefolk, especially the settled farmers, use human slave labour. Horsemen especially like to belittle human genitalia as puny and weak.\n\nIn order to be more fearsome, some have bred with nightmares and serve lords of evil on earth and in the netherworld.\n\nA few horsefolk have proven friends to humans, but trouble starts when they witness a normal horse being beaten or overworked or endangered. Some even live among humans, often working as labourers, but away from their own kind many resort to drug abuse and depression, going on wild benders for days then feeling guilty for weeks.\n\nHorsefolk come in many colours not found in normal horses and many enjoy tattoos and alcohol. They are mostly nomadic with rich traditions of shamen story tellers.\n\nMost horsemen prefer divine and druid magic. H10:Wolfmen\n\nWolfmen are hated and feared by humans and even by many other beastmen. They are not all wicked - some are druids - but they tend to be confused with werewolves. Wolfmen in fact tend to hate werewolves and think of them as inferior.\n\nThey do tend to be warlike and some are bloodthirsty maniacs who worship demons. Also, being driven to the fringes of extinction has left many bitter and willing to serve warlords.\n\nSome have been known to accept men as brothers and fight together. The men of the north in particular see them as equals and often accept them into their sea raiding war bands.\n\nWolfmen have made a return and have been seen more often but are not usually welcome in civilization. Deep in the wilderness, wolf folk may be quite civilized, working metal, wearing clothes and living like men, but these wolf folk are rarely seen.\n\nThe civilized ones don't talk about it, but wolfmen enjoy the taste of elf or man flesh. Halflings are sweet and fatty and a special treat. They think dwarfs taste terrible.\n\nMany wolfmen are famous berserkers and some are priests of bestial and demon gods but some even learn sorcery or are warlocks.\n\n H11:Centipedemen\n\nThese horrors served the great worm god in the dark times aeons past. They have long antenna, often poison fangs chitinous armour plate. They have a nasty temperament and only respect might.\n\nCentipedemen often live underground and in burrows, usually in tight spaces crowded together. They typically live with giant versions of their centipede kin.\n\nThey like exotic martial art and flail weapons, and delight in eating those they kill. But they are easily distracted by food and will stop to snack on those they kill instead of chasing survivors.\n\nThey have excellent teamwork, fighting in unison, as if each were a segment of a single giant centipede. Some are smarter and more disciplined and become the "head" of such formations. They execute perfect formations, leaning toward fighting phalanxes. Interestingly, they excel at synchronized dancing, which to them is the same as fighting formations. They dislike being alone.\n\nCentipedemen dislike light and will seek darkness by choice. They can hunt by scent and ground vibrations alone in the darkness.\n\nMany chaos cults enjoy using them as warriors.\n\nSome centipedemen are priests and sorcerers, while others prefer to learn exotic skills and fighting styles. H12:Crowmen\n\nThese cunning bird men have a bad reputation not always deserved. Some do serve evil gods, eat carrion and enjoy wicked deeds, but many are merely mischievous.\n\nCrowmen are not into professional militarism but make excellent thieves, monks and magicians of all types. Their natural cunning and craftiness combined with their self discipline make them very crafty.\n\nPeople are suspicious of crows but don't hate them or wish them dead. Crows have even adopted human orphans but tend to teach them questionable life skills and magic.\n\nOccasional crow tricksters have helped heroes and defeated monsters. Of note, in ancient times many crows served the gods of darkness but most turned on their masters, helping turn the tide on evil. In particular they helped finish off the minions and machinations of the worm god. Crows enjoy abusing their enemies and are masters of slander.\n\nCrow bards have lampooned many important people and have a reputation for troublemaking. Crow wizards and adventurers sometimes meddle with forbidden relics and things best left forgotten out of curiosity. By contrast, crow orders of warrior monks are quite serious and may teach martial arts to humans they deem worthy.\n\nCrowmen do like shiny gewgaws and nicknacks, and some are very tempted to borrow them without permission. A1:Fishmen\n\nFishmen were once unheard of and forgotten, though long ago they were one of the great powers that enslaved the world. When their slaves turned on them, they fled to the depths of the oceans and deep cavern lakes where humans could not find them.\n\nWhen adventurers began looting old tombs and haunted caves many found artwork depicting fish folk and some even found settlements in great subterranean complexes. A curiosity at first, it took scholars a while to realise that the degenerate fishmen and these ruins were connected. Since then, fishman cults in cities and coastal villages have been exposed common people now know to fear them.\n\nFishmen vary from savage mutated degenerates to sophisticated urban peoples. The sophisticated ones use any magic type, having their own schools and sciences. Even fish folk monks have been observed.\n\nFishmen often use nets and man catchers and do their best to capture humans for their spawning pits or to keep as cattle. As great rulers of the past they have many other sea races as slaves and specialist vassal troops. They are notorious as producing the most hybrids of any beastfolk type\n\nFishfolk have been engaged in a breeding program and have been colonising shallows, rivers and swamps. They tempt human cultists with gold and lost forbidden magic in return for wives. Kidnappings on city docks have been increasing, and shiploads of hybrid pirates have appeared. Underwater races report a great war being fought in the depths. While some wonder how deep the corruption of the fish is in government, others worry their slimy legions will soon arise to re enslave human kind. A2:Eelmen\n\nThese horrible greedy slimy horrors served the fishmen in the past but now are independent. Famous for piracy, eelmen are too eager to eat people to bother hybridising with anyone as the fish folk do.\n\nEelmen are found near the sea, swamps, ponds and caves. They regularly migrate especially in the wet season and their arrival often causes problems. They feel uncomfortable away from water which can limit them. They often rampage in the rainy season, venturing further than normal and finding new wetlands they can settle.\n\nNot a highly magical folk they prefer skills of swashbucklers, sailors and bandits. Some serve demons in cults but most just want food and gold.\n\nSome eelmen have joined human pirates and river bandits; they seem to get along with murderers and criminals. At least with eelmen you know they don't make subtle schemes or bother with cults much.\n\nA few have joined regular ship crews and - other than being a bit violent and carnivorous - make excellent sailors. Some are excellent at scrimshaw, ropemaking and boatbuilding. Some even just live as fishermen and trade.\n\nFor monsters they always seem happy, and gifts of meat can make them listen to strangers. A3:Gullmen\n\nGullfolk exist with varying markings, feet/beak colourings and sizes. The very small ones are known as gullings; these tend to live in cliffside holes and are more shy of bigger races.\n\nMost gullmen cannot fly but they are good at swimming and make excellent sailors. They are prone to greed and squabbles but they perform well as ship crew.\n\nMost gullmen are friendly, if a bit greedy, and usually they're peaceful, fleeing from trouble, unless fighting over food or loot. They are very gregarious and a group talking will seem like a screaming match to humans.\n\nMost are happy as sailors, fishermen or rambling beachcombers. Some enjoy piracy, smuggling, treasure hunting or being wreckers. Generally humans don't quite trust them but unlike many beastmen most gullmen do not relish murder. \n\nMany gullman myths are about tribal squabbles and how some treasure was scattered across the world.\n\nGullfolk remain neutral on man's war with fishmen and are willing to trade with both.\n\nSome gullmen are priests of the sea and weather gods, but esoteric magic is a bit too much effort for them. A4:Lampreymen\n\nThese disgusting bloodsuckers are able to live in salt or fresh water, even infesting caves. Of all the ancient evil sea folk lampreymen are among the worst. They often serve cults and demons and are the most bloodthirsty of all the races of the deep. Even their former masters the fishmen are wary.\n\nMost lampreymen are savage nomads who move on as they depopulate all life big enough to support them. Some are more civilized and have worked out the right balance of slaves and human cattle to remain in urban centres. Some of these urban sites are very ancient and even have sleeping ancient evils beneath the temples. Such advanced lampreys use a variety of magic while the nomads mostly have priests and shaman.\n\nLampreys keep prisoners for months, force-feeding them to keep them alive in underwater caves. Sometimes they drug their victims or force alcohol on them which the lampreys enjoy drinking more.\n\nTheir toothed sucking maw is hideous and their jawless voices shape human words with difficulty. Several times lampreymen have plagued an area or colonised a dam. They are universally despised and other horrible beastmen might be your allies when hunting them. The best way to overcome lampreyfolk is to catch a female and use her pherenomes to attract males into traps and ambushes.\n\nThere are no stories of sympathetic or nice lampreys.\n\nLamprey hybrids are sad creatures, but lampreymen use them to build their populations up from the periodic slaughters they suffer.\n\nSome say their high priests are actually immortal undead vampires. A5:Sealionmen\n\nThis breed is very diverse in markings and sizes. The smallest sealfolk are sealings and are pretty harmless and mostly live for food and comfort. The hugest are more ogre-sized and tend to not respect humans. Most are brown or black or spotted.\n\nSealionmen can vary from fun-loving and sociable to mean and awful. Many live on coasts or islands where humans would not. Others live with humans as fishermen, sailors, pirates, pearl divers and ferrymen. Most people think well of them. City-dwelling sealionfolk are very gregarious and are often found in bars, music halls and on street corners where entertainers meet.\n\nThey are as smart as people but tend to get stressed and cry when they fail, which gets in the way of them fixing the problem. They hate most of the evil aquatic races and sided with humans in the great rebellion long ago against these tyrants. They are great explorers and easily gain access to marine caves and sunken treasure humans don't.\n\nThey tend to hate slavery and perform poorly if forced into service, easily breaking down into tears. But as workers, if they like their employers and are well-rewarded, they are cheerful and even fanatically loyal.\n\nSealionfolk are not huge users of magic, with a single priest in a herd, but there have been a few wizards. A6:Sharkmen\n\nKin of the fishmen and savage brutes, sharkmen have no allegiances except their stomachs. They have no interest in hybridising or conquest. Many are evil but they're more into eating anyone when they feel like it rather than any goal driven wickedness.\n\nSharkmen come in various sizes and colourings. Some sharklings are small and inoffensive. The largest are ogrish horrors who seem to always hunger for murder.\n\nMany sharkmen serve as marines, sailors, pirates and bouncers. They are mostly fearless and can smell blood from a great distance. Some craft weapons like clubs made with their own teeth for an edge.\n\nThey often serve others who do have plans but sharks only serve for money and often execute complex plans poorly. When sharkmen form bandit gangs or get a ship, people worry.\n\nSharkmen occasionally have seemingly helped by attacking a monster they enjoy eating, like a giant squid, but it's best not to hang around to express your gratitude.\n\nSharkmen have little interest in magic other than a few priests of the shark god. A7:Crabmen\n\nMost people find crabmen to be horrible at worst, and pitiful at best. Although they're possibly intelligent, their speech is poor to nonexistent, and their claw hands are limited.\n\nThere are various breeds of crabmen in many colours and shapes, some thin and elegant, others squat and powerful. Some are covered in algae, some wear giant anemones as defence, while hermit crabmen wear discarded shells of huge sea snails.\n\nSome island tribes manage to get along with crabmen and even swap slaves but these are rare. Some work as sailors, or dragging fishing nets, but many are bred as slaves for fighting contests. Some people even find them delicious. The fishmen of old used them as labourers and slave soldiers also. In the Orient, crab men slaves are big business and part of the fabric of life.\n\nCrabmen have resisted this for thousands of years and are hostile to both fishmen and humans. Some live free on craggy rock outcrops and reefs in the sea others build citadels and castles from sand and saliva. They generally prefer to live in caves or dig burrows.\n\nSome crabmen are committed to hating humans, and will fight to the death rather than risk becoming slaves. Some wear human hand necklaces and collect hands whenever possible for status.\n\nFree crabs in the city have a precarious life and live in crabtown ghettos\n\nCrabmen sometimes have a priest. They claim the world rests on the back of the crab god. A8:Turtlemen\n\nTurtlemen come in several varieties, some fully aquatic with flipper-like limbs, other more marshy river-dwellers with webbed fingers and toes. Some have very long necks and some are covered in marine growths which serve as camouflage. They come in various sizes and colours; the smallest turtlings are are fairly peaceful, while the largest are orge-sized and tend to be horrible snapping turtle-like creatures, living alone in ponds for hundreds of years. Tortisemen by contrast are more land-based and even live in deserts and are not so dependent on water.\n\nTurtlemen ave very ancient and long lived. They have seen the world change before them and don't care too much. They are reputed to be wise but many are crotchety and they get a bit snappy. They learn many types of magic and skills over their lifetimes. Their more advanced communities have wizard schools and temples to the great turtle gods.\n\nMany like to ambush birds and rob nests and eat fish but they also like berries, flowers and succulent cacti. When at sea, squid and jellyfish are favorites.\n\nThey are quite a bit more alert and faster than people give them credit for and quite a bit more aggressive too. Mostly they wage war on evil fish and squidmen and frogmen. Turtlefolk can be friendly to humans but they don't put up with abuse.\n\nThey find the craze for turtle soup very offensive, and some unscrupulous humans have sold soup on the streets with turtlefolk flesh. They're fine with mock turtle soup made with calf heads. A9:Lobstermen\n\nLobstermen are an ancient breed who served the fishmen as temple guards. They were held in high regard by the fish cult but were let loose when the ichthian empire crumbled.\n\nLobstermen come in various colours and markings and sizes. Some live in the deep and caves have long thin arms and are albino. Others have bioluminescent globes for communication and lures. They are close kin to crayfishmen and their smaller kin the shrimpfolk. They are very long lived and regard crabmen as inferiors.\n\nLobsterfolk judge each other by the quality of their whiskers and quality of their tails.\n\nThey practice hybridisation like the fishmen, producing some horrible half breeds.\n\nThey regard themselves as highly educated and superior. Unlike crabmen with clawed hands they often have finer manipulating hands which they will explain has made them more civilized. They have their own undersea temples and monasteries but some still serve the fishmen as mercenaries (rather than as obedient unquestioning servants from the days of yore).\n\nLobstermen are quite talkative and will explain their actions and purpose as they murder intruders of prey.\n\nThey may be any kind of spell user, with wizardry for the most civilized. A10:Puffinmen\n\nThese plump razorbilled seabird men live in large colonies and dig burrows. They mate for life and are very determined. Most humans cannot tell males from females, and in fact the puffins have total gender equality.\n\nPuffinlings are a smaller mostly harmless variety. Giant and ogre-size puffinmen exist but are rare. The larger man size breeds often are sailors and fishermen or even pirates. Some are whalers and seal hunters also.\n\nThey are not especially bloodthirsty but may be belligerent to humans on their islands. Some humans used to hunt them for food and rendered them for oil which has made puffins suspicious of man. The practice of making puffin oil has declined and there has been peace for the last few hundred years.\n\nBeing more serious and less impulsive than gullmen, they make better magicians, and some colonies are quite civilized. Some of their biggest colonies of Puffinland possibly number in the millions.\n\nPuffinmen are able traders and have merchant fleets of their own. They have gone to war and taken lands from humans who annoyed them, but in most cases were bribed away.\n\nAs they prefer cold climes where humans avoid they seldom compete.\n\nThey definitely hate fishmen and all their former evil minion races. A11:Ottermen\n\nOttermen are mostly thought of as adorable and playful scamps. They live in affectionate family groups and can be seen on lying on their backs in the water in groups. For many nonhumans this is a sight of horror -- ottermen eat all kinds of marine creatures and happily gang up on saltwater crocodiles or bigger prey.\n\nThe smallest otterlings are mostly harmless. Some of the giant ones act like boats for the smaller ones and are part of the family.\n\nOttermen are quite civilized, some are very fashionable and dandies. Many are swashbuckling freebooters for hire. Being skilled in water, sneaking and hiding has advantages in a ship crew. Charm has benefits too. They get on famously with humans often serving as boatmen, sailors, fishermen and smugglers. Many live by nefarious means and criminal trades but most are not into violence or murdering humans. \n\nFishmen and eelmen and oystermen are another story; these bring out their dark side of otterfolk.\n\nOtterkin and humans have swapped children and raised them as their own. For the river folk this old tradition cements the communities.\n\nMagic is not their forte, but they are smart enough and curious. A12:Squidmen\n\nSquidmen are slimy despicable thugs, devoted to worship of elder sea demon gods, black magic, slavery, drugs and murder. Cuttlefishmen are a related but less horrible breed and ammonites are an ancient warrior subset with hard pointed shell helmets. Nautilus are another related breed with spiral helps but they are more concerned with abstract thought and occult contemplation than conquest.\n\nSquidmen are interested in all magic and martial skills and consider all skills and actions to be worthy of occult philosophising.\n\nThey were allies and rivals of the fishmen but thought themselves closer to their gods. They consider the lord of the deep to be their god-priest-king and the mighty kraken demons are his bishops.\n\nOnce, titanic beasts served them and carried their armies across the world. They kept slaves and enjoyed dining on the cranial fluid of their humanoid slaves. Now their servitors have left them and they have to get their own disgusting hands dirty.\n\nThey dwell in the deep sea but have castles on reefs and rocky outcrops to spy on man. They employ hybrids to infiltrate and corrupt mankind, hoping to taint humans and breed the ape out of them, leaving only the pure divine squid. Often they will attempt to give occult lectures assuming humans will stop and listen to their wisdom, but humans usually are quick to hate and kill them.\n\nThey often fail through arrogance and assuming they are superior in all respects. The truth is they are dreadful failures who fell aeons ago but refuse to believe it yet. U1:Batmen\n\nHideous cave dwellers who mostly come out at night, batmen are feared by humans because in ancient times thew were conquerors and part of the great monster empire.\n\nMost batmen are black with some brown, or red for fruit bats and occasional white ghost bats. Many also gain mutations from their cults or the people they eat or the strange glowing cave lights of underland. The do have eyes, they just don't need or depend on them, but are handy to read non-engraved texts. They are impressive climbers and enjoy hanging upside down with their cohorts screeching madly.\n\nBatmen are usually flightless, with only some of the greater ones retaining the power of flight or at least gliding. They breed of flightless bat creatures for hunting pets and beasts of burden.\n\nBatmen have links to vampirism with some tribes eating blood and worshiping the vampire bat goddess one of the great underground evils. Her pyramids are found in jungles and hidden places from when her cult murdered thousands to appease her lust. Some batfolk go the next step and become supernatural undead vampires and not just blood drinkers. Many worship and mate with demons also and can be found populating the abyss.\n\nSome batmen are content eating bugs, and some more harmless ones only eat fruit, but they don't appear in nontropical areas.\n\nBatmen may be heard screeching, often to spread terror but also for echolocation.\n\nSailors have found islands where every mammal niche has been filled by bats.\n\nBatmen are poor at communicating with humans and very alien. U2:Spidermen\n\nNo detail was given for spidermen. U3:Newtmen\n\nNewtmen are a race of crested newts, at home near water and caves. They are black and grey spotted with crests on their heads down to tails.\n\nThey originated as a smaller race of halfnewts, or newtlings, that humans exploited as slaves and food was brought from the islands many centuries ago. Some of these escaped into drains and rivers and, left alone, have grown from improved diets into the human-sized race they are today. But some say there were subterranean tribes of full-sized newtmen aeons ago that have come from the depths. Whatever the case, newtmen are over being shy and are not pleased with humans' mistreatment of them.\n\nHighly industrious and willing to use their former slave skills, they can build underwater air-filled domes they can hide in close to humans in large numbers.\n\nPreferring elemental gods they are naturally friendly to water elementals but some have heretically turned to fire elementals and have given up their amphibian abilities to dwell in volcanic wastelands where humans won't go. They once had a misguided attempt to flood the world by melting all the ice but this was foiled.\n\nWhile many newts merely are wary of humans and happy to hide, others feel they must stop the spread of man. If they can cause a flood with their aquatic engineering skills they will before attacking.\n\nThe biggest threat from newts is their ability to retreat to where humans cannot go and breed huge numbers rapidly. Mostly they restrain their population for food reasons but war is something they are willing to be patient with.\n\nWaterways and wetlands are their prefered habitats so they prey on human there first. They can hide motionless for days and wait in water quite close without humans knowing.\n\nIn some few places, newts and humans have friendly relations and can be dealt with fairly for trade. Sometimes in a city you can find newts working on docks. U4:Axolotlmen\n\nThese exotic foreign relatives of newts and salamanders were brought over from a distant jungle land but some say they were also living in caves deep beneath the earth.\n\nAxolotlemen are black or gold or pink albinos. It's best not to confuse them with their kin as they are quite different in many ways - even their kin races think of them as immature and childish.\n\nThe main physical difference is the gills on the sides of their heads; they are more aquatic, even preferring to be fully immersed, but they will briefly go onland to raid for sacrifices. The truth is, they are crazed psychopathic cultists, spawn of their bloodthirsty storm and lake god who craves human hearts.\n\nWhen explorers first found their babies and took them home to be slaves they had no idea each one was inborn with fanatic hatred in service of their god. As soon as they are old enough to walk on land they begin to make flint knives, spears and macuahuitl war clubs. While the first who escaped went on killing sprees when mature, others, more isolated, built step pyramids and then went on raids to obtain sacrifices.\n\nAs axolotlmen have no redeeming features, most people live in fear of them, but some humans do eat them if they happen to kill them.\n\nOn the rare occasions they speak they claim to actually be a part of their god. U5:Salamandermen\n\nDreamy, quiet creatures with often bright piebald patches of colour, salamandermen are less aquatic than their newt or axolotl kin and rely on their toxic hallucinogenic skin. At home in deep caverns, swamps, or forests they are often well hidden and shy.\n\nThey are prone to spending time enjoying narcotics and in mystical trance states, dreaming of past lives and other worlds. Many make contact with strange powerson their astral travels, and many salamanders are practitioners of sorcery or wizardry or even priests of strange cults or druids. Some talk about otherworldly beings as personal acquaintances.\n\nSalamandermen enjoy discussing philosophy and often sit about in collective lairs taking narcotics or in meditation. As some are quite ancient they may have esoteric knowledge. Some human magicians might consult them. Salamandermen are not very materialistic or interested in either power or human affairs, but they might be motivated by new philosophies of planar alignments or cosmic or natural order.\n\nSome humans like to lick salamandermen but most find it a terrifying mind warping ordeal. Because of their narcotic filled flesh they are poor eating.\n\nSalamanders don't tend to bother humans much and try to avoid them. But some are found visiting strange places nobody expects, like giant cloud cities, exotic jungle ruins, in deep caves or black lotus dens. How they get there they don't explain. U6:Slugmen\n\nThese slimy primordial beings colonised the surface and built a civilization long before vertebrates. Now they prefer to have other races work for them and provide vice and entertainment and interesting food. They particularly enjoy watching more ambulant creatures fight and squabble.\n\nSlugmen are patient, but faster races have inspired them to position themselves among the wealthy merchant and ruling castes. They are canny merchants, traders and sometimes crimelords.\n\nThey let their infants run wild, but when they return older and able to speak older slugs adopt them into clans.\n\nAdult slugfolk select youth for attractiveness, colour or talent. Then the young are kept in clan pits under the watch of elderly slugs who are losing their vigor. Many youths don't survive the cruel tests adults impose, and when near adult they are apprenticed to a senior slug or made servants in a slug house-clan.\n\nAble slugs will be kept close to the clan leaders so that elders can steal the glory of competent underlings' achievements. Slug leaders like to move as little as possible, and surround themselves with luxury, becoming more obese. Underling slugs do the dirty work or oversee other-race slaves and gladiators or eunuch soldiers.\n\nSlugs have become increasingly cosmopolitan and their cities have more vassal races than slugs and they happily live in human cities.\n\nAquatic slugs even are more alien. The cities they have in the deeps are more slug-populated. Slugmen there tend to worship more horrible dark demon gods.\n\nToo much alcohol can be fatal to slugmen, but they love intoxication, so they rely on lotus resin, hash and poppies for everyday binges. They claim credit for many decadent human vices, as well as tea and spiced wine.\n\nSome slugfolk are hermaphrodites, some male or female and some change gender.\n\nHumans generally find slugs grotesque and corrupt and declare them enemies of man. U7:Wormmen\n\nWormmen come in many breeds. The most horrible ones are kin to parasitic worms such as tapeworms, heartworms, etc. Some are more segmented with semi-rigid scaly skin. Marine varieties also exist in fresh and salt water. Regardless, the ones that most frequently interact with humans are kin to the common earthworm.\n\nMost wormfolk are pink but they can be black, grey or brown depending on where they live. Most come from the great depths feeding on decayed matter washed into the underland by water. They cope with darkness and being smothered in earth quite well. \n\nAlthough wormfolk are humanoid, their eyes are barely visible. Their heads seem blank faced round fleshy sacks. When their mouths open from nowhere most onlookers are surprised. Some of the more horrible types have a single huge tooth or many; these can hang their whole body from their mouths while feeding.\n\nWormfolk frequently dwell in deep caves and often serve other races. They were once one of the great powers in the early days of the pre human monster empire but they were usurped and reduced to slaves and food mostly. Bat and Mole men are among their greatest tormentors.\n\nWorms hate the surface world, suffering severe agoraphobia, but they might raid the surface by night on an urgent mission or if requested by their masters.\n\nWorms are among the most alien of beastmen and their language is ancient and inexplicable. As they vary from horrible corpse eaters to peaceful wanderers by demeanor it can difficult to predict what any group will act like. Some worship demon elder worm gods of the underworld others worship a peaceful worm mother goddess.\n\nAs some worms are passive they make excellent baggage handlers in the underland but best not accidentally recruit the flesh eating chaos cult ones. U8:Moleratmen\n\nVery different from normal ratmen, these hairless beastmen with tiny eyes and huge teeth are strict matriarchs. The queen rat produces hormones that suppress other females from reproducing and rules with an iron paw.\n\nMoleratmen are very capable miners and can survive with much less oxygen than might be expected. Molerat lairs are often cramped crawlspaces low in oxygen which doesn't bother them but helps keeps out intruders.\n\nSometimes a colony expands into a dungeon and goes to war with the inhabitants till one side is exterminated. Often a pair will often escape and start the process again. Occasionally a young couple in love flee the tribe and start a new colony. Sometimes a member will swap colonies and this helps the bloodlines and spread culture and technology.\n\nMoleratmen regard reptilians as their main enemies. They don't tolerate normal ratmen and are less interested in filth, disease and garbage, so they don't get along with ratmen or their gods. They have their own rat goddesses which are mostly interested in molerat business.\n\nIn ancient times moleratmen were allied with batmen, and worked as sappers in their armies of bloody conquest. Some say there were moleratmen and batmen hybrids which were probably disgusting.\n\nMoleratfolk have no special hatred or grudges against human kind; in fact, they find humans more likable than many other humanoids. This feeling is not often reciprocated by humans. Mostly humans don't even realize moleratmen exist, but they find them repulsive and assume the worst when they discover a tribe under their feet.\n\nThey farm tubers and have little need of anything outside their lairs. They are willing to trade for food and some colonies swap metal nuggets and truffles for finished metal goods like weapons. Trading with humans has proved difficult due to misunderstanding.\n\nA smaller breed of moleratlings exists, but they are more shy and avoid the surface.\n\nMoleratmen may have dog- and cow-sized nonintelligent molerat domestic animals. U9:Termitemen\n\nTermitemen eat wood and mix the excreted pulp with dirt and syliva to make concrete-like organic-looking citadels up to ten stories high. The sublevels are huge open spaces with specialized functions. Some keep their cities secret beneath the ground, using long passages to hide the real locations.\n\nRelated to antmen, termitemen are colonial insectmen with a strict caste system including workers, warriors and queens.\n\nThe prefer wood but will eat intruders or anything dead. Some grow fungus crops also.\n\nThey are quite alien to humans and conflicts and misunderstandings frequently occur even though they are not especially aggressive. Termitemen eating houses, wooden forts, and ships tend to annoy humans, which often starts fights. Sometimes they burrow into a mine and eat all the scaffolding, or eat the foundations of a whole wooden town.\n\nThey may not be wilfully malicious but can get territorial and will plot to steal your wood, barely aware of obstacles.\n\nEven without their natural building materials, termites are master carpenters and make quality secret doors. Some wizards have employed them to build them towers with an alien organic feel. U10:Armadillomen\n\nArmadillomen are a burrowing race with mighty digging claws and a semi-plastron shell. Some breeds can roll into an armoured ball and leap to their feet instantly. Those of the Glyptodon tribe are bigger with stronger shells and club tails. Giant ones lived in the past, leaving tunnels throughout the countryside, now used by other creature as lairs. Smaller ones, armourdilings, are mostly mostly harmless.\n\nMost armadillomen are harmless and defensive, but if attacked they are aggressive. They use teamwork and will stop running to defend each other.\n\nA small number of them are cursed with a flesh-rotting disease and eventually become mummies.\n\nArmadillomen tend to dig near the surface, but long-lost tribes of albino ones dug too deep aeons ago.\n\nArmadillofolk live in family burrow complexes and tunnels they defend efficiently. They compete with other burrowing subsurface beastmen like molemen, ratmen, badgermen and others. They also compete with dwarves but might live with gnomes.\n\nThey are suspicious of underland races of the deep dark and of surface dwellers.\n\nA colony might vary in disposition from kind and just to suspicious and mean. U11:Cricketmen\n\nThese creepy bug men look horrifying but are mostly harmless. Cricketmen will fight to defend a lair, but otherwise would rather eat decaying plant matter, fungus and animal remains than kill.\n\nThey can make loud chirping noises, leap, cope well in darkness and are themselves popular food for other creatures.\n\nCricketmen are very wary and prone to anxiety and mild paranoia. Some have turned to chaos to gain power so they no longer feel fear.\n\nThey dwell in caves but might forage at night on the surface. The deepest dwellers are albino.\n\nCricketmen can be heard chirping and relaying messages over miles of cavern long before they are seen. They will accept pay to send messages for other races.\n\nThey are reasonably technologically talented and will use weapons as used by local humans or craft flint spears and make bows and arrows if it is all they can find. Some have even used gunpowder and learned sophisticated fencing. People are often quite surprised by how civilized cricketfolk can be. A squad of veteran cricket halberdiers can be quite menacing.\n\nThey are good miners and will trade minerals and fungus from their farms for goods they can't get themselves. \n\nCricketfolk are not too needy and enjoy relaxing. Providing for their needs is easy, so unlike other bugs they have time for leisure and luxury.\n\nSome humans have hired gangs of cricket workers. For food and drugs and grog cricketment will work for them quite willingly.\n\nMole crickets are more hideous, wrinkly and have powerful digging claws instead of manipulating limbs. They often work for their shiny black cousins.\n\nCricketmen regard grasshoppers and locusts as kin but scoff at cricket behaviour. table: BeastmanList [when]{rep}=1[do][@BeastmanList2][end] table: BeastmanList2 table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Num.CommonHighlandAquaticUnderland& 1[#1 CommonBeastmen][#1 HighlandBeastmen][#1 AquaticBeastmen][#1 UnderlandBeastmen]& 2[#2 CommonBeastmen][#2 HighlandBeastmen][#2 AquaticBeastmen][#2 UnderlandBeastmen]& 3[#3 CommonBeastmen][#3 HighlandBeastmen][#3 AquaticBeastmen][#3 UnderlandBeastmen]& 4[#4 CommonBeastmen][#4 HighlandBeastmen][#4 AquaticBeastmen][#4 UnderlandBeastmen]& 5[#5 CommonBeastmen][#5 HighlandBeastmen][#5 AquaticBeastmen][#5 UnderlandBeastmen]& 6[#6 CommonBeastmen][#6 HighlandBeastmen][#6 AquaticBeastmen][#6 UnderlandBeastmen]& 7[#7 CommonBeastmen][#7 HighlandBeastmen][#7 AquaticBeastmen][#7 UnderlandBeastmen]& 8[#8 CommonBeastmen][#8 HighlandBeastmen][#8 AquaticBeastmen][#8 UnderlandBeastmen]& 9[#9 CommonBeastmen][#9 HighlandBeastmen][#9 AquaticBeastmen][#9 UnderlandBeastmen]& 10[#10 CommonBeastmen][#10 HighlandBeastmen][#10 AquaticBeastmen][#10 UnderlandBeastmen]& 11[#11 CommonBeastmen][#11 HighlandBeastmen][#11 AquaticBeastmen][#11 UnderlandBeastmen]& 12[#12 CommonBeastmen][#12 HighlandBeastmen][#12 AquaticBeastmen][#12 UnderlandBeastmen]&
table: CommonBeastmen Rabbitmen Goatmen Lizardmen Snakemen Badgermen Pigmen Ratmen Frogmen Batmen Weaselmen Dogmen Catmen table: HighlandBeastmen Bullmen Lionmen Eaglemen Apemen Vulturemen Antmen Molemen Beetlemen Horsemen Wolfmen Centipedemen Crowmen table: AquaticBeastmen Fishmen Eelmen Gullmen Lampreymen Sealionmen Sharkmen Crabmen Turtlemen Lobstermen Puffinmen Ottermen Squidmen table: UnderlandBeastmen Batmen Spidermen Newtmen Axolotlmen Salamandermen Slugmen Wormmen Moleratmen Termitemen Armadillomen Cricketmen table: ForestBeastmen Stagmen Owlmen Beavermen Bearmen Foxmen Hedgehogmen Boarmen Unicornmen Squirrelmen Hawkmen Toadmen Bisonmen table: BatmenTroubles Batmen raiders by night have been kidnapping people for the rites of their horrid blood goddess. Somewhere nearby a rockslide has opened a cave temple releasing them. Something has moved into the village well and makes horrid screaming noises and stealing sheep. Old farmer Bill has been tormented by night creatures screetching his name from the darkness at night and tormenting him. Whatever the things are they have been killing his dogs and vandalizing his farm every night. A scholar has found a manual showing the savage bat men at worship and bloody sacrifice. He has heard rumours of a cave complex and would like to hire escorts to see if the batmen still act out their ancient rites or have degenerated over the aeons. A villager has raised a batman since a baby he found and the creature is an asset to the community killing foxes and wolves. Now wild batmen have been coming by night trying to get it to leave and join it's lost family and enter the embrace of their horrible goddess. The bat child would rather live with his human friends. An orchard community has been plagued by nocturnal fruit theft. In some nearby forest the adorable vegetarian fruitbat me live in tree houses. They may be negotiated with for trade but the humans for the moment are horrified out of fear and ignorance. A farmer has found a stone lid and opened a strange passage. Now since the seal is broken screeching night demon things have raided every night and simply resealing the hole and burying it has not helped. Sewer workers have discovered bloody alien graffiti under the city drainways and many dead rat men. The city sewer clerk has decreed explorers must find the new threats. A rural temple of the sun god collapsed into a sinkhole. Rescuers went in to see if they could find the priests but found them all missing. Tunnels indicate the area was undermined and the priests kidnapped. Dwarves are looking for adventurers to help them raid the temple cult of the batmen who have kidnapped dwarven children as hostages in their attempt to take over the dwarf mining complex. Some explorers found a cave recently under a waterfall with easily a thousand human skeletons, remains of where ancient batmen have discarded their sacrifices for generations. The locals want revenge and are hiring adventurers to clean out the fiends. table: NewtmenTroubles A rural town where the newt feast festival has attracted visitors for decades has reported many locals newt trappers have vanished and many visitors seem to have never arrived. . With heavy rains this winter newts have spread over the countryside. Locals are alarmed and calling for their extermination against the godless horrors. A wizard has been breeding newts in his hidden valley recognising his ability to produce a large army in only years. The newts don't really like him but he charm their leaders and the holy newt mother. A newt child has escaped and hopes to find humans who would rather help than blame the newts. A zealous newt messiah has made a pact with ancient evil newt elemental. His prepares an army while the elemental patron has been sending it's age old human cult to teach the newts magic and corrupt human society with elder newt chaos magic. A human wizard has discovered means to graft newt limbs onto crippled humans. As newts regenerate he thinks this is quite humane. Many humans and newts are horrified and want him dead while others are willing to pay for the treatment. A bandit has raised a generation of newts to replace his gang, the newts don't even understand money or what is happening. Human criminals have entered the sacred spawning pools and stolen thousands of eggs they plan to eat or sell to slavers. Fire newts and water newts have made a formal agreement to cooperate against humans living between their colonies. Newts have been croaking lots in the swamplands and local humans are worried the newts might be mad at them for their newt leather industry and want help to a preemptive attack on them. Lake placid used to be a popular fishing place but since newt slaves escaped it has turned into a centre for newt aggression. They seemed to have built a floating town with underwater domes and local humans want someone to find out what the newts are up to. A marsh village has been fighting newts for generations but the newts are out breeding humans in the long run and a human priest wants negotiators to speak terms with the newts before it is too late. A chef wants to cook some newts for a customer but the only ones to be found work at the docks and fisheries and are gainfully employed. So he will pay you to kidnap and murder some in secret and will even let you taste some. table: AxolotlmenTroubles Locals have been vanishing for months up river and someone has seen a strange blood covered pyramid structure on the waters edge. Adventurers are being hired to investigate. Locals by the wharf have become fearful and fishing has stopped since axolotls have been biting off limbs and drowning people and food prices have doubled. Numerous ships have been sunk recently and explorers finally found the wrecks covered in blood and sailors body parts. Something had used the body parts to paint gory alien script on the decks. All signs point to an island surrounded by reefs as the source of the killers. A missing boy appeared of late claiming strange pink slimy tailed men kidnapped him but he was spared from sacrifice because he had a birthmark. He tells of piles of burning corpses and blood spattered temples an piles of gold. If only some adventurers would investigate. A scholar has kept an axolotl in a cage for months trying to speak with it and all he has got for his troubles is prayers for it's blood hungry god. Recently it escaped into the sewer and the scholar wants it back. A pilgrim went into an axolotl domain hoping to convert them but instead the convinced him. Now he lures visitors to their temple with offers of gold where they are murdered. Victims families want them stopped. A fisherman captured many baby axolotls and took them to the city but nobody found them appealing so he flushed them down a drain. Now months later they have begun raiding the surface killing and eating and murdering. A village has reported new pink walking fish in the river having come from up stream. A wise man identified them and an expedition is being sent to mind the colony so the military can finish them. At night pale creatures have crept from a well and kidnapped multiple locals. A rescue party are needed. A blood stained map to a deep cavern filled with gold temples has surfaced. Strange weapons were found by a blood tainted pool by travellers looking for a missing friend. They offer a reward for recovery of their comrade. Hundreds of severed hands have washed up in recent months on the river banks and the people are alarmed. Adventurers are being hired to investigate. table: SalamandermenTroubles A drug cult and a philosophy school have been feuding over company of a salamander. It has escalated to the point where both sides consider violence while the salamander can barely tell the difference between being licked by addicts or talking philosophy with humans. A cult have been drinking spring water runoff from a cave of salamanders. They have declared the spring holy and are building a shrine on it and making increasingly bizarre declarations. A salamander wizard has been teaching commoners magic unconcerned with human status or the regulated world of human wizards. Local villagers love the salamander and students because they seem more devoted to helping common folk. Proper wizards don't approve. Students have been crawling deep into a dangerous cave complex to visit an ancient salamander. Parents and teachers are increasingly wondering what they are learning. A religious group don't approve of salamanders inciting esoteric philosophy and drug abuse and will pay to have them chased out of the area. A great planar threat has been brewing for aeons and human priests and wizards need adventurers to visit a salamander enclave in a far off place to question them about the threat. Strange creatures from human dreams have been entering the waking world. At first they were just phantoms then real. Experts need the great old salamander of the mountains to explain why and help stop the threat. A drug dealer has had all his clients run off to follow a salamander instead of black lotus and he wants assassins to kill the amphibian trouble maker . A salamander has become a faculty advisor in the university and rival scholars are outraged and want it dead. A great once a century meeting of salamanders in a cave has atracted a gang of axolotl killers to interfere at bequest of their brutal god. A druid seeks adventurers to protect them and his sect has done so for a thousand years. A noble maiden has been having dreams where a salamander is trying to warn her about something. A dream sage scholar heard and could name the salamander and the family want someone to visit the creature to make sure. A salamander book of prophecies and planar metaphysics has been published and it has offended some cultists. Turns out a human stole the manuscript and translated it. The salamander wants the book back to avoid troubles and has been calling on elemental gods to retrieve it which has terrified the publisher. table: SlugmenTroubles A bloated slug drug merchant needs adventurers to recover his stolen waggon of resin and will pay in silver or narcotics. Two rival slug bosses are pitting gladiators against each other. Each is looking to wound the rivals fighter before the fight by bribed guards, poison, overzealous sparring parners or any dirty tricks adventurers can come up with to rig the fight. Ancient slug documents describing long ignored demonic rites have been stolen and the slug scholar thinks a human cult might try the blasphemous rituals. A slug crimelord in his perfumed pleasure garden has been murdered and slugs want to hire investigators to make sure it was just a rival slug lord. If it was a non slug they want the murderers killed to send a message to slug enemies. Slug dandies in a tea house have made a bet to hire an adventurer party each and send them on the same mission for a laugh. Orcs have mined up from the earth in service to a demon slugman cult stronghond in the underland. The orcs are raiding food that is considered rare in the deep. A wise old slugman priest requires sacred tea fo rituals stolen by bandits. He promises the thanks of the local slug people if they help fight the bandits and recover the tea. A secret cult of evil slug men wizards are seeking to bring through an elder slug demon to rule and unite their race. A moderate slugman merchant wants to pay humans to kill them all. A slug holy person has been imprisoned in a salt mine for ransom and it's followers will pay for a rescue. It will be tricky getting them out and the slug is prone to cowardly screams and squeals and is used to being papered. Slugmen merchant caravan has been pinned in a canyon for days by vicious flailsnails and a local business slug will pay for a rescue. A slave gladiator school has wrongfully escaped and the slug master wants the rascals captured. He is offering improved work conditions, more drugs and tea breaks if they return before he has them declared outlaws. He hires adventurers to find them and make them his offer. Slugman merchants wish to hire adventurers to travel with them to their far away homeland. Offering unparallelled pleasure, adventure and wealth beyond wildest dreams is on offer. table: WormmenTroubles A wizard requires exotic materials from the deep dark and his hired adventurers and worm baggage handlers for the expedition. He says the worms are trustworthy stupid creatures who work for excrement. A sickly titan crawls out of the sea begging for help - he is infested by tribes of various worm men and wants someone to crawl in his body and kill them. He is seemingly bigger on the inside being a divine being. Something horrible has infested the sewer system and is attacking people through the privies and outhouses and snatching sewer workers and people are outraged. On the edge of town worm men have been thriving in the midden pits and have set up a village. Locals are offended about these lazy freeloaders and now demand pay for their garbage and the worm men are angry and hungry. A cult of white worm men living in the hills are led by a human sorceress. The cult have been devouring people and some say they have a paralytic pite. A horde of hungry worm folk have invaded an underland settlement of mixed races who gather for trade. The voracious worms are relentless and unless some one helps this spark of civilization will end. A horrible tribe of worm men have moved under beach sand and are snatching beach combers and fishermen. If not stopped this local resource will end. Horrible creatures have been roaming at night snatching dogs, animals and stealing. A local found some strange loose earth tunnels that seem fresh. A tribe of glowing worm folk have been enslaved by miners who find them good workers and even dead their hacked up corpses and blood make great lamps. The foreman is so impressed he wants to spread his methods. A druid has found out ans is apalled. Worm men have been trading with locals swapping gold for animal feces and food scraps for years in secret. One of the traders is curious about life in the deep and where the gold comes from and wants some adventurers to follow them. A tribe of worms recently ate the corpse of cultists who were killed and burried by the mob. Now the worms are acting just like the cultists and performing the same rites and using black magic. Worshipers of the devouring worm god who eats all have called a tribe of wormmen to their aid. With these doughy beastmen troops have been raiding for sacrifices and stealing garbage. table: MoleratmenTroubles Local goblins have fled their dungeon complex in terror from invading molerats conquering their dungeon. The desperate goblins have been attacking travellers out of desperation. Some farmers found a molerat burrow and saw some of the creatures. They have reported the horrors they saw to the sheriff and he now is looking for adventurers to investigate this threat that must be chaos horrors. A cheerful young molerat out exploring the surface has been captured by terrified farmers. A scholar has been talking to the cheekie chappie and wants an expedition to meet and return to their maze to trade. Dwarves have mined their way into a rat maze and have been fighting. One dwarf has realized the rats are intelligent and wants to broker peace trading food for minerals but wants adventurers to help him bring peace. A sole survivor from the deep has found a cave ruled by batmen with a gold covered pyramid guarded by molerats. The survivor has raised funds for a return expedition and believes the molerats can be turned against the bat overlords. A miner has kidnapped a molerat queen and is forcing them to mine for him. A young molerat has escaped and seeks help but has been put in a cage by a freakshow. A tribe of molerat raiders who worship a demon have undermined a village and dragged down the inhabitants to sacrifice and devour. A villager came home to find a rubble filled pit. . Molerats have decided to colonise a city sewer system and have been fighting the regular ratmen. Humans are mostly ignorant but recently they have begun to fight on the surface. Townsfolk are perplexed and unsure which is better or what to do in response. Molerats have accidently discovered a dungeon complex long forgotten. The queen wants some humans to clean it out and has sent messenger bats with scrolls in the elder tongue of the monster empire to recruit adventurers. So far humans don't seem to get it. Locals in a settlement have had no children in years for some reason. A diviner said to look underground and dug into a tunnel complex. Frightened villagers offer a large pig to adventurers who solve the problem. A hillside has crumbled and collapsed revealing tunnels and passages. Local children went exploring and have not come back . A disease has killed the tubers that molerats farm and the colony have become hungry. So they have burrowed under a local farm and stolen human crops. Farmers are perplexed and now livestock have vanished and stores in their barn. The local magistrate has called for investigators to solve the mystery. table: TermitemenTroubles Two different tribes of termites have gone to war (red and yellow tribes) and humans in between are just in the way of resources and territory. When there was only one tribe they seemed more peaceful when there was only on tribe. Local ants and termites have gone to war undermining the region in tunnels and sinkholes opening all over the area. Something at night has been chewing on boats and nets and the night watch has only heard gnawing sounds. Slowly strange towers have risen out of the forest bewildering locals who have no idea what it could be. A great flood came down the river and investigators are promptly needed. Upriver beavermen and termite men have been fighting . Wounded elves with a dead dryad flee the forest. Some hideous monsters ate their sacred trees!. Ghouls and termitemen have been co habiting a maze complex and digging into the graveyard sharing the coffins and corpses. The local guildhall has been finding all their antique furniture and wooden railings disappear. Each night the phantom woodnapper takes more historic antiques and the guards are bewildered . The middle of a farm on the edge of a forest has been growing a huge mound. The farmer hears weird chitter noise inside and now an opening has appeared and he wants adventurers to check it out. A bandits have been attacking stockades and the walls have been falling down by themselves and later there is no sign of the wooden buildings. Nobody can explain the mystery . A farmer was drying his special medicinal herbs in his barn and something large burrowed in and stole the whole stash. He needs some discreet adventurers to get it back and a bonus if the thieves never come back. Termite men have alway lived in rocky woodlands but recently they have begun connecting their tower mounds with walls and dividing the forest like a fortified walls. table: ArmadillomenTroubles A diseased evil armadillo colony have become a cultists dedicated to the spread of the rot. Begun digging and found a dungeon. Decided to get top quality but cheap murder hobos to take care of the problem.. Armadillo and batmen have been fighting over a tunel and other near surface races are feuding and raiding also turning area into a no mans land of muddy trenches of collapsed tunnels. Armadillo bandits have been holding up waggons of vegetables. The farmers want them stopped but the merchants see an oportunity to trade with armadillos. A clan of albino deep cave armadillos have discovered the long lost surface and the delicious food it has to offer. Farmers are less impressed and have called the wrath of Boggrump the turnip god. Now the are is full of turnip headed goblin men turning their fields into a fortified area they wont even let humans. The priest hopes some diplomatic decision can be reached. Slave armadillos have escaped the mine the work in and tunneled away into an underland cave complex. The owner wants to follow and try to get them back offering a reward. In the mountains the armadillos have built a cliff town of pueblos inaccessible to threats and harm. Local villagers are a bit threatened and jealous by the non human community. Locals have noticed strange armoured spheres rolling about avoiding curious onlookers. Locals wonder what the creatures are and offer a prize pumpkin to whoever finds out. A bitter one eyed armadillo is the last survivor of an enslaved tribe. He has vowed revenge and has been murdering travellers. He is not even sure if his people are alive or where to find them. If they can be helped he is willing to pay for his crimes. Armadillos have been paid to clear out a mountain trail collapsed in a quake. They have made good progress but have returned to their camp afraid of something they have dug up . Armadillo men are working on digging a major highway tunnel to the underland for trade and hope to charge a toll and trade with travellers for wealth. An armadillo emissary has visited area inviting people to employ his tribe for engineering projects. Already they have been plowing fields for some locals. Several unemployed oxmen and horsemen are not amused losing work. table: CricketmenTroubles Horrible chirping noises are keeping the village awake and disturbing babies. Farm children found a hole and saw a hideous creature inside so they ran home screaming about demons. Cricketmen traders from the deep have bben tapping on peoples doors at night to trade but the humans seem to scream and pretend they are not in. Now the villagers want adventurers to save them from the night demon army. A cricket man has come from the deeps and is looking for adventurers to free his cavern from an invasion of scorpions and spiders. He has samples of gold and strange magic tablets and gems as samples of his homeland wealth. Goblins have come to humans crying about monsters taken over their fungus cavern. They want to hire a big human or several and will pay with magic mushrooms. Frogmen have kidnapped all the baby crickets from a creche and the cricketmen want help against the fiendish frogs. A young cricket was an apprentice or a staghorn beetleman demonologist. Demons escaped and have taken over the tower and eaten the master. The young cricket iss concerned the demons will get hungry and harm locals. They don't seem to be listening and run away screaming as if he were the demon. A cricket dandy has been trying to teach a wood golem boy right from wrong and the boy has been kidnapped to be used as a slave. The cricket wants someone to help the boy because it is the right thing to do. In a hollow by the creek a cricket man band have been playing their loud strange music at night and drinking. Most locals are unimpressed but hipster bards have been visiting and they are even worse. The locals want someone to lead their mob to get rid of all the culture from their area. The bards will pay more to protect the crickets. Cricketmen have made an elaborate tunnel complex and goblins want it. The fight has raged for months and now goblins and crickets are fighting in in the street at night trying to outflank each others tunnel complexes. The humans are getting fed up and dont really want either of them. A shanty town of insect people has sprung up led by the leader Old Jim. More and more bugs have joined in and a cross pollination of bug culture unseen in aeons is happening. The local noble wants the non tax paying freeloaders gone. Some humans think it a chance to learn about bugs and some scholars and merchants want the town to grow. A savage tribe of albino cricketmen from the depths are surfacing looking for victims to sacrifice their insect demon god. As they snatch outcastes nobody has objected but an old murder hobo was attacked and killed three of them and found gold medallions on them. He wants to assemble a team to descend and rob and kill the tribe. table: FishmenTroubles Docklands prostitutes have been disappearing, sending the sailors to other city redlight districts causing shortages and fights. Militia want who or what responsible to be caught. A tiny seaside village has been depopulated all but an old fisherman who returned from the sea late. He has found some green jade idols to pay someone to search for them. He suspects the cliff caves might have some answers. A tiny coastal lighthouse has been reported sending false signals and several ships have been wrecked. Wreckers have been blamed but the rocky coastline is uninhabited so who would benefit?. Adventurers returned from the depths recently with strange idols and tablets of jade found in deep caves. Since then there have been repeated attempts to rob the collector who bought them. The thieves have left only slimy trails. A newly re-settled coastal village has thrived but some talk of the old troubles returning. Several disappearances and strange croaking from the village wells and cliff caves have been heard. Seabourne Manor has been empty for years and a new owner says it is haunted. She wants investigators to find out where the strange noises and smells come from and move out all those strange islander fetishes and trade goods from the attic. A sinister band of slavers have been coming and trading gold and treasure for women but clergy started to complain about the practice. The slavers guild want some one to investigate the operation and clear up the misunderstanding so trade can continue. Fishermen are jelous that one boat gets the best catches and will pay a boatload of fish to who can discover the unsociable crew clans secret9 Sailors tell of a rocky island where friendly mermaids will have sex with anyone. The mermaids give their husbands gold and care for them with food and build them huts from stone. Some men are staying their now because it is paradise with their mermaid wives. River pirates recently disappeared. Most people think this is a good thing but other strange happenings like sinking boats, new species of normally marine animals and kidnappings have also occured. Suicides have increased in the warf district of late. many people have been seen jumping into the water and no bodies have been found. One man was caught and is chained up muttering incoherant ramblings about returning to the sea. Someone is menacing the orphanage where sailors leave their children when heading for the sea. The old seaman's association who fund the orphanage want someone too see off whoever is responsible. table: EelmenTroubles Eelmen have been buying treasure maps of late and some forgers tried to dupe them and fights have broken out. People are curious why the eelmen care and what they want. Eelmen took a ship recently and the owner wants it back and offers a good reward. He knows the clan live on a rocky island not far away.. Several local eelmen have been peaceful fishermen and bird trappers for years but a troublesome eelman pirate keeps trying to create trouble to recruit them into a gang and get them hooked on rum. Locals want the pirate driven away. Adventurers speak of an ancient fishman cave ziggarut now ocupied by albino eelmen. They say gold riches await if the tribe can be driven away. Eelmen have been spending lots of gold and an urchin saw them diving into an old well and bring up treasure. The urchin disapeared but tavern talk has been raging for days. Eelmen smugglers have been somehow bringing new drugs from an unlawful cartel and the city want to know how they are operating. A band of eelmen bandits have been hiding in the swamps. People hear their wild parties at night. Now they have been recruiting local youths and teaching them to be horrible killers. Poor goblins have been driven away from their cave and want someone to drive away the eelmen before the full moon mushroom harvest. They offer choice magic mushrooms and healing for any who help fight eelmen. Greedy eelmen have been robbing bird nests on some of the islands, now birds are leaving, followed by the fish. Fishermen's guilds want the eelmen killed. A farmer has been getting his sheep pilfered by a gang of eelmen who follow the mountain creeks. He wants his beloved sheep back. An eelman has discovered a temple under an old well and thinks there could be treasure but is scared of spirits. He will guide adventurers through the flooded tunnels to get to the temple for a cut. Murderers have bben throwing bodies into the river at hangmans point for years and the militia have been keeping an eye on it. A family of eelmen now hungry have started coming ashore to help themselves. table: GullmenTroubles Gullmen village keeps getting raided by ratmen and eelmen who steal their eggs. Gullfolk seek helpers who can drive off the thieves and advise them on more sensible village defences because they are pretty clueless and the old ways are not working. Teenage gullmen, still shedding fluff have been forming gangs harassing locals and stealing from shops. Local traders want someone the give them a beating or get them pressganged or jobs or something before they get too big. Recently gullmen have driven away some fishmen cultists who were boiling up gullmen to make lamp oil. The cult now have fishmen ruining the gulls fishing boats and nets. So to avoid a direct fight they have been spreading rumours of fishman gold and the location of their reef citadel and other strategic information. Gullmen gangs are fighting over a treasure map blocking the street and annoying everyone, has been going for hours, some one will probably just unite them and lead them off to some awful treasure island. Gullmen have raised an urchin now parents claim him back and a huge flock of gulls is getting furious as they regard the boy as one of them. The boy has little interests in humans. The gullmen of garbage island have found some strange trunk full of maps. They want a human to read it for them and lead them to find burried treasure. A one-legged gull captain is looking for crew to help him get the whale who bit off his leg. He has a cache of fishman gold, ambergriss and whale tusk for any who help him. A gullman tavern keeper has found a treasure mao left by a drunk pirate and they want it back. The gullman wants adventurers to help find the treasure and beat up pirates. Gullman pirates have been raiding oyster men hatcheries and eating their babies. Now oyster folk have marched from the deep and burned several warfs and a pub. A mob of gull men got into a tavernbrawl and a sea captain had his glass eye swollowed by a gull during the event. He will pay for someone to give the gulls a beating and return his eye. A beautiful gull maiden virgin priestess has been taken as a hostage by eelmen and the local gulls need someone to return her. They offer a year sevice from a ship and crew if she is saved. A gull gang of hoodlums have turned up in the village, stealing fish, shitting in the street, begging, picking fights and making lewd comments. Most recently they beat up the village priest for not admitting the great gull god was better than his god. Locals have made a collection to drive them away . table: LampreymenTroubles Large riverfish, dolphins even sharks have been washing up on the beach with horrible bite marks and no blood. Fishermen are coming home empty handed and now coastal cattle and sheep have been found dea the same waynos the marine animals. A swampside shanty town of wretched poor have vanished, People don't like them but nobody wants to see monsters thrive at human expense. Horrible chanting voices have been heard at night from the nearby swamp. A ship came into port with the crew missing. The second one in a month. Fishermen say a black and twisted rock in the sea is where the source of trouble is. This has happened before long ago but the men who went there to stop it would not speak of the blasphemous horrors they saw there. A hideous slimy wooden statue washed up on a beach of an elder sea demon. Locals tried to destroy it and failed. It has been placed in a locked shed and now at night something hideous and slimy has stalked the streets and sniffed at doors. Natives islanders have come ashore in ony of their huge catamarans seeking warriors who will kill the lampreymen infesting their lagoon. they offer cowrie shells, furs, feathered cloaks, pearls and attractive slaves. Children playing in the river were snatched by lamprey men and dragged into the swamps. Desperate parents will do anything for help. Local church and nobles and guilds have all put up a bounty on lamprey men and a huge reward for the destruction of their temple. Black basalt spires avoided by ships are in fact tips of lamprey men wizard towers. A beloved sea nymph has offered potions of water breathing and pearls to whomever will kill them and avenge her missing sister. A lamprey witch woman in the swamps has been hiding her form with illusions and charming travellers to her lair. Local mothers have bullied the sherrif into offering a reward for the lamprey hag. Unfortunatley she is one of three sisters. A lamprey warlock with his eelman thugs has set up a riverside piracy gang. They have been seizing boat crews and only their skeletons are found. The warlock seeks to awaken a demon trapped in a monolith when his kind walked openly as rulers in this land. A major river tributary has been blocked of traffic by ropey black slime. The trails go to a hideous tower of slime. Garbled chanting can be heard from the horrid place but non dare go near. Apprentices have been vanishing in the city. Someone saw cloaked figures dragging them into the sewers. A Lamprey wizard has a spell to steal spells and he has been enjoying their blood. Wizards will pay to have the fiend stopped. table: SealionmenTroubles Drunken sealions sailors covered in tatoos have overtaken a tavern and wont leave unless someone tricks them into an unarmed fight or a game of skill or chance. Possibly bribing them with grog elsewhere might work. Several sealwomen pearl divers have gone missing and their employer is concerned. He thinks they have been kidnapped by rivals of criminals and will pay in pearls to get them back. A clan of large selionmen with stone war clubs and facial tattoos have come from distant islands seeking a wizard or priest who can help them fight a fishman wizard who has take their princess . A sealionmen pirate ship has crashed on an island and taken over. A sailor has come to town seeking help from their opression. A sealion sorceress and her ogrish elephant seal warriors have taken over an isolated fishing village and every night sacrifices a villager to a demon sea god she seeks to seduce. A crafty sealman has a stolen pirate map and seeks adventurers to beat him to the loot before pirates get there. A gang of sealmen bandits have been roaming the rivers and are using muskets. Apparently they like the noise and and even shoot a few rockets to scare victims. Other Seal marines usually swim up and attack hand to hand. Local militia are terrified and wonder who sold them the guns. A well liked sealion bard has been performing along the coast and a gang of otter bandits have taken him as a hostage. Sealion adventurers have plundered a cavern temple of fishmen gold. Now a water elemental has attacked them by night and the seals want to hire an expert in stopping the elemental and the fishmen who summoned it. A sealion village is under siege from weresharks. Now they must travel by difficult cliff trails and cannot get fish. The seals want help to eradicate the sharks and find out why they are attacking . A sealion has come to get help as her village is under attack by murderous seal hunters for fur and meat. Most humans cant tell the difference but the seal folk want the law to stop the trade and adventurers to hunt and kill the villains. A sealion clan found a strange iron structure at sea from ancient times and live on it now. Slowly the clan have become more evil and twisted bringing victims to be sacrificed to the strange machine altar. Now they have been drinking the blood of a demon fish god asleep beneath the rig and using black magic. Mariners guild want adventurers to kill them all and destroy the hellish aparatus. table: SharkmenTroubles A quiet coastal village where the rich visit for a holiday has been turned upsidedown bu sharkmen beach bullies robbing and eating visitors. Nbles from the city have put a bounty on the fiends. Sharkmen pirates have been plying the seas ignoring the rules of this honourable trade. Guild Pirates are offering a chest of gold to whom ever kills them all and other guilds and nations may offer more. A group of sharkmen have announced they intend to have a baby eating contest in one of the nasty waterfront pubs. Concerned parents and the local orphanage are concerned so the bailiffs want to contract some investigators. Sharkman shaman from the islands has been getting the local sharkmen agitated. Poorly behaved at the best of times the shaman demands the city harmour be made red so the shark god van be called. City officials are unimpressed and want the shaman killed before the shark high holy day. A secret fighting club that employs sharkmen has been abandoned. Sharkmen have escaped and eaten the gang that ran the joint. Now there are hungry angry sharkmen in a secret lair with secret passages and sewer entrances. The gang treasure might be intact inside. The whaling town of blood beach employs many sharkmen as security but of late eelmen have sought the contract and the beastmen have been fighting at night. A state sanctioned privateer has employed a dozen sharkmen marines for decades but while the ship is getting it's barnacles scraped the sharkmen have been bored and causing trouble. The privateers guild wants some tough adventurers to watch them and keep them out of trouble. A treasure ship ran aground on a rocky reef in a storm. Unfortunately the island is a sacred sharkman initiation ground. The ship and gold owners want brave men to recover the gold and the crew from the savage shark tribe. The tribe have a village and numerous volcanic stone idols are in the jungle. A sharkman mercenary claims the fish men seek to hire many of their kind. They want to see if the humans will make a counter offer first. Local officials want someone to lead the sharkmen to destroy the fishman temple utterly. A band of sharkmen have been cursed to lose their teeth from eating a sacred porpoise. While their employer seeks a cure he needs some one to look after them and make sure they don't get in trouble. People are openly mocking them and someone has written a comedy stage play about them which the sharks desperately want to see. The employer does not think this is a good idea. Creepy albino sharkmen from the deep have been raiding by night looking for something they lost on the surface thousands of years ago serving the fishmen. Everything is confusing and strange. They cant believe the dread empire they helped build has so little remaining. Sharkmen sailors on shore leave have been nipping down to the slums by night and eating homeless people. The city doesn't care about the unemployed but the beggars guild offers you weight in copper coins to teach the sharks a lesson. table: CrabmenTroubles A prized gang of crabmen escaped into the sewers and their owning clan want them back. A priest has for years been visiting crabtown and helping those who have lost their claws in fights or jobs. Most of these regrow the claws and are friendly to him still. Of late a strange blue crabman has arrived exhorting them to kill humans. All his years of hard work might be ruined. He needs some men to join him and live with the crabs for a while and keep this angry blue crab under observation. A huge sandcastle has appeared on an isolated beach and crabmen are the the obvious culprits. several families want to round them up as slaves but some crab lovers are insisting the critters are of no harm to anyone and stirring up anti crab slave sentiments. A crabman has come ashore to warn about a squidman plot involving ancient dread sea demons but has been put into a slave pit for his trouble. All the crabs are trouble now and their owner is thinking of having the lot boiled for a feast. A blind boy who has learned the crab claw clicking language while selling tobacco at the crab market is trying to find them help. A gang of crabmen ex slaves has commandeered a pirate ship and set sail for their distant home. The ship owner a licensed pirate is quite upset and wants brave adventurers to get the ship back. He doesn't care about the crabs but their former owner offers a reward for them too. A number of crabman attacks of late around the rivers edge has left many people handless. Angry people are demanding all of crabtown get sold as slaves or cooked. A crab friend fisherman who was saved by crabs as a boy offers a reward to find the one bad mad crab who caused the problem. A band of four escaped crabmen have become bandits and have now equipped a huge warcrab which they ride into battle. Most people flee or surrender on sight of the colossal crab war beast. A slaver who raided crab island every year yas failed to return. This year he promised to bring back a crab breeding queen to start his own bloodline which most advised against. His family want someone to visit the island and free him or negociate his release. Now handless he never wants to see a crab again. A man bought an old hulk moored in the harbour for decades he wants to rent out as a private prison but crabmen have moved in and don't respect his ownership. He will pay gold for who can get the crusty squatters to leave. A wizard taught a crabman to read as an experiment and an assistant. It finally escaped taking specially waterproofed spell books with it and he thinks it possible but unlikely the crabman used a spell. Now the crabman has joined a wild colony and more crabmen have joined the colony who have used used magic of other sea beast men and slavers. He wants the books back and his servant. He also doesn't want anybody finding out the crabs might have learned magic from him. Two clans of crabmen have begun a feud. Both have built sand forts facing each other and both feud over grazing tidal flats. Red and blue crabs have a long rivalry back to when they served different fishmen clans aeons ago. An ancient horseshoe crabman has appeared, warning them that human slavers are a bigger threat. Now both crab parliaments are clicking away all night debating this while some think human slavers could be turned on their rivals. The horseshoe crabman is distraught and the local village is disturbed by all the crab chatter. Crabmen barbarians have travelled across the sea to investigate the pollution caused by the human city. They have made a camp and have investigated the human world and are not impressed. A few humans have notice the new colour of barnacle covered crabs with huge claws and one man was shocked when he ordered one it nipped off his hands. A crab crisis is afoot. table: TurtlemenTroubles A turtle pirate has left his crew but seeks adventurers to help find treasure he buried a hundred years ago. As the humans he shared secret with have all died it is time to cash out. He needs some helpers because the natives are cannibals who eat men or turtles. A huge ogrish turtle man has been biting of the legs of all kinds of people using the river of late and swallowing ducks whole. A reward for whoever stops the beast has been offered. Wise ancient turtles dwell on an island who abandoned their city long ago. Scholars come to visit them trading meat for ancient wisdom. Someones research enquiry has alerted fishmen who are now attacking visitors and the turtlemen are hiding in their caves. A turtle pirate has been attacking the turtle meat trade freeing the tied up sea turtles filling the cargo holds. Most recently his crew blew up a the turtle trade office with a keg of powder hidden in the sewers under the building. Too many corpses were fouling the river so the city purchased baby turtles to eat the corpses. Now they realise they were actually beastmen who have been corpse fattened and learned to speak from overhearing dock workers. Hundreds of them are swimming in the river and await with joyous smiles when people come to hurl in an unwanted corpses. The evil swamp has always been a place to avoid but a clan of snap happy turtlemen have been snatching roadside travellers. if they cant pay in coin they get eaten. The local militias refuse to enter the swamps without druid escorts. A band of turtles have tamed a giant snapping turtle and equipped it for war, with battlements a short siege tower and a crew of 12 turtlemen. To demonstrate their effectiveness as mercenaries they have been terrorising the marsh roads untin the city gives them a proper job. The city wants to hire expendible representatives to talk to them on their turf and report on the bands effectiveness. Possibly convince them to attack some orcs or someone else. A band of teenoid turtlemen assassins from the orient have been living in the city sewers. Their vigilante activity has been bothering city gangs and demon cults who use the sewers. A turtle duelist has been making himself famous challenging dupes to fights for hire. most think him slow and over rated but really he is a master swordsman swashbuckler. Actually he is pretty bored and looking for new thrills or a cause besides killing rich idiots for other rich idiots. Sometimes he travels with a moronic but strong shaggy dogman for company. An aged turtle remembers the old wizard wars and is always warning people to duck and cover when the fireballs begin to rain from the sky. for years people ignored him but a new generation of youths seem to take his claims seriously and have declared him a prophet. His cult practice arcane defence drills and have build bunker temples to survive the coming doomsday comet, actually a mighty fireball that missed aeons ago and has come back around the sun for a second chance. The cult also has built an observatory and publishes pamphlets warning of the coming doom . A turtle wizard with arcane runes on his enchanted shell has come to the city to trade spells but someone has taken his spellbooks. He will reward who finds them with a custom magic item. The black caped Count Yurtu the vampire turtle has been menacing people from the sewers for decades. He doesn't just drink blood he gorges himself on their corpses and ages the rest to improve the flavour. Now he has gone too far and has eaten an important clan heir and they have sent hunters after him. In retaliation he has created dozens of ghouls to guard his secret lair entrance. A huge reward is offered to who can stiop him . table: LobstermenTroubles A sub sea quake recently lifted a slimy island covered in strange buildings and sailors who came looking for treasure were captured and ceremonially dissected on the ziggurats of the the lobster cult. Sailors found an ancient stone chest with tablets of the lobsterfolk history. Scholars are amazed but they owners want the tablets back. They have captured several students and are holding them in flooded caverns as hostages. A strange erotic idol of a lobsterwoman goddess has been washed up on a beach carved from whale ivory. Human hybrid cultists in service to lobsterfolk have been trying to steal the statue back from the private collection. A mean lobsterman has been snipping off the legs or fishermen using nets in the river and the sherrif has offered a reward for whom can stop this rude fellow. A child fell down a well. Rescuers went after him and saw strange glass like transparent lobster men carrying him into the deep. The local lord want these horrors destroyed as soon as possible. The idea of these things up to no good under his territory repulses him . A clan of lobstermen have been scheming to infiltrate the city in the future. For now they have begun kidnapping humans for breeding purposes and have been using magic to trick men into believing the lobster women are normal prostitutes. A lobsterman martial monk has come to the city to challenge humans to unarmed combat to learn their secrets. Most people consider the idea of unamed combat with these clawed horrors to be foolish but some have taken the challenge. Crowds and gambling cartels are attending the fights in huge numbers. A circus has been exhibiting a lobsterboy in a cage. Of late someone has tried to set him free and the ringmaster wants the problem nipped in the bud. A strange bronze statue of a lobster god found in the sea has been cleaned of coral and put on display. Nobody realizes this is a lobsterman exogolem armoured suit. A lobsterman has been eyeing the statue awaiting his chance to get inside and make the human pay. Lovers cove has been a popular place for young romance for decades but lately something has been murdering the youths and snipping off their bodyparts.You would think this would dampen the ardour of the youths but no. Fishmen angered by dumping of textile dyers waste have sent a crack team of lobstermen killers to attack and burn down the millers and dyer district. The tanneries will be next. A nobleman who loves eating lobsters (thought of as disgusting bugs by commoners) recently has been receiving giant lobster tails from a certain village. Curious how the fishermen catch them he wants to contract someone to investigate the source. The fishermen have been lucky so far tricking the lobstermen but soon after investigators arive the village is attacked from the sea en masse . table: PuffinmenTroubles Puffinmen have driven off everyone from several islands in the last few years now they have arrived on a rocky coast seashore and people are worried. Someone needs to make a truce to keep everyone assured of peace. Puffin Pirates have burned and sacked a great city to the west and refugees have arrived telling stories of the relentless identical hordes. The puffin fleet rivals some of the greatest navies in the world some say. A puffinman ship has been seen in the area and they have been bringing onto their boats the corpses of evil squidmen. Local lawmakers want someone to speak with them about what the squid faced fiends are up to. A puffin prince has come to visit and wants to sample the delights of human civilization. City officials require bodyguards to stop locals trying to take advantage of the prince. Any harm to him could damage the smoked cod trade. A gang of puffin vigilantes have been fighting in the streets at night with fishmen cult gangs. How the puffins know where to find them and how many their are has alarmed the authorities. Bareknuckle fighting has always been popular and beastmen are a special attraction but recently a team of heavy set puffinmen have been making big winnings which has upset the mob. Puffinfolk imigrants have come to the city looking for homes and work. The clan have some stolen fishman gold to pay some one to help them and act as guides. They are very sober and quaint and not used to filth and crime. Some see them as easy dupes. A Puffinman wizard seeks adventurers to raid a squidman citadel in the sea. He will cast spells to let his employees breath. He just wants their tablets and heads, hirelings can keep all the gold. Eelmen are outraged their spawning grounds have been picked clean by a clan of newly settled puffinfolk. Eelmen are gathering for a brawl and the puffins seem unconcerned. A criminal gang of puffinmen smugglers has opened their own secret black market and older cartels are unhappy. Fights have begun to break out. Someone has told puffins the secret of gunpowder. Now their ships are blasting ancient fishfolk and squidmen reef towns and rock island citadels. Their marines with muskets have marched into fishtowns massacring them and burning their demon temples. The retreating refugees have come to the mainland to escape settling in cliffs and rivers. A number of pirates have had their treasure cache islands seized by puffins of late and they are sick of it. They plan to sneak back and try to dig up their loot without being caught. They just need some specialists to help. table: OttermenTroubles Ottermen youths have been climbing onto rooftops and stealing from washerwomens laundry lines strung across the street. They are furious and offer a years free laundry if they can be stopped. A swashbuckiling masked otter bandit has been robbing the countryside. The law hates him but the ladies love him. Several young otter wizard apprentices on school break have been pranking the district causing all kinds of problems and starting fights. A gang of ottermen and catmen are having a cross city race. The otters have planned an aquatic shortcut and a change of clothes. Usually these contests erupt in a fight. Ottermen and river ratmen have been fighting on the docks again. The losers get eaten. The public from the better side of town over the viver are sick of this grisly spectacle and want somebody to do something . A flamboyant otterman thief stole a ladies ring and her family want the ring returned and the thief in irons. An otterman consulting detective and his dogman sidekick have discovered a terrible ratman plot involving gunpowder and and rat suicide bombers. The city officials don't believe dumb beastmen so he needs help bringing down the ratking. A group of ottermen teens were playing tag in the sewers and came across a hidden staircase to a secret fishman temple. Fishmen cultists are now hunting them and the meddling otterkin are in big trouble. Ottermen river pirates are claiming a fish tax on travellers and the city want their shenanigans stopped. If offered work they would probably accept. An otterman was exploring the old herring pickling plant and found a demonic cult having a ritual murder party. He is afraid of conspiracies but will tell adventurers the cultists all wore gold masks to get them hooked. An otterman veteran knows of a thickly forested island temple of the newtmen is and they worship gold idols. He just wants the right adventurers to help him deal with the magic and monsters he is unfamiliar with. An otter wizard apprentice tried playing with his masters magic door to get some free fish and fishmen have taken his masters tower. He wants someone to clean them out before the master gets home. in return he will identify items for them for a year. table: SquidmenTroubles Squid cultists in the sewers are kidnapping sacrifices and noisily chanting in the sewers. The city militia are quietly hiring kill squads to eliminate them. A foul squidman wizard seeks a relic to command a sea leviathan. His followers have made the mistake of hiring greedy adventurers to help them recover the relic in a dungeon, believing they will be easily killed when no longer needed. Thousands of squid have choked the harbour summoned by a cult who plan to fuse them into an unholy kraken god to punish the city for crimes against the squid lords. Rumours of wild parties with forbidden vice only for the rich are common in the city, but the drug deaths and drowned brainless corpses of decadent idle rich found in the harbour have authorities curious. A titanic kronosaur has been menacing shipping. On survivor saw openings in its body and squid headed wizards looking out. The city wants secret agents to lure the beast and infiltrate the inside hopefully to kill the control centre in the brain. Destroying squids and the beast would be a bonus. Tentacled mutants have always been shunned and live in the slums, unemployable and wretched. Of late they have grown surlier and seem to be organised, running errands and disappearing into the sewers. The city wants investigators to find out what is going on. A squidwitch has been luring ships to wreck against Skull Rock. When rescuers came the men had turned into lunatic cannibals, some with scars where the witch had sucked out cranial fluids. Merchants and mariners guilds have put a bounty on her and her cult. A merchant has recently taken his menagerie of shore to an island and become a recluse. When searching his abandoned estate men found horrible squid faced frog monsters living in the flooded sewer and idols of the squid god. His former peers humiliated by association want him dead. Who knows what he and his squid cult have been breeding. A squid sorceress has been working the streets in human form as a prostitute and her victims drained of cranial fluids have been found gnawed by crabs in the sewers. The harlot and Prostitute guild have put a bounty on her but a squid cult have moved to protect her and send her rich victims. A squid lord, his brain swollen by all the brain juice he has gorged on, has been sending dreams, luring victims to his cavern crypt deep under the city. The kin of the missing people who have had glimpses of these dreams want him dead . A cabal of squid cults in the city have hidden their secret masters in a riverside mansion with an aquatic entrance. An eelman servant feeling cheated of pay has told the secret police who seek to hire assassins to wipe out the fiends. A coastal manour house with secret passages to the smugglers caves in the cliff below has become a hotspot of devil squid cult activity. Locals have disappeared and inhuman chanting has been heard. The house is a trap The doors magically sealed. traps and cursed enchantments make the house a terrifying murder manor. The cult below delight in feeding off victims who's bodies are flooded with the taste of fear . table: BullmenTroubles A bullman bandit was a loner but a bandit gang plied him with booze and women to be their champion. Now they have expanded their range and boldness. A stone maze was built by a cult aeons ago and recently a bullman stole a quarry payroll and has hidden in the maze like some kind of instinct. Other creatures including undead seem to have awoken too. A foriegner brought his 4 bullmen bodyguards to this land but was assassinated. His feckless guards have gone on a murder spree and gone to ground in the countryside. Unsure what to do and with no friends they expect to die fighting. The militia have a price on their head but some enterprising persons might save them. A bullman slave was beaten and mistreated turning a millers wheel and escaped. He has killed his master and is now on the loose killing any humans in his way. Bullmen beserkers from the highlands have come to the civilized farming regions to kill and rob and steal cows to take home. A band of bullmen have taken over a dungeon and now all it's humanoids follow their whims. The inhabitants have taken to robbing farms and villages in the area and are growing more bold, taking slaves. A savage ancient cult has used elder magic to make bullmen and use them as executioners. The cult have been kidnapping and beheading victims to their earth goddess sect to punish humanity for despoiling the wilderness. Cattle have been disappearing and also stampeding. A survivor said a bullman was leading the cattle to kill then taking them to his mountain cave. A tiny island has been known to be home to bullmen guarding a cave since ancient times. The cave is some kind of prehistoric sanctuary. Explorers tried to bring them food and wine to initiate trade and were all taken into the cave. Some think they are bodyguards of a long buried king. A clan of cattlefolk in area have been buying huge supplies for a festival and the locals are scared because last time drunken bulls and cows ransacked the area with their wild partying. A clan of cattlefolk have gone on the warpath baring some grudge from the stone age. As they have brought their families and waggons with them they intend to stay. A crack team of battle cattle gladiators has escaped and killed everyone in their path. They led many human gladiators with them and have inhabited an old ruin. The law wants them killed but a few hope for a peaceful outcome and have sympathy for them. table: LionmenTroubles A pride of lionmen have taken over a cave complex and have taken to kidnapping and terrorising the region by night. They easily have overcome the militia and have sent the area into chaos. An ancient witch cult have created lioness warriors to guard them and now they act openly to defy the law and church. They have been kidnapping sacrifices and have occupied an ancient barrow. A witch hunter encouraged the mob to torture all the local cats and displeased certain deities. Lionfolk have come to punish the village and have the witch hunter cornered in the church. A merchant has been selling mummified cats and lions found far away and local apothecaries have been using them for quack medicines. As if the users becoming diseased wasn't bad enough a cult have brought lioness assassins to kill the defilers and surviving consumers. An evil wizard has taken the cubs of a lion pride who obey him. They have been killing rival wizards and robbing magic items by night but if helped would return everything and have a debt of gratitude to their saviours. A lionmen gang of bachelors have taken over an inn by force, making captives serve them and dance for their amusement, a serving girl has escaped and seeks help. Lionmen seek an ancient relic which will return prehistoric cave lions to life. They just require some ingredients, sacrifices and the bundles of fur and bones in a cave tomb to bring the great beasts back8 Lionmen demand the return of a gold lion mask that adventurers uncovered. The lions have been following them killing many in their path in pursuit. The adventurers just want money. A druid lord displeased by destruction of his forest has created a band of lionmen to wreak havoc with the lumberers and now plans to spread the terror. A lion man and an eagle lady fell in love and years later a clan of teen griffon people have been raiding mountain side farms. Locals are outraged at thought that a new race of beast folk is on the rampage and authorities want them all dead. The lion mans brother fancies a threesome with a snake and a goat. A lion man rebel leader has been rallying the people to fight the legal powers of the kingdom, robbing tax collectors and corrupt officials. The state has been rounding up lion men trying to catch him causing even more trouble. A lioness has declared herself a living goddess and her cult have been kidnapping and killing her enemies. Or anybody who openly questions her or disobeys her will. table: EaglemenTroubles An eagleman holy warrior has come from the mountain to kill twenty evil doers. If not directed to suitable victims he will pass judgement on all kinds of petty sinners. An eagleman knight riding a griffon has taken control of a mountain pass or bridge quizzing travellers with moral puzzles, those who answer falsely are decapitated or hurled to their deaths. An eaglewoman has killed the caretaker of an orphanage for using unclean speech. She is leading the children to her mountain retreat to raise them in fanatic devotion to the standards of the arkons. Everyone who tries to stop her she kills as servants of chaos. An eagleman has come to a village to dispense justice. This self appointed guardian killed the corrupt sheriff and the local scallywags and bandits and now every day the villagers fear they might break one of his 1600 laws of perfection. A band of eaglemen have liberated horses from bandits they killed and ride across the county killing bandits, smugglers, shop keepers with bad scales, unfair landlords, tax evaders and anyone they catch breaking the law. The nobility for now are just watching but the commoners live in terror. A wicked mayor has tricked eaglemen into killing his enemies but now they are on to him and have come to cleanse the village. A lone eagleman warrior hates the human city but seeks comrades to exterminate a chaos citadel that has arisen in the mountains. As the last of his tribe he knows he is not up to the challenge alone. An eagleman archer has been roaming the countryside shooting wicked folk to purge them from afar. The only slightly wicked he cripples and maims to teach them a lesson. After blinding one eye of a nun who sneezed without covering her mouth the locals are sick of it. Eaglemen came from the mountains and killed a notorious tax collector and have seized his books to prove his corruption and seized the money to fund their righteous crusade. Eaglemen have been wandering down from the mountains and starting fights and causing trouble. A group of elders will pay who ever can find them some purpose to keep them away from civilization. An eaglewoman heard of a town unfairly treating their wives and came and killed all the bailiffs, the sheriff and the magistrate setting herself up as supreme justice. She decapitated several men and the rest say they are sorry and have learned their lesson but she will not leave. An eagleman vigilante has been murdering bandit gangs and thieves guilds which seems ok but has destabilized the underworld leaving vicious turf wars which increasingly include common folk. Some of those bandits claimed to be freedom fighters and some were actually minor nobles from rival counties. A huge bounty is on his head. table: ApemenTroubles Ape warbands searching for humans to take home as slaves. Ape tribe has a gorilla coup and growing warlike. City officials will pay to stop them or help a less aggressive ape faction take over to bring peace. Mutants have been stirring up apes with skirmishes for months and apes launch a crusade to destroy mutants but believe humans are all chaos ape mutants. Yeti shaman has called evil ice elementals to bring magic winter across the land to benefit his peoples raiders. Orungs in their tree town have deemed a loggers camp a threat and have hired gorilla mercenaries to destroy them. Albino cave apes have got into city sewers and have been kidnapping sacrifices to the four armed chaos ape demon. Escaped ape slaves heading for freedom stealing everything, killing any in way and kidnapping whoever is left as slaves for revenge. A chimp wizard has bred flying baboons and sent them to stir up humans and beastmen because hil love griselda was taken as a slve by a circus years ago. Apemen have allied themselves to orcs even interbreeding. Together they have begon to raid humans hoping to breed them out of existance. Apes have captured a circus and a chimp wizard has turned the animals into beastmen who join the ape anti human crusade. An ape ship comes to port and are promptly seized as slaves. A sympathetic druid boy wants to save them and believes more apes will come if the ship does not leave in peace. A chaos ape tribe bearing tentacles has poured from a cave and is raiding every temple they can find in the rural districts. table: VulturemenTroubles A necromancer has gained vulturemen as followers to steal corpses and do his bidding not realizing they are subverting his organisation for themselves. A sect believe they have the manuals to perform the apocalypse dance they just require certain ritual items, drugs, sacrifices and lotus resin to begin. In the mountains a tribe have stopped fearing undead and driven away their vulture funeral priests. Now they wander the lowlands by night and are returning to ancient evil ways. An ancient crypt of kings has been opened and only their ceremonial robes and crowns were taken. The people demand the relics back but the vile vultures are wearing the relics and celebrating their victory. Vulturemen in a mountain top cort have reconstructed a great dark power shard and use it to call shadows and demons of darkness into the world. It will take longer to control the beasts but in the meantime they set them loose. A vultureman wizard-priest needs renewal and his minions have been kidnaping victims for him to life drain. With enough he will be young again and will crave to test his new powers. Storms over area have been increasing and lightning striking the dolmen on the mountain top all too often. A vultureman sorcerer has been caling apon the dark powersto awaken a vulture demon traped in the stone. A school of dancing martial artists have been performing and recruiting but a wizard who says that it is just like vultureman style at a show is found murdered horribly the next day. An ancient crypt on the moors has been active of late with lights and strange noises. Locals have gone missing and a witness saw hunched robed beaked figure in the shadows during a storm. Each night a strange fog has come over the village and strange cawing sounds have been heard. In the morning a house has been emptied of people leaving blood and a few scraps of meat. The corpse of a naked vultureman washed down the river with over a thousand gold in jewelry on it's body. Gossip says there is an ancient crypt where the necromantic birdmen were said to perform black rites thousands of years ago and adventurers have been getting exited about an expedition. A cult of assassins have been killing wizards and stealing ancient texts. One was killed and had tattoos of a vulture on his body. Scholars say it is the mark of servants of the Vulturemen thousands of years ago. table: AntmenTroubles A colony of zombie antmen with fungus growing from their brains has begun menacing the local area. They used to be friendly traders now they gather any meat to feed to their fungus overlords. A new colony of fire antmen men have decided it is time to reveal themselves. Storming several villages, taking cows and slaves to feed a hatching generation of berserkers who spit venom. Adventurers have stolen an ant princess in hopes of breeding their own army and the ants are displeased. The colony have sent scent writing demands to the human leaders with no reply and have decided to act. Ants have taken human children in retaliation and villagers offer a reward for killing ants who they assume have eaten their children. In fact the children are having a great time and well looked after and have come to love their ant nannies. Ant peace delegation sets local people into a frightened outrage. In turn the ants have prepared for war and have already undermined the village ready to attack behind the human lines. Human soldiers are watching the ant hive which has already been sealed. An ant queen has been kidnapped and the ants have been forced to toil in slavers mines. A young worker has been trying to get humans to help and offers adventurers some gold nuggets as a gift. A group of ants have been eying off the resources of a dungeon. They have started to invade with scout parties and terrorfied goblins are now running all over the countryside in fear of being eaten. Flying royal ants have been seen attempting to start new colonies and there is a bounty on them offered by the local authorities. Some ambitious types want a royal pair to breed slaves. Someone has been keeping a slave ant colony and has been selling off the warriors to gladiator pits. The workers have been used as labourers in a sweatshop. But in secret the queen has bread warriors that look like workers, while not as strong they are made for cunning. Finally the day comes the ants revolt and save the queen but during their rampage the humans assume they are being invaded. Currently they occupy severat slumb blocks and are under seige. The slaver fearing criminal charges tries to encourage their extermination. An ant king has decided to wage war on man. His colony have been swarming on the borders and begining to raid. The queen is mostly ignorant but would prefer peace and has been misinformed about the threat of man. Antmen gladiators have made a break out. Without a colony they have no purpose but have become bandits to survive. They dream of somehow finding their home. A great ball of ants has arrived from across the sea carrying all their goods and queen. They are willing to negotiate but whoever makes first contact will influence their impact on the region. A young ant prince and his pregnant bride are looking for a home. Humans are horrified and have been hunting the pair who just want to build a colony in peace.. table: MolemenTroubles Town buildings and walls collapsing and a few cows have fallen into holes. For some reason molemen are digging everywhere looking for something. Long ago villages killed the molemen for ruining their lawns and now huge aggressive sting worms are attacking the sheep and entering houses. The villagers are looking to pay some molemen to repopulate and eat the worms before they get bigger but they don't know how. A cave in the hills has long been a place of dread and molemen snatch visitors dragging them underground. Of late more people further from the caves have been snatched. A dwarf is looking for help to rescue his molemen friends who have been forced to mine for silver by orcs. Of late a scholar found some stone tablets in the area and fragments of pots in a well indicating an underground civilization in the caves possibly using molemen as labour and soldiers. He needs guards to investigate. An angry moleman wants revenge on human kind. He has been sucking people under the earth and keeping them as prisoners demanding huge ransoms and scaring his captives and feeding them worms. One night molemen burst through the ground en mass kidnapping and slashing villagers, even coming up under peoples floors. The headman has been looking for someone to stop them. A necromancer has been using his molemen slaves to steal corpses leaving the graveyard a pile of loose earth and tumbled headstones. Molemen have been waging a war with giant bugs under the area and occasionally huge meat eating insects and molemen warriors erupt from the ground. Fields and buildings are being ruined and the molemen wont explain what is happening. Molemen in the city sewers have been serving cultists, expanding their secret lair. Molemen have been seen dumping soil just outside city and militia are concerned how big the molemen mine is. Molemen have tapped into a cavern complex and awakened some kind of elder monsters. The molemen seek to warn humans and get help as the problem is beyond them. An underground albino race of ancients has had their molemen escape and have come to the surface demanding the surface peons aid them or face their wrath. The albino wizards threaten demons and elementals will be unleashed if their molemen are not returned. If met the molemen beg for help to kill their evil masters. table: BeetlemenTroubles A tribe of halberd wielding rhino beetles has marched into human lands driving all before them. A tribe of savage ladybeetles are hunting giant aphids that have swarmed into human lands but humans dont apreciate them. A longhorned beetle wizard has found an ancient beetle graveyard and is using magic to revive some each night. A Stag beetle knight with his clickbeetle squire have occupied a bridge and chalenges knights to battle. They are indifferent to commoners. A savage beetlewoman with her pack of giant tiger beetles is hunting for humans to feed her grubs hidden in a cave. A gang of weevil men keep raiding granaries and the mill looking for food leaving hungry grubs behind. Some say they serve tho lords of famine. Beetlemen bard band have been performing a new sound driving the kids crazy. Parents don't approve and a concerned group seek some one to kill the corrupting bards. Dung beetlemen have have built a huge castle of filth and demanding travellers give them feces delaying traders. Merchants are outraged but other are selling them wagons of feces from the city in return for silver. The beetles are quite civilized and cultured but use feces as prefered material. A shanty town of insect folk refugees from fome underland tragety has appeared and most humans are puzzled. Some curious humans have begun to visit their taverns and drug dens and human criminals are seeking means of making a profit. Authoriities need someone to investigate. Scarab beetles are rolling huge dung balls across the roads and highways. They even have begun trading with farmers. Occasionally someone gets rolled up but they are mostly harmless. An outraged religious sect wants them gone disgusted by trails of filth and the establishment of feces as a currency. They have been sending out fanatic mobs to stop the poor beetlemen who are sun worshipers anfd happen to have gold jewellery. Carrion beetlemen have begun raiding grave yards snacking on the delicious stores of human meat. Humans are not inpressed and the necromancers guild in secret have raised a reward fund. A cult have been preaching man and bug can live in peace and have set up a new village. Things are going well but some outraged humans have been causing trouble. Since a beetle merchany married a woman they have turned militant. Beetletown residents seek adventurers to stop the fanatics and help the power of love shine through these troubled times. table: HorsemenTroubles Black warrior stallions with burning torches and swords have been raiding human lands by night, murdering and setting free their quadruped kin. If a horse tells them a master is cruel they savagley nail them to the barn and tear out their lungs letting them slowly die. A drunken failed horseman bard has run away with a merchants daughter on a bender and the father wants her back and the horse castrated. Horsefolk barbarians on the borderlands are stirring up troubles and liberating horses. The are taking horse owners as slaves but are willing to sell them back with brands and a few geldings. A gang of white horsemen have been making and selling drugs. Any addicted and unable to pay are accepted into slavery put to work in their growing drug lab complex in a refurbished ruined castle. Horsemen in service to the lord of death are roaming the land hunting and killing those who defy him with ressurection magic. The fanatic band have killed many returned from the dead and have more worried. Many rich men and cults have raised abounty on them. A sect of evil horsemen of the apocalypse is roaming the land. They are gathering evil relics and giving them to the worst villains as possible. Each serves a separate evil god and they plan to bring forth the end of the world. A horseman warlord riding a quadraped human giant has been leading his band attacking farms stealing important supplies like oats and apples for his clan. A horsemman druid priestess of the pony goddess has been liberating horses turning them into sentient speaking beastmen. The horse dealers guild want her dead. A charismatic horseman warlock with fine clothes and a peacock tail has been gifting common folk riches and treasures. In fact he has been selling their souls and serves the groomsman of asmodeus the lord of hell. A diabolic cult and those he has helped protect him. Drunken horsemen have carried off the tavern keepers daughter to their cave and he offers a years supply of free drinks to the band who can rescue her. An amazon priestess and her horseman guards have been hunting and killing mercenaries who participated in an atteck on her city years ago. Survivors now aging offer a reward to stop her. A horseman priest of the nightmare gods has been entering the dreams of local village leaders driving them mad. Some say the horse dwells in a ruined temple guarded by demons. table: WolfmenTroubles Wolfmen raiders are terrorising country farms tearing out the throats of villagers and their animal. A wolfman warlock has been performing fell rites at old monoliths leaving bloody sacrificial corpses, nobody knows what he is up to. A bloody band of raiders and berserkers have come by longboat killing and looting everyone in their path. A wolfman lone hunter has been murdering people and taking their hands as trophies. His lair has strings of them and he has a large bounty on his head. A wolf witch and her band of guards have been terrorising a region, tormenting locals and committing acts of murder. They leave bloody sigils and dead bodies about calculated to spread fear. Her motives appear to be pure sadism and enjoying fear and sense of power. A wolf warlock has located a sealed vault magically sealed containing an ancient elder relic of destruction. the Wolven warlock has been kidnapping and torturing scholars seeking the means to open the sealed door. A dungeon warlord has recruited wolven shock troopers to raid the surrounding areas. A wolfman hunter with a silver sword has come to kill a werewolf criminal but instead villagers have mistaken him for the villain. In fact the real werewolf is the village sheriff. Wolves howling by night have been haunting an area for months and now they have become bold enough to attack a village killing several and kidnapping the mayors daughter. A hunting brotherhood who meet in a forest hunt lodge have recruited a band of wolven brothers to strike those the hunters believe unworthy of life. Targeting rich hunters who do not respect nature, the wolven have killed and eaten numerous nobles from the city who hunt only for sport. A number of wolven sisters have taken over a dungeon and eaten the boss. They have made the other dungeon monsters into their pack and all fear being eaten by them. One of the sisters is a witch the other is an extraordinary martial artist. The monsters have been led on raids on merchant caravans and merchants have placed a bounty on them. A demonic wolven brotherhood have taken up dwelling in a ruined tower abandoned by a cult years ago. For the moment they mostly have stolen sheep but growling and chanting has been heard from local villagers who dread what will happen next. table: CentipedemenTroubles A hundred centipedemen in a crack squad emerge from a hole on a suicide mission to soften up the local defences for chaos cult who seek to take a local stronghold. While digging a well a centipede pit is exposed and centipede soldiers pour out and eat the workers. Centipede men of a haunted plain are performing some huge choreographed ritual dance to call down their god to devour the weak. Centipede river pirates have become a problem, their highly efficient rowing teams seem to be the fastest river boats. A great behemoth monster crawled from a cave and was killed by the army. Months later centipede men have burrowed into the corpse and are using it as a fort. When the meat mine is over hundreds of hungry centipede men will be on the loose. A noble has invited a centipedeman dancing troupe to preform at a wedding and everyone important will be there. Some are concerned the centipeds are chaos cultists who are up to no good. A gang have raised centipede men to follow them and has been very successful. The gang is growing bigger month by month. An evil wizard has raised a force of centipedes to serve him, gathering resources to operate his ancient chaos engine. The centipedes have eaten him and have taken the engine for themselves. A centipede warlock has contacted the great demon Centipedus who has granted his clan with chaos mutations. The emboldened tribe have been up to something in the sewers building something. A centipede work crew has completed buildings in record time but the building company has been seized by a bank and refuses to pay. Centipede workers riot bringing down buildings and laying siege to the bank. Centipede men gangs in the sewers are dealing strange new drugs and nobody knows their source. The centipede hierophant has decreed it is time for the centipedes to rise up and take what is rightfully theres. Claiming territory they seized in the age of darkness aeons ago their armies are on the march. Possibly killing the religious leader will end the crusade. table: CrowmenTroubles Crowmen have been trying to warn a village of the worm god cult in area but most think the preaching crows are liars and out forsome scam. Crows have been hanging around the local bridge teasing travellers and provoking fights for fun. A cheeky crowman wizard has been stealing spellbooks and local wizards offer a reward. He swears he was just borrowing them and believes the wizards were up to some scheme. A crowman necromancer keeps animating the dead and marching them off to his treefort to eat. The tree is full of blind corpses because the crows think eyes are a delicasy. A crowman has been taunting berserkers in public trying to enrage them for fun. He always escapes but the enraged warriors cause destruction and injure innocents. A crowman was taken to prison and freed all the inmates. They have taken the prison and are charging a ransom for the former staff. The local sheriff believes the wiley crow if he can be found will know the best way into the prison and how to re take control. A secret order of crow monks have been seen in the forest. Locals are in fear of them. In fact they are gathering to stop a menace from ancient times brewing in the underland set to erupt soon. A gang of crowmen bandits have been robbing tax collectors. If confronted they swear they were going to give it to the poor when they found some worthy. The crafty cowards will flee into a monster filled dungeon to escape. When finally confronted they will bargain for their freedom. Crowmen running a black market are selling stolen goods and under cutting the thieves guilds. Street fights have broken out and the crows have proven resilient and vindictive, stringing up thieves by their innards and plucking out their delicious eyes. Crowmen have stolen silver bullion coming from a mine and a noble has declared all crowmen outlaws. Other crowmen have flocked to the area and crow crime has gone through the roof and state institutions are being destroyed daily spreading anarchy. Other nobles want to intervene and end this. A crowman has stolen the jewelled eye of a wizard and run away to a dungeon to throw off the heat. The wizard needs the eye to bring demons into the world and offers a large reward. Crowmen keep sneaking into the great library and misfiling the books on the wrong shelves. The librarians don't know how the crows bypass the defencive magic or get in or why. table: RabbitmenTroubles Children are being captured by rabbitmen and being raised as slaves in their burrows. A rabbitman druid has had cult building great whickermen full of humans to burn. Rabbitling children have been stealing vegetables from the local gardens and shooting village dogs. Rabbimen bandits have taken a section of road and murder everyone, they have a fortified bunker burrow full or traps and secret passages. A local lepus hero has been murdering shepherds, woodcutters and hunters, when a posse went after him several died and many were injured in traps. Rabbitmen have been leaving monster eggs around village fringes and children found several. A lepus blood goddess cult have decided to collect human blood for a ritual to make a killer hemogolem, they just need to kill a score at once in a ritual. A rabbitwoman witch has charmed lots of children and carried them away to her burrow in revenge for her murdered sons, she will give a child back for each killer who surrenders to her. Rabbitmen have taken over a ruined tower and have been shooting passers by for fun. Rabbitmen burrowed into village granary and stole everything. While a petty lord was away rabbitmen burrowed into the manour and carried away his wife and children and treasury. Local dwarfs complain humans have aggravated the rabbitmen who are hopping mad about something and on the warpath. table: GoatmenTroubles Goatmen fouling water, pissing around village and shitting in chimneys and clogs, villagers are desperate. Bleating and screams are being heard more and more frequently and the village want to form a mob and hunt them but need strong leaders. Goatmen have captured a family from a farm and a child has left a trail or scraps from her dress behind them. Goatmen have occupied a bridge and wont let shepherds cross without letting goatmen molest their sheep and take their lunches. Goatmen have raided a winery stealing barrels of wine and now the drunkyards openly molesting villagers and being lewd at all hours. Goatmen have been molesting local herds and all this seasons kids started walking on rwo legs and ran away into the forest to join their dads, locals want them all killed. A witch coven has always lived in the woods but now they have recruited goatmen through fornication and the witches want revenge foe years of mistreatment from villagers. A goatman warlock has had a dream if he covers an evil monolith (the Devil's Stool) in virgin blood, a demon will be released. The stars are almost right and the goatmen have been attempting to seize local virgins. Farm animals have all escaped and headed for the hills. A first people thought it was theft but it appears a local cult had been sacrificing the animals to goatmen and somehow the animals knew. Goatmen are having a contest. Whoever can fornicate with most number of animals or humans gets to be cheif. Goatmen have opened a dank forgotten pit into the earth releasing monsters sealed for aeons and provoking them. If only spmeone would stop them and seal the pit. Goatmen have squatted an old house and up late at night chanting and fornicating with witches and banshees and attracting cultists. table: LizardmenTroubles Lizard men in the wetlands becoming organised and using better weapons and armour, some fear legendary return of their vampire king. Albino midget lizard men came from a sinkhole and kidnapped a local youth. A cave was opened by a mudslide and occasionaly people have wandered in in a trance. Some dream of winged pteradactylmen in a cave Sacrificing humans to awaken their kin in chrysalises. Miners found strange bones and carvings in a cave they dug into and now lizard men and their monster pets have driven the miners out. Swamp tribes have been using war drums and a shaman has declared time to rise against humans again. A warband with a fortified battle turtle recently raided a roadside inn killing everyone. A three horned lizardman with an obsidian war club and a jade warclub from afar has been leading local lizardmen reminding them of lost glories, if he could be killed they might go back to their more peaceful ways. A serpentman wizard has built a basalt tower and has lizard men goons guarding him while he works on reviving his kind . Lizardmen have made a deal with smugglers and bandits, if only someone could make a better deal with them to stop dealing with criminals or just kill them all. Small fast lizardmen of a type not seen before are serving the lizard men scouting human lands. Someone went to check on them to find several mutant castes have developed and they are changing. A civilized metal using reptilian party have taken over the local band. They are looking for an ancient temple lost in area aeons ago for some reason. A dragon kin band of lizard men have been worshiping a black dragon effigy for decades but it seems they had brought an egg from somewhere and hatched it and they have been raiding farms for food and looking more draconic, a leader type even had wings and horns. Local lizardmen used to be friendly trading fish for goats but something has been stirring them up. It appears adventurers robbed their idol and the shamen in the old sunken temple are outraged . table: SnakemenTroubles A strange visiting wizard questioned locals about caves and ruins then disappeared. Since then strange sounds have been heard from cellars and wells in the area. A sect settled in an abandoned property claiming they were fleeing persecution. They buy lots of young livestock but don't seem to raise any animals of their own. They have recently been digging a great pit and have been chanting and commissioning snake theme artwork. Vartak the healer has moved into the area a score years ago and has cured many children and youths with his arts. Some of the healed of late started shedding their skin and they and Vartak ran into the old caves never to be seen again. An old ruined temple was ocupied by bandits but a wandering priest and his followers declared they would destroy them. They did and have repaired the temple for their own use. Slowly all the bandits in the area and smugglers have disapeared. The locals are very pleased. A sect settled in the local swamps and have been living peacefully in secluion but recently an old barbarian tried to warn everyone they were up to evil and he was found in bed bloated and swolen with poison dripping from puncture wounds. Small albino lizard men in the caves used to keep to themselves but of late they have been stealing animals ang have just kidnapped a girl. Everyone wonders what set them off on this mischief. A wise scholar from the city has rented a shack and has been researching local caves and relics farmers find in their fields. Now after finding a forgotten cave he has disappeared. Locals hope he is well because he had lots of these old silver coins he used about town. Alabalintzer the kindly mage went crazy lately and went into the caves and has not returned. Someone saw him swallowing whole rats and rabbits before he fled. People searched his tower and found lots of snake idols and strange books made of skin. Nobody knows what to think. A robed priest was exposed as a snakeman and his followers awful hybrid cultists. Villagers in an angry mob went to burn them but were driven from their shrine with magic and snakes everywhere in the grass. Now everynight a villager disapears. A local wizard has been teaching youths for decades and to thank him on his birthday local youths built a statue of his symbol a great bearded horned snake coiled around a rune engraved column. A visiting inquisitor has got the wrong idea and has been trying to stir up trouble. A merchant who lived here about a year had the cheapest goods and was very popular. Sadly one day he fell in a well and wasn't seen again. Months later lots of strange children were born, some with fangs, snake eyes and toungues. A terrible cult came to dwell in the ruined bog temple. At first they seemed friendly and even helped kill bandits and marauding thieves. Then the began killing local leaders and clergy and now they roam freely taking whomever they please. Worse the burned the shrine and have erected two headed snake idols and glyphs everywhere and have eve branded some of the locals they spared. table: BadgermenTroubles Local halflings disappeared a few months back and a few badgermen came to the market offering to sell halflings at low low prices. A local militia storehouse has been emptied, the thieves tunnelled in. Holes have popped up all over the place and the bandits in their gruberhole cave have been very quiet of late. The sherrif has been investigating. An old badgerman is looking for humans. He wants human mercenaries to kill a bunch of young upstarts he believes will take over and set the burrow on the warpath. Orcs have been seen coming and going in the area and seen leaving with chained human slaves missing from the area months ago. Someone is selling slaves to the orcs. Miners hired some badgermen to get rid of kobolds and now more badgermen have moved in because they like it and are even mining the claim. Miners will pay adventurers to drive the badgermen out and even kobolds might help but that would be asking for trouble. Badgermen and rabbitmen have been fighting for decades but after an apprentice blacksmith was caught dealing arms to both sides both races think humans are now involved. Somehow locals want peace with both sides or help one side win or get rid of them all. An old badgerman lived in the area for deades respected by all the local races for his wisdom and teachings but someone murdered him. Everyone is acusing each other and fights are breaking out. Worse still one of hi sons has brought a mercenary company and camped in the hills demanding justice. If the muderer is found many lives will be saved. Badgermen have been raiding local dungeons for treasure and competing with human adventurers. This has escalated to the point that the badgermen nation is ready to declare war if humans dont keep out of their treasure mines. Somehow peace needs to prevail. A wikked badgerman necromantic sorcerer has filled his burrow with undead and charmed wormmen slaves. Finally he is ready to start capturing humans to enslave or make into zombies if they don't obey. He has kidnapped some rotten kids and been training them as apprentices. A band of bitter badgermen have adopted a dangerous cult of the devouring goddess who keeps treasure for herself in the darkness. In order to emulate her they have decided to wipe out a village and sell and sacrifice the occupants. A badgerwoman hag priestess leads them. Badgermen have been here for hundreds of years and the humans barley notice their nocturnal ramblings. But human settlement has increased and badgers are on the warpath. They plan to steal all human children as hostages and slaves to keep humans from eating everything in the world before it is too late. badgermen have dug deep looking for tasty treats and have broken into an undead filled cave system. They simply sealed off their areas and looked elsewhere but undead from the age of necromancer kings have begun to wander to the surface each night. Only the badgermen can locate all the holes and seal them but some badgermen think they will wait a while till humans have thinned out. Not all badgers agree and their parliament has been debating the issue for months. table: PigmenTroubles A band of porker nomads on battlepigs come from the hills, with gluttony for glory and goodies to gobble in the lands of man. Human farmers held a huge pig on a spit feast as the pigman king and his entourage came looking for a lost swine prince. Horrified the pigmen attacked and the misunderstanding has resulted in the villagers being imprisoned and burned at the stake if the prince is not returned but he is in a dungeon exploring with his party. A devilswine has become mayor of pigtown and has mobilized them for war to get himself food and women. He knows humans bred with porkers will be pigmen in only two generations ready for the next phaze of his conquest. A young swine rooting through a town trashheap found a cursed wizard skull and has become possessed. Now he is stirring up trouble driving man and pigman to war. If the skull can be revealed there can be peace. Piggies were living in peace but slowly retreating from man. but an orc chief has convinced them they are kin and must turn on man. A gardener killed eight piglets who strayed into his vegetable garden and hid their clothes and sold them to a wedding feast. Their angry mother has taken eight human village children to replace them. If the matter is not resolved their will be open fighting. humans dont know orcs have offered to help the pigmen side as a pretext to invasion. A huge trasheap in a bog has been claimed by a porker hero in the name of his tribe and he has demanded trash and feces tributes from outlaying humans. His tribe like to wallow in muck and snack on filth. Humans haven't taken this very seriously but as the horde gets bigger the trash diminishes and soon the porker posse will thunder across human lands. Only a few humans can see the coming pork storm. A piggy wizard has decided his race needs more sows so he is polymorphing human women while invisible and leaving them maps to his village Swineton. Humans are not amused even though he said he is helping them because humans women are ugly anyhow. A group of pigmen pilgrims arrived in a human village which horrified the local clergy. They deny god has a pig form and considers pigmen filthy beasts. Offended the pigfolk head home and prepare a crusade against the human heretics who reject gods infinite love and kindness. A devilswine has corrupted a porker village with alcoholism to help his moral corruption of them. Now a band have raided a brewery gotten drunk and unleash havoc on a country village. Humans invited piggies over for a feast and game of sportsball, but a pig saw on the seed filled leather ball his missing uncles tattoo and hell has broken out. Pigs have taken over and running a kangaroo court. Perhaps someone can resolve this and restore sanity. A roadhouse diner has for years invited pigs to dine for free on the lower floor on human feces that drops through the floor from the latrine. But a pig moral crusader saw this practice and is outraged demanding to be served on the upper floor. A fight has broken out and pigs have taken over and locked humans in the lower floor. table: RatmenTroubles Plague breaks out in city ward and streets are sealed and everyone under curfew. Swarms run openly in the streets. Now ratmen break into houses to kill inhabitants and steal everything. Sewer workers hiring to battle strange rat monsters. Turns out mutrant ratmen have conjured a chaos spawn into their templa and can bareley contain it. Several explosions have gone off in city and law is hunting the criminals. The secret police know it is ratmen and need a crack team (expendable) of murder hobos to kill the culprits. A mighty mutant ten headed rat king has occupied an abandoned palace and every night sends out his minions to bring him youths of noble families to infect with lycanthropy. Some of the plague doctors in their head to toe masks with their miasma fighting incense braziers have been replaced by ratmen instead spreading plague. A crack ratman suicide squad with guns and bombs attack sewer workers guild and if not stopped all records and subsystem maps will be destroyed reducing mans control. Ratmen disguised as gongfarmers have entered a house through toulet and stolen a merchants babies to blackmail a house producing rat poison and traps for the ratters guild. Ratters guild house is on fire, several in a row have burned down in a week. Rats are up to something big in this area or expanding operations. At the annual ratcatchers feast somebody poisoned all the food and the cook was replaced at the last moment then found dead. The new cook is nowhere to be seen. Who would perform such a cowardly act?. Were rat sailors on the docks have been increasingly common and many poor sailors have turned themselves in for treatments. The secret police have of course executed them for the cure is too expensive even with many churches doing their best to treat the problem. many sailors did use a certain brothel however. City granaries are being cleared and officials secretly using stores from tomb sacrifices intended for the dead in the afterlife. Secret police looking for someone to destroy the rats and if possible recover the grain. A rat princess has had trouble selecting a mate with all the political troubles in rat clans so she has sent spies to find eligible human heroes to be turned into ratmen. table: FrogmenTroubles Boats on the river are being ambushed by chaos frog men who promptly sacrifice everyone then flee. Merchant are offering a reward. The croaks of frogmen in the swamps are getting louder every night and the locals live in terror of that once in a century full moon when the frogs will come and eat everyone. The locals have witnessed frogmen and fishmen fight for centuries but less know their hybrid cults wage a secret war and over generations some have blood of both. This new breed has dedicated itself to chaos water elementals and now have shown their hand and built a new cult temple outraging the elders of man frog and fish. A frogling has found a lost relic of the fish men and they have been hunting him across the riverlands before he can throw it into the frostfires of the burning glacier of mount Gloom. A frogman wizard and his cult have been singing for constant rain and the the humans are sick of it. They will reward anyone who can stop it. Many swamp fishermen and all the small and medium sized animals have vanished. A clan of hungry croakers are breeding out of control thanks to a mighty priest and his fertility relic . A frog wizard and his tadpole apprentices have declared section of bog his private kingdom. Various tribes of frogmen have flocked to his clarion croak. Unfortunately nobody wants a new frog kingdom and a bounty on the wizard has grown. A section of sewers has grown very froggy and even the ratmen are worried. Many sections are accessible only by water. A wizard is offering a reward and potions to help and he sez he is definitely not a fishman cultist. A frog god cult have made contact with a real frogman magi and thrived from his wisdom. They have developed new water elemental spells that human wizards will pay big money for. A slimy frogman has come from the depths offering humans locations of local fishman cult agents and secret temples. All he wants is amnesty for a few years for his race. An ancient temple of the frog god has been uncovered when a local bog drained and the frog cult want it back. Some long lost treasure is there from the frog empire. A temple of chaos frog monks has been operating in the swamp teaching cultists martial arts and the illumination of complex fluid dynamics of true chaos. Cultists are flocking to this dawn of a new age of frog god wisdom. table: BatmenTroubles An underground stream fed pool keeps washing up heartless terror stricken scratched corpses. As numbers rise and people vanish authorities offer a reward. An ancient obsidian dagger for not quite human hands was stolen from a private museum and the owner offers a reward. Bloodless corpses have been washing up from the sewers prompting vampire hunters but their usual techniques of finding undead don't seem to be working. Strange footprints have been found and something is gutting sheep and returning to the local caves. A strange monolith with carvings of a bat cult have prompted scholars to investigate a cave mouth depicted on the petroglyphs. Murderhobo veterans are required for their underground survival skills to escort scholars. A vigilante has been killing criminals, tearing out their hearts as a warning. The thieves guild offer a reward for any who can identify this masked mad man. Some say it is similar to the prostitute killer a few years ago. Some say he has a secret cave hideout. Thousands of bats have taken roost in an old ruin and several people who went to investigate have been found half eaten and brutally murdered. A cult have been seen meeting in the bat filled caves by night dragging naked victims with them. The rumours and sightings have increased and authorities are assembling a posse. A blinded madman was found screaming in the bottom of a well bats have been seen swarming into. He claims there is an underground city of horrid batmen plotting to destroy the surface. He is identified as a local lad who vanished decades ago. A secret meeting of frog and rat cultists has been raided by the secret police who found they were cooperating on finding a mutual enemy the law was not aware of. An inspector wants to assign adventurers to investigate this hidden menace. Goblin bat riders have been seen for years in the area spreading spores of magic mushrooms across the land hoping to initiate the great rot. But recently someone noticed the riders had different ears and trapped one in a net to see. It was a horrible bat creature wearing a loincloth of human leather carrying a scribe set and messenger bats with notepaper of human skin vellum and blood ink. Many attended the public vivisection and examined the artifacts of this unknown civilization. Scholars offer research and exploration grants to learn more. A wizard has been using clairaudience to probe dark depths of the earth for sounds. Recently he heard millions of chittering voices in the deep and after a while he realized they were intelligent beings using an unknown language. He wants to send explorers via teleportation or spelunking to investigate. table: WeaselmenTroubles A weaselman serial killer has been at work on the streets killing the homeless and anyone about at night. Occasionally militia find a house with walls stuffed with corpses after investigating a crime. Actually there is more than one at work independently. A weaselman has terrorised a colony of ratmen or rabbitmen under a town or village who burst onto the street running and screaming and attacking anyone in their way. A weaselwoman is shanking an ogre corpse by the road covered in blood. She looks with her adorable face and asks if you are adventurers and can she join your murder hobo exploits huh please please please!?. A group of weasel bullies twitching with thrill of a kill demand protection money to cover you from murder related accidents. Actually they might be up for hire for the right price and some killing. An assassin squad have been sent by enemies to kill your party, using deadly thief skills and distractions they manage to get a surprise backstab attack pretty often. While camped somewhere see a wired up kill crazed weaselman dancing for joy after dragging a corpse into a hole. With care he can be spoken too but movement might set off a beserker craze as he is only just over his blood lust. In a city this might be a manhole or crawlspace. In the distance a weaselman happily hopping along is snatched up by a giant eagle or owl or wyvern which moments later crashes with the weasel stabbing away as if this happens everyday. A weaselman is dragging a naked corpse while shanking it joyfully while being chased by angry yelling cultist coven who want their sacrifice back. The cult want no witnesses the weasel just up for some more murder hijinx. A mutant weaselman walks into town foaming at the mouth, its eyes bug out at all the meat just walking around and it begins it;s hypnotic murder dance. It just ate someone tainted by chaos and is crazed beyond hope. An adorable but exited weaselman offers you fresh meat, he has lots at the moment he doesn't need. His exited bounding towards you might be menacing to some people and it is happy to have a fight. A bandit gang with a blindfolded weaselman threaten to let him go if you don't hand over your weasel insurance money right away. Weaselmen are playfully tossing goblin corpses in the air and dancing, if they see movement they will be exited by a new play opportunity as their current toys have stopped moving or bleeding. table: DogmenTroubles A gang of dogmen mongrel bandits has taken up territory on the highway charging tolls for passage and taking any meatgoods and draft animals for food. A diabolic wizard in his tower has his poodlemen minions kidnap victims for his vile rites and slave labour. Ultimately they serve a duke of hell not him. A band of adventurers had a tame dogman named Rufus. When they underpaid him he left them but came back with a pack who took the bad men away to their lair to punish them. one of those men was a merchants son and the merchant needs some one to buy the son back or rescue him. The sheriff has been hunting dog men for months with no success. he cant figure out why his hounds lose the trail and lead him to wrong places and even places where dog skirmishers ambush him. Rabbitmen and Dogmen have been waging a war. The dogmen have better armour and bites but the rabbitmen have secret burrows and bows. They both tend to ignore humans but now they have been battling right in the village and inocents have been hurt and merchants are keeping away. A village had some doggo slaves but wild dogmen lured them away and now the dogs wish to castrate every man in the village. Dour faced pugmen bandits demand all the bones and joints of meat delivered by sundown or they will feed themselves on whatever they can find. A druid kept the doggo tribe on good terms for years but when the new priest drove the druid away the doggos adopted him. The druid has deemed the humans enemies of nature and with his doggo buddies is terrorising the area and burning the newly built church and shrines. Local bandits have teamed up with a dogman tribe as brothers and now there are twice as many bandits who are using the best skills of both. Some of the bandits have even been turned into dogmen through some canine secret ritual. Wiry grey furred wolfhoundmen have landed by ship and these seadog raiders have come up and down the coast attacking and looting, crying blood for the blood dog! The fear nothing and have beaten superior numbers of soldiers. Dogmen do live in the city even forming gangs. Recently a gang calling itself the hellhounds have begun spitting fireballs and daring the law to stop them. The secret police say the pack are not our concern and the militia are terrified. What is their secret and why no official action against them? Some say they even work for the secret police. A gang of ugly mongrel dogmen have been breeding with orc hounds and working with orcs as shock troops. More disturbing is they have begun worshiping the orc gods and now have priests who call themselves the warhounds of the one eyed god. They are remarkably sophisticated and the city want them onside with loyalist orc forces not the mountain renegades . table: CatmenTroubles A catman duelist tries to pick a duel with with you or a friend no doubt hired by an enemy. A flamboyant catman bandit has been stealing cream and fish from local poor and jewelry from rich women in carriages. He also steals nice clothes. His ambushes are legendary and he has many cunning tricks to get rid of guards. A local witch cult has been active in the area but are almost never seen. Most of their dirty work is committed by a black catman thug who kidnaps, steals, commits arson and cut the priests throat leaving him alive and speechless. They say he has nine lives but actually he has eight identical brothers. A chowder of catmen has been charging toll on the riverway leaping from bridges onto boat decks and swinging away after. The fishmerchant guild is furious. A catwoman witch has been using shapechanging magic and charm spells to con men out of their magic treasure and money. She only kills the ones who come after her but the treasure goes to funding a rich city coven. A wild tabby catman killer in the woodlands leaves half chewed corpses on the roadway and kills more frequently each month. Nobody knows why or what his story is. . Black tom is a famous catman warlock in service to hell and he has been crossing from the barrony into the Empire to commit dastardly crimes and fleeing into the barrony where he has no bounties. The governor of the Empire colonies is outraged and gossip says Tom works for the secret police. A famous rascally catman Greywhisker and his amiable but stupid Doggo barbarian comrade Jarred often join adventurers and can point out dangerous dungeons and tombs. Problem is they often use adventurers as decoys or run off with the loot. He has infamous battles with the city ratmen and the law there will not touch him. Hucko is a well known catman from a country town who wears lederhosen and investigates mysteries with his talking snake friend, Squirmy. Wherever he appears a murder or theft happens and he is quick to drag others into solving the crime. Daisy Dutton a tortoiseshell girl roams the countryside in her country maid dress and bindle seemingly a friendly traveller but actually at war with snakemen. You can bet if you meet her and travel of camp with her snakemen assassins or charmed dupes will attack. She has other dresses in her bindle for dungeons or barmaid jobs she takes for spare cash. The jobs dont last long with all the murder. Occasionaly someone finds her paralysed in a ditch from snake venom covered in dirt and starving. Ferris the wondercat is a roaming wizard who keeps all kinds of stuff in his carpetbag of tricks which he uses to get out of trouble. Various evil gnomes always want his magic bag and are up to all kinds of schemes. All his spells use the bag as a focus and at night it turns into a tiny shack with a lit stove. A pair of evil siamese brothers who work as assassins and drug smugglers or anything to get a hit of lotus resin. When not on adventures the lads are in a drug den or bordello. mostly they are trouble and both have been resurrected several times by one of the lords of hell. FILENAME: EMO_OSR_MonsterBullySmackTalk.ipt Header: Monster Bully Smack Talk Monsters are not just bad guys who eat a princess and molest your animals. They are bullies who pick fights. You know what it's like: you're in monsterland or went to the wrong level and you just wanna get out the dungeon, when some monster starts giving you a hard time. Jerks. Here are things monster bullies like to say to have a fight. Monster bully talk is just the shit monsters say as pretext to a fight. A hero might get a good line back on them or one of those cool lines you drop when you kill a enemy. Arguments might happen but the bully is not interested. He will change the topic and come up with second or third pretext to fight. His argument is genuine, just used to make the coming fight more personal. It makes fights more memorable than you meet ten orcs and kill them. Monsters are not up to date with their dungeon sensitivity training, they say things polite people don't. It really helps them define their monster hood. Trolls were masters of this. Sorry take it up with the wizard or evil high priest if you don't like monsters bad language. Monster smack talk wants to trigger you into messing up. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/09/d100-monster-bully-smack-talk.html
table: MonsterBullySmackTalk They taste good both ways lets cut im in half and see. That one needs a good beating before we cook him, looks stringy. Humans eh, look at all the beastmen around here, better lock up all our animals. My last human broke so we ate him, this is my lucky day. Hey check out these stinking losers, lets get em. I bet that ones got a book, I need some toilet paper. What are you looking at? You got a pretty mouth boy. Here come some little bitches now. Humans! Haven't we eaten enough this week? I know that one's mom....snigger. If you make it hard for us to kill you we gonna torture you for days. I can't tell if they are male or female, they al the same bending over. Hey you know what we do to your kind around here? Gotta check for lycanthropy, lets skinnem to be sure. We gotta search you guys, secret wizard business. That one would only take one punch. Hey my kid collects ears and you've all got plenty. Shall we eat them or just torture them? Take our land and treat us worse than cattle. I bet that one would squeal like a pig. Hey did you just think you could walk around here with our stuff. Hey those guys look like they are here to cause trouble. Get em! I bags the pretty weak looking one with the wig. What are you doing on our land stinking up the place? Who let you out of your cage, Your bad animals put down those weapons. Hey these guys think they can just walk around like they own the place. Phwoar something skinks, these walking dead over hear. Hey have you paid your special wimp toll? Which one will taste best? Better try them all then decide. Finally some prostitutes around here, hope they last longer than the last lot. Ill show you how to take of their skin in one piece, that one will do first. Dam adventurers taking our treasure, killing our monsters, im sick of them. I think I will make that one my wife he has a nice stink. Hey you can't be too fussy down here, what happens in the dungeon stays here. They all look the same, especially on the inside let me show you. I think these ones are all eunuchs, nice soft meat, they stink like fancy hookers. I like to stuff them with herbs before i cook em, that one has a good rump. I don't like that ones face, reminds me of the human that killed my Pa. I've got a dress that will fit that one, then we can sell it for extra. I havent sacrifced anyone to the dark gods today and look what we have here. Do you think the gods will like these ones? They look full of blood. Are you sure strangling them with their own intestines improves the flavour? They have such puny little turd gods it's a wonder they amount to anything. They are just asking for it walking around like they own the place. Probably here to steal our turds we better show em whos boss. I can't wait to get hold of those little legs and break em to make a wish. Look at those smug little faces, im gonna cut em off to feed to the pigs. Don't you know daddy doesn't like it when you play with his weapons and armour. Hey look, humans! Its like they want us to do whatever we want to them. Shall we bet which one lives the longest or screams the loudest. I hear lots swallow their treasure so we gotta squeeze their guts out proper. I hope some have tattoos my mum needs a new fancy leather apron. Hey that head would look great in my collection come here. Hey humies, get on your knees and bleat like sheep, now you weaklings. These ones are pretty ugly, sure they are not your kids. Hey the new maids are here to clean up, those outfits are such a tease. Hey pretty boy whats your name? I want you! All humans just bend over and take it when you show them who's boss, watch this. Hey I like those clothes. Give them to me now! Ok humies hand over the cash and weapons and we won't have to kill you this time. That one looked at me funny, they must all wunna die. The skin on that one is just the colour i wanted for my new boots. I tell you the fat one will last the longest just kill the rest. Hey ugly who let you walk around our place with that face? Here we are minding our business when these human thugs show up on our turf. These look pretty weak, lets just kill them and knock off for the day. Hey these meatbags were just the dinner we were looking for. We will get one of them to chop the other ones up so we don't have to work. Wow their skin is so soft and hair so pretty i wanna marry that one. Their armour is pretty weak, lots of warm meat once you peel it off. They are just thugs and robbers. What are you doing here on our watch?! We can eat that one, sell that one and sacrifce the rest. Don't we need a virgin sacrifice at the temple? Nope. Great we can do whatever we like. No point keeping them fresh fellas, kill em and gut em now, dinner soon. They don't learn our ways or customs, they make no effort to fit in, im gonna show em. I hate it when they speak that stupid language of theirs. I tell you they have a extra hole. No that was just a stab wound, i will show you. Do we need more prisoners or meat? These ones stink bad! I want to touch that one with the pretty skin and lips. So they have tails underneath? Shall we make them show us or just kill em and see. Humans can't help but be violent they is all diseased in the noggin, have a look. If your lucky sometimes they have gold and gems inside. He you come here! Humans just come here for the sex, I'll show you. Hey you're new, tell those humans to hand over their money and weapons and strip! Look at all the lovely stuff the humies brought for us and the rest is good for sausages. Look at these chumps, I'll have on their knees begging in seconds. I tell you the magic ones all have sparkles inside let me show you. Wake up guys our hookers finally got here, i bags that one. These ones look healthy, they will taste better, not so slimy and stringy. It doesn't count if you do it to a human hey there's some now. I tell you they are part lizard in disguise, lets cut up those ones and look at their bones. Humans sure do eat fancy food, lets gut those ones and have a look if its any good. Humans say we ain't got souls or we all damned, lets cut em open and see theirs. Came here to murder us eh, on our turf, you're gonna die you bastards. Blood and souls for chaos! Show them our Hatred! Death to the vile mankind! kill him! Eat him! Kill Them! Eat them, kill them all. Our kind only wanted what was ours back, you humans kill and steal everything! Our alignment must be upheld as supreme, death to the outsiders! Hey you over there! whats your alignments? FILENAME: EMO_OSR_HellPriceOfPassage.ipt Header: Tests, Trials and Tributes - Hell's Price of Passage When travelling the hells, gatekeeper devils and ferrymen are prone to demanding things to pass. While most devils are prone to receiving bribes devils on duty have specific orders and fees for mortals to pass. Trying to pass without permission sounds alarms and more devils are called. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/07/tests-trials-and-tributes-hells-price.html
prompt: Show me: {Price Of Passage|Hunters Of Hell|More About Travelling In Hell} Price Of Passage use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutTravellingInHell [#{rep} MoreAboutTravellingInHell2] table: MoreAboutTravellingInHell2 1:Costs of passage need to hurt somebody. Either the traveller or to make the traveller harm someone to degrade their moral status. Stuff that doesn't seem so bad should actually be worse. The devil testing the travellers will often show visions of the consequences of your choice. Devils will encourage you to justify your choice reminding you only chaos would randomly decide with no effort. Devil might also suggest you try to atone for your evil choices after you leave hell or to accept your fate and join hell. Atonement might include making holy quest to gain good gods forgiveness of find where in world tests effected and try to fix the problem.\n\n& Some requests act out scenarios seemingly in the real world. These could be a familiar place at home, a distant land, a dreamworld, alternate word or different time period. Whatever is easiest for the game master, but consequences affecting your campaign setting are more effective. \n\n& At any rate, the fees of goods, moral tests and challenges are made to be unpleasant and to wear down the resistance of travellers. 1:Illegal gatecrashers will be hunted by dedicated teams of devil prefects, trained monsters or even mercenary demons or other entities. Each such unlawful passage sends another group of hunters. The court will inflict a greater penalty for captured trespassers, but if the crashers surrendered or are cooperatove they may be shown some leniency. 1:Hunters are specialists who often carry chains and whips and like to howl fiercley and rage across the land hunting their victim and harassing locals as to their prey's warehouse. When they have caught their victim and have them in chains they torment and humiliate them all the way back to their lord who sent the hunters or possibly the diabolic courthouse or possibly guild hall.\n\n& If one team of hunters cannot arrest the escapees then another is sent. If that fails diabolic nobility will meet and debate how to stop the escapees, possibly sending a large military force led by diabolic nobility or awakening some ancient primal evil entity or even even requesting the gods send something to punish them. Once the gods are defied some kind of demigod or divine monster will be sent and if that fails the gods will begin to kill family members, curse kingdoms and unleash disasters on their families and homelands. Surrendering to the gods' mercy at this point means a quick death. table: HuntersOfHell A greater Devil with a dozen minions A greater devil riding a dragon A unique greater devil with a score of lesser devils A unique greater devil leading a dozen erinyes A fallen noble of hell seeking atonement with a dozen devil followers A pair of pit fiend siblings A pit fiend with a score of [|lesser devils|hellounds] A nighthag riding a nightmare with {d4+1} followers A pack of spectral hounds led by a spectral devil A score of mercenary lesser demons A dozen mercenary lesser demons led by a greater demon A greater mercenary [|daemon|slaad|fallen angel] table: PriceOfPassage Sacrifice an item of clothing of the devils choice preferably magic first. Sacrifice an item or weapon of the devils choice preferably magic first. Sacrifice a small body part such as a nose, ear or finger, will not regenerate. Sacrifice a small body part such as a hand, eye, breast or genitals, will not regenerate. Sacrifice a limb like an arm or a leg, will not regenerate. Sacrifice one attribute point. Sacrifice ten percent of all your wealth including land and wealth at home. Sacrifice a soul which could be your own or a followers. Sacrifice your first born or next most available child. Sacrifice a tithe of 10% you make from now on. Assassinate a renegade or treasonous unique devil noble. Assassinate a band of renegade demons. Assassinate a band of adventurers who dared gatecrash one of hell's barriers. Promise to assassinate a human ruler in the mortal world. Kill a wizard and return any diabolic medallions and true names they have to hell. Perform action to interfere in the life of someone trying to cheat a contract with hell. Beat up someone who stole from coffers of hell and take back the cash. Burn down the home of someone by surprise at n ight, no reason given. Spend 100 cursed red gold pieces across some innocent backwater village. Steal poor box coin collection and tithings from an impoverished church. Asked if elderly family member or innocent child should be thrown into sulphur pit. Asked if town hall full of elders meeting or an orphanage should be burned down. Choose fate of dead loved ones eternally burned in hellfire or tortured. Take baby from bed and give to devils or it will grow to be evil tyrant according to devils. Choose one of three evil men to be taken by devils, a king, a warlord or a wizard. Asked to dispose of sack of puppies in well, if live grow into evil killer hellhounds. Offered a wish from a duke of hell, will be granted but terrible costs or can be refused. Must choose if terrible past crime is exposed possibly destabilizing a kingdom. Person tortured by devils should they be forgiven and reborn or tormented forever?. Given chance to bribe corrupt judge to free an innocent man or they will be executed. Three babies in three of six chests, travellers must pick which three chests to burn. Draw a chit from a cauldron to determine which maiden is to be fed to a dragon. Asked which of two ships should be sunk with very little observable differences. Must take on a diabolic mutation d6 1-4=lesser 5-6=major. Draw a chit from one of six containers one does not have venomous snake or spider. Help orphan pick one of three doors to pass through, if child lives evil nature revealed. Drink a soul tainting potion that if fail magic save will convert you to lawful evil. Choose to spare several innocent looking victims or a monster egg will appear and hatch. False evidence which will be planted incriminating three men or they can be killed now. Choose from two bound angels the good will be destroyed, the fallen one will be free. Release an ancient elder evil to stop another possibly worse one. Imprison ancient elder evil by binding into your body, gain major diabolic mutation. A monster will be unleashed on earth if traveller chooses to continue. Offered lenses which make you see everything as wonderful and nice till the next test. Offered visions of the afterlife and spiritual evolution of who you kill till the next test. Any blood you spill till the next test spawns tiny creatures according to alignment. Kill a demon which has imprisoned a devil releasing the captive. Choose from two enchanted rods, evil one given to duke of hell or good one destroyed. Destroy a relic sought by alien evil wizard who is an enemy of hell. Accept a personal Imp familiar as a guide, if killed will be replaced. Battle an elder dragon to pass from the dragonspawn pits. Battle an evil titan to pass or they are released from torments. Battle a noble of hell and bodyguards to pass. Get past an evil god allied to powers of hell. Battle imprisoned evil giants to pass or they get released. Battle diabolice anti heroes in service to hell, long ago sold their souls. Battle band of demon mercenaries fighting to be free of contract. Battle deathknights riding knightmares who's souls were lost to hell. Battle spectres, wraiths, shadows and ghosts damned to torment in hell. Battle colossal monster of the infernal pit of kaiju proportions. Allow yourself to be tormented by devilish minions till scarred and unconscious. A wounded devil insists on wound being healed or they will die forever. Claim cursed dreadful relics each with a particular doom until next test. Be transformed into hideous being until next test. Nominate a loved one to enter into hells bondage as hostage to pass. Nominate a fallen foe to forgive and be released from hell. Charged by armoured enemies who turn out to be innocents in disguise. Accept a terrible lie or gossip about yourself to be spread at home while in hell. Must formally denounce an oath or allegiance to nation, lord, race or faith to pass. Must lose a battle and fight till you drop against champion of hell who will boast of deed. Forced to marry youths who are somewhat unwilling whose families owe hell. Sleep with attractive youths really siblings, friends spouses or close relatives transformed. Seduce attractive youth actually devil, dark faerie, hags or witches. Fornicate with incubi and succubi and conceive demon hybrid children to be given to hell. Denounce your true love revealed to you in vision by devils, lover left broken. Witches take your blood and seed to create a vile monster offspring to loose on world. Seduce unwilling, chaste or sworn to celibacy mortal chosen by devils. Visions of lover or loved one in great peril through a gateway must be ignored. Youth demands love and if spurned devil shows future where youth dies of broken heart. Ruin the love between two people with false evidence of scandal. Asked to lie and present false evidence in a court to condemn an innocent man. Asked to swear an oath to a good and kind king then betray him to enemies. Confronted by paladins who accuse you of evil which you must take credit for84 Bring a man false news his family are dead and fortune ruined sending him into despair. Deliver letter to king who is horrified by news and declares war on neighboring land. Distribute dungeon maps to adventurers actually gateways to trap them in hell. Distribute counterfeit hoard of wealth in a town that destroys community. Help an evil gang of smugglers get their huge addictive drug cargo past customs. Distribute plague carrying blankets to frontier tribes people and poison waterholes. Spread rumours of a gold rush or easy dungeons on frontier too poor city slums. Adopt a hellcat as a pet, confidant and adviser which will slowly try and twist traveller. Gain a magical tattoo that can be used to call a devil or hellhound or imprisoned inside. Every battle or fight where you kill you must dedicate a slain soul to the hells. Devils require you to babysit a d4-1 screaming larvae each week. Hell requires you to raise an evil child as your own, welcome to try and change them. Given a seed to take home and plant that grows into a hellmouth gate. Given a hell weapon that is intelligent, cursed, effective and has a devils soul inside. Given an erinyes devil to use as a torturer, hunter of enemies and even a lover. Asked to carry an evil relic to mortal world and give to secret cult. Taught a truename to call an evil god for help you when you are in danger allowing them to come and go as they please after the call. FILENAME: EMO_Xor_Settlements.ipt Header: Xor Settlements Expanded So looking back at my Psychon stuff I found I was generating more interesting communities. The first Xor community generators I did were a bit limited. This should help flesh out Xor settlements a bit. If a community is diseased or in league with Chaos, choose "Tainted" = "Yes". from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/07/xor-settlements-expanded.html
prompt: Tainted? {No|Yes} No use: common/nbos/Tools.ipt table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& [when]{prompt1}=No& [do]{color=='SpeciesColor'}& [else]{color=='TaintedSpeciesColor'}& [end]& [@MakeASettlement] table: MakeASettlement table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Type[@TypeOfCommunity]& Leadership[@HowAreTheyRuled]& Racial Makeup[@HowHomogeneous]& Aggression[@Aggression]& Building Style[@CommonBuildingStyles]& Defenses[@LocalDefences]& Technology[@Technology]& Specialist[@LocalSpecialist]& Local Resource[@InterestingLocalResource]& Problem[@LocalProblems]
table: SpeciesColor Scarlet Magenta Pink Salmon Tan Russet Maroon Mauve Amber Ochre Ivory Jet Transparent table: TaintedSpeciesColor Puece Blue Bile Green Festering Olive Snot Lime Pustulent Yellow Urine Yellow Putrid Purple Fecal Orange Scabrous Rust Dung Brown Dirty Tar Smegma Grey table: MakeSpecies [@MakeSpecies2]& {allspecies=='{allspecies}|{species}'}& {species} table: MakeSpecies2 {species=='[@{color}] [@Species]'}& [when][{allspecies} >> at {species}]>1[do][@MakeSpecies2][end] table: HowHomogeneous Only [@MakeSpecies], hostile, xenophobic racists to all others. Only [@MakeSpecies], hostile, actively kill others or outsiders. Only [@MakeSpecies], believe in their own superiority but not malicious. Only [@MakeSpecies], regard themselves as the perfect race; all others are food. Only [@MakeSpecies], regard themselves as the perfect race; all others are deceiving demons. Only [@MakeSpecies], suspicious but willing to trade if no trouble. Only [@MakeSpecies], wary but making money comes first. Only [@MakeSpecies], open, friendly and curious to others. Two competing but equal communities:
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Two competing communities. [@MakeSpecies] are resentful to [@MakeSpecies] who are unaware of any inequality. Two competing species. [@MakeSpecies] are in power but are benevolent to [@MakeSpecies]. Two competing species. [@MakeSpecies] are in power and [|enslave|hunt] the weaker [@MakeSpecies]. Two species, [@MakeSpecies] and [@MakeSpecies], integrated harmoniously. Several races in a caste system (serf priesthood and warlord for example). Top species are higher caste.
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Several races in constant flux and power struggle.
[@{1d4+1} MakeSpecies >> implode
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Several races in a peaceful co existence.
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Several races in a comfortable profitable relationship.
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Many races in a complex caste system.
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Many races in a cooperative egalitarian mixed society.
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Many races in servitude to dominant [@MakeSpecies].
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table: Species 5:Human Tribesmen 1:Human [|Outsiders|Castaways] 1:[|Elves|Dwarves|Halflings] 3:[|Goblinoids|Orcs] 2:[|Molerat|Goat|Lamprey|Dog|Cat|Lizard]folk table: TypeOfCommunity [|Nomads|Hunters]' temporary camp site{build=={1d3}}{def=={1d9}} Semi permanent camp[||, moves seasonally]{build=={1d4}}{def=={1d9}} Shanty town of outcasts and criminals{build=={1d5}}{def=={1d9}} Camp of [|refugees|shipwrecked survivors]{build=={1d5}}{def=={1d9}} Cluster of shacks around a resource{build=={1d3+2}}{def=={1d9}} Village with a light defensive wall{build=={1d9+2}}{def=={1d9}} Large fortified village{build=={1d9+2}}{def=={1d10}} Sprawling town{build=={1d8+3}}{def=={1d11}} Fortified town{build=={1d8+3}}{def=={1d12}} Citadel grown from Xor{build==12}{def=={1d12}} [|Castle|Fortress]{build=={1d8+4}}{def=={1d12}} City with walled defences{build=={1d8+4}}{def=={1d12}} table: CommonBuildingStyles Skin tents huddled together around communal fire pit. Bone or tusk frame with cured skin dome huts or tepees. Bone structures with sheets of skin tarpaulins attached. Living bone coated in skin riddled with chambers. Large bone perimeter wall with shingle or thatch roof covering smaller shacks. Cottages of carved bone blocks or bonemeal mud bricks with thatched hair roof. Dry bone structure often in towers or keeps. Carved into bone structure (like Petra or Cappadocia). Bone cement buildings with bone bricks covered in bone meal plaster (pueblos). Bonemeal mudbrick pueblo with ladders to gain entry and public courtyards. Houses grown from flesh, often resemble organs or with food growing inside. Flesh tower or citadel with living gate house with many chambers inside. table: Technology Hopeless stranded people with no local survival skills and scraps of supplies. Hunter gatherers using bone, sinew, hair, teeth and other secretions of Xor. These people sculpt and grow Xor by living in harmony and everything is grown from Xor for them. A mixture of local technology with some expensive imported technology. A hybrid of local and imported technology. Local technology but with inclusion of recycled scraps like metal and glass used. Mostly local technology but have some metal and local materials to replace things used outside. Foreigners importing everything and improvising a few local resources. Religious community that rely on priestly magic to feed everyone and use anything they can find. Xor grows housing, weapons and food and people just live off what provided with no technical skills at all. These peoples sculpt Xor to live in luxury and use best technology organic or otherwise. They have forgotten more than others have ever learned. Possess high tech and or magic, possibly tech from outside Xor like gunpowder and even grow plants. table: Aggression Always on warpath Frequently hostile and paranoid Will trade for needed supplies but wary Willing to trade if no trouble Friendly to outsiders Peaceful table: LocalDefences Locals too lazy, starving, drugged or pacifistic too put up a fight or flee Will put up disorganised but spirited defence while weak hide or flee Some local hunters and warriors defend tribe All eligible fighters drill regularly and others train in missile weapon support Trained exotic school of fighters like monks or berserkers Locals rely on pets or allies for self defines Locals flee to defensive strong points with missile weapons for siege Exotic elite specialist troops with pets or mounts Caged creatures released while people hide in sealed homes Locals have built fortified walls and well drilled guards and stores for siege Biological traps and deadly growth surround community Pits and moatworks filled with monsters and hazards surround community table: LocalSpecialist A superior hunter well respected monster slayer A cunning trickster who saved everyone with lies and tricks and murder A wizard who defends and aids the locals A sorcerer who is a respected cult leader and vice addict A priest who preaches the traditional local religion A new priest who introduces new ways to Xor A druid who preserves the balance of community and nature A wandering hero has been accepted by tribe for heroic deeds A cunning business man who has improved local trade A shapeshifter in human form has become a trusted community leader Outsider With strange technology and tactics to Xor A beastman or mutant hero has become a champion table: InterestingLocalResource Fresh water either from a sunken flesh pocket of refined somehow A tear duct where hormonal potions are gathered for trade On route of migratory species which locals exploit Have access to a underground trade route Slaves found wandering are sold in markets and common A viable meat mine feeds the populace with steaks and roasts Is incredibly ancient with remnants of ancient inhabitants and lost vaults A well full of blood feeds most of the populace used in all kinds of ways Parasite herders keep mites, ticks and bugs for food Local species used every day by locals for food, travel or war Holy Place where healing and wisdom available Tunnels and caves under community for shelter and secret travel Market place with traders from many cultures A tall lookout post can see incoming visitors from a great distance Locals have a stockpile or source of magic potions Monster colony here here ignores locals Locals maintain several pieces of siege weapons for defence Stockpile of iron weapons and armour kept in secret vault Sleeping kaiju protects community Sleeping kaiju produces valuable resource locals use table: LocalProblems Everyone sick of local but reliable food source Water is always short and precious Local humanoid tribe competes for resources Beastmen or orcs constantly raiding A local monster receives sacrifices to leave people alone Quakes have been increasing making area unsafe Xor has illness or taint which must be found and healed Some material resource is in high demand like metal Outsiders infiltrating the community for the worst Local meat caves or flesh tower a source of evil Mutations in area increasing Demons and chaos cultists seek to undermine community Disease or poisoning outbreak with unknown source Barbarian or nomad tribes amassing to threaten Undead arising and increasing daily Cultists infiltrating area committing sabotage and infiltrating defence Outsider mercenaries have been attacking caravans Demonic larvae have been found by locals and presented to leaders Local leader having personal crisis and not performing properly Important trade or defence treat in negotiation everyone tense table: HowAreTheyRuled Assembly of elders of one gender Assembly of elders of both genders Assembly of aged and elderly Assembly of merchants and wealthy Assembly of holiest elders Assembly of most skilled leaders Random lottery or selection process for king Priest king rules community on behalf of gods Select king only when at war or in danger from monsters Allow richest to buy kingship King selected by birthmarks and auspicious omens king selected by priesthood from worthy ritually pure candidates Ring selected by tests and challenges of skill and might Priest king rules all selected by divine signs and omens King chosen from anyone brave enough to face community enemies King born from the flesh of Xor on sanctified holy day Queen selected from women who bore the most children Priest queen selected by god as earthly consort Wizard in tower rules all by fear Wizard in tower rules with kindness and benevolence like people are pets Druid leader selects ruler from best of students in various trials Village idiot made honorary figurehead and replaced if fortune turns sour Holy child selected by priesthood is symbolic ruler A idol is made ruler with priesthood interpreting the will of the god Ritual king chosen from strangers or other means then sacrificed to gods Most beautiful person chosen as ruler Ruler selected from madmen selected by various tests and rituals Merchant guild votes on decisions and elect a guildmaster Guild of crafters vote on decisions and elect a guildmaster Guild of criminals vote on decisions and elect a guildmaster Overseer with a network of thugs controls with fear Ruler selected from chosen one who does not get eaten by sacred monster Gang of thugs control by threat of force and take what they want Mercenary thugs took over and have ruled ever since Democratic leader chosen from male land owners Democratic leader chosen from greatest warriors Democratic leader chosen from mothers and wise women Democratic leader chosen from best hunters Democratic leader chosen from holy congregation Holy prophet selected by god to relay its orders Holy prophet chosen by accuracy of predictions Holy prophet used charisma to replace former ineffective leader Directly instructed by god or gods through some mouthpiece or dreams False prophet claims to be inspired by god but a liar Infiltrated by hostile shapeshifter species in disguise Ruled by charmed king who really serves a evil wizard Ruled by greedy cult leader who abuses power for hedonism King is supreme arbiter of pleasure and pain according to hedonistic cult Ruler chosen from best judges and adjudicators from popular opinion Diabolic despot rules according to strict alignment philosophy of evil and law Benevolent despot rules according to strict alignment philosophy of good and law Richest get to buy kingship when last king is poisoned Who donates most to communal coffer is king after donations counted Biggest boaster is made ruler at drunken public feast Best warrior king by winning to death contest or force Best wizard king by winning to death contest or force Best monster hunter wins by bringing in best monster corpse Local mob boss is real power using force and commanding the legitimate law Rule by interpretation of holy scriptures defined by public shouting match Rule by best drinker or drug abuser Ruled by drug dealer and their flunkies who keep key citizens high Cult community led by most charismatic preacher Cult community ruled by infighting priests Cult leader rules through lies and deception Cult leader has sex with chosen from community on behalf of god Cult leader accumulates all wealth to redistribute as they please to worthy Inherited monarchy with feuding clans and bloodlines Inherited monarchy with bloody successions and civil strife Stable long lasting popular monarchy Succession of mentally unstable tyrant dynasty Military aristocracy always at war with some enemy Charismatic despotic war monger in power at moment Bloody revolutionary leader wary of counter revolution Revolutionary thugs just seized power, paranoid and wary of each other Revolutionaries taken over, out to keep common people poor and rich out Coup taken over and rounded up troublemakers into labour camps Best athlete or contest winner gets to be king for a year A golem or animated statue is revered as god ruler Community is hopelessly disorganised but happy Kindly local spirit protects and adisesvilage elders Purest bloodline of type judged by church is king Ruled by council who consult dead councilers from the past with magic Ruled by council with advice from bound planar entity forced to speak Ruled by council of undead elders from a tomb in secret Ruled by living minor god from the local area Ruled by elaborate process of divination calculated by experts (astrology) Messages from stars decree who is king via artifact of the gods A demon rules community with cult thugs as agents A demon pretending to be a benevolent demigod rules Murder cult rule killing any who don't enthusiastically support regime Governor rules on behalf of foreign power A foreign despot and his thugs Ruled by strange beast with aid of its followers Minor other planar being rules according to alignment Elemental cult choose leader from those the elements approve of Heroic outsider has come benevolent despot FILENAME: EMO_OSR_GoblinTribes.ipt Header: Goblin Tribes and Their Customs Goblins are the the most common faerie kin and the most adaptable of the humanoids, rapidly mutating and adapting to environments and breeding rapidly to fill any niche. Elves often breed them to occupy borderlands between them and as servants. Goblins might evolve into hobgoblins or bugbear tribes and many tribes have a few hobgoblins and bugbears born among them and end up serving the ruler. Some goblins might even crossbreed with other creatures. So many types of goblins exist and some are more horrible or helpful than others. They are curious for food or magic and secrets in general and often mischievous if not evil. Each tribe has a tribe name, a habitat and prefered habits and lifestyle. Goblins are mostly short-lived and impulsive but some live much longer, especially magic ones. This is part of my long neglected goblin mine zone series which probably needs more work. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/06/d100-goblin-tribes-and-their-customs.html
prompt: Show me: {Goblin Tribes|More About Goblin Tribes} Goblin Tribes use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutGoblinTribes [when]{rep}=1[do]& Some tribes hire out specialists to other tribes. Goblins come in many colours which unite them in tribes and allegiances. Ogre Magi are infamous for recruiting from many tribes especially mutant goblins. Elves might breed them and even give birth to them occasionally if needed to guard borderlands.\n\n& Goblins are pretty good at using any materials to make weapons and naturally good at craft. Some are quite advanced in metallurgy, armour and weapons or even siege war. They are pretty good at salvaging from other races or victims and are capable of digging whole dungeons.\n\n& Hobgoblins are hard working and make good labour but are easily offended and provoked into violence. They tend to be more disciplined and when goblins wage war for longer times more hobgoblins are born. Hobgoblins can be employed as labourers but you need to be wary not to offend them. just swearing near them might set them off on a violent tantrum. Bugbears are elite troops and stealthy assassins and appear when hobgoblins populations peak. They tend to eat other races smaller and fancy human children most of all so humans never employ the except as assassins. Gremlins are like stunted goblin children who never grow bigger and some reach plague proportions. Other mutations and breeding experiments and hybrids are common. Goblins are very good at domesticating monsters and animals.\n\n& Goblins mostly fight as skirmishers often alongside larger races. Their craft skills make them excellent at supporting war machines of other races. & [end] table: GoblinTribes Bone Forest Tribe\nDwell in a haunted forest and the underlands, they are white skinned and grind bones for their bread and eat bones in general. They are nasty and hungry. White Worm Tribe\nWorship the worm god and breed maggots and grubs. They are mostly scavengers but also burrow and live in holes. They farm worms and milk giant caterpillars. Black Mushroom Tribe\nDwell in fungi caverns growing and trading fungus. Some are known as assassins also. The tribe takes berserker shrooms in mass combat. Slimefang Tribe\nEnjoy living in swamps, sewers and flooded caves often along side domestic slime monsters. They have green skin and are filthy and smelly. Batriders\nSmall jet black goblins known for stealth and domestic bat riding. They are quite nasty and often work as mercenary scouts but also make bat milk cheeses and yogurt. Yellow Scar Tribe\nSickly yellow skinned goblins who enjoy torture, cannibalism, mutilation and self scarification. Most other goblins think them extreme and avoid them. Seasting Tribe\nCyan skinned goblins adapted to coastal life who can hold breath for ten minutes. They also throw stinging jellyfish and poison fish which they are immune to. Bloody Claw Tribe\nRed skinned goblins who drain and feed off blood from victims in vile rituals. They also keep pet stirges and flightless birds as pets. Bile Eaters\nA green skinned tribe who eat rotten food and garbage, raiding human midden pits which isn't a huge problem. Many of them can vomit on foes in or after battle. Centipede Brother Tribe\nDwell in caves with pet centipedes who they hurl at enemies. They have red skin and file their teeth and bone pierced noses. Wasp Brother Tribe\nLive in tropical forests and swaps and have bright yellow with black stripe markings. They ride giant wasps, drop hives on enemies. Use blowpipes and darts. Swamp Fiends are olive green-brown skinned goblins who ride huge frogs. They are notorious drug users and shamans brew narcotic cocktails they test on prisoners. Flesh Fiends are naked pink goblins who engage in fierce orgies and tests of torture. Other goblins avoid them. They like to hunt prisoners and make them run gauntlets. Nightspider Tribe\nHave purple skin and live in the deep underland breeding and living with their pet spiders. They often work for other underland races as scouts and builders. Maneater Tribe\nA blue skinned tribe who have necromantic shamen to make slave human zombies. These act as soldiers pack animals and mobile food. Fish Suckers\nA tribe known as cowardly who mostly live by water and catch fish by hand, net or rod and eat them raw. They fear sea monsters more than they do humans. Bean Eaters\nAn orange skinned tribe famed for flatulence and farting contests. They might spare a human who can out fart them. they also hurl rotten eggs at enemies. Sons of Fire\nA fire elemental worshiping tribe who burn victims alive and brand slaves with occult designs. They train various creatures and shamans are famous. Brain Eaters\nGrey skinned goblins who enjoy eating brains various ways but noted for putting victims in apparatus and to eat brains while victim alive. They laugh creepily. Plague Eaters\nYellow and green skinned with pustules all over. They live in swamps and sewers and use the diseases they carry to infect animals and people. Face Stabber Tribe\nHave mutilated faces and wear human face leather jerkins over their grey skin. They torture and tear off victims faces leaving them alive to serve their cruel god. Black Mirror Tribe\nContrary fiends who came from a magic mirror. They are grey skinned but are healed by weapons and harmed by healing magic, they think this is funny. Head Taker Tribe\nCollect severed heads to decorate their hut shrines and bugbears garrotters are tribal heroes. Brown skinned and hairy the like to wear ancestors heads. Corpse Eaters\nGrave robbing bastards who defile burial grounds and even eat lesser undead. Shamen animate zombies to transport meat home. Like to leave corpse fragments. Gut Stompers\nLike to disembowel prisoners and squeeze out partly digested food into their mouths. They are bile green wallow in pits of offal in rituals to their demon god. Brachen Tribe\nWere guardians of elfland borders who acted as a buffer between elves and man. They live in forests and are quite sociable with sylvan beings and run markets. Red Bastard Tribe\nCruel wearing blood soaked pointy caps but also live with swarms of gremlins who aid them and warn them and help torment enemies. Fever Brothers\nPlague carriers whos devotion to the plague god allows them to live while rotting. Many have vile gremlins living in their distended burst bellies. Fang Bothers\nHuge goblins with fangs using stone, bone and wood only. They live in caves and are less organised and a bit dim but get a club and bite attack and have 1HD+1. Sky Fiends\nA tribe with glider membranes under their arms who can glide like a flying squirrel. They prefer tree or mountain habitats and are excellent climbers. Big Brain Tribe\nHave swollen brains bulging their skulls. They have a tribal mind link, speak with a polysyllabic polite phrasing. They boast of their genius but otherwise act same. Hill Tribe\nA yellow skinned common tribe who war against mankind ceaselessly for taking their land. They are great dungeon builders and accept any ally to wage their war. Monopod Tribe\nHave a single leg and large foot and can leap 2". They are quite acrobatic and often attack while jumping over a victim and fill their lairs with spiked pits. Mist Tribe\nMysterious pedlars of magical faerie food that makes victims adicts. They like to tempt children but the most pure are resistant to their charms, victims become slaves. Bloodhammer Tribe\nRed skinned mining goblins who occupy abandoned mines or drive out humans from ailing ones. Their drumming is famous and quite intimidating. Lizard Brothers\nRide giant lizards and have been known to deal with lizard and serpent men. Their mounts are sometimes unruly if hungry but are incredible trackers. Skull Tribe\nHave emaciated skull like heads and no visible ears. The talk less but mutter and chatter among own kind. They are savage and brutal killers who worship death. Iron Brothers\nTechnically advanced, enjoying complex traps, crossbows and siege weapons. Their inventions are not always well made but deadly enough most of the time. Black Cauldron Tribe\nAlchemists and magicians who brew potions and make undead in their pots. Some wear pots helmets and cook in their iron shields, are good cooks too. Wolf Riders\nGoblins who ride common wolves and live with them as equals. They are savage and predate on human farms. Serve as scouts and messengers. Vile Horn Tribe\nRed goblins many with one or two short straight horns. They often serve ogres and wage war against men and dwarves with great glee. Ratkin Tribe\nLive with rodents some even riding bear size rats. Some tribes are hairy with rat like heads if they have pleased their rat demon patron. They sell rat milk and cheese. Goldgobs Tribe\nHave glistening gold skin and are crazed gold eating fanatics. They are fearless if there is gold to be gained. Make good mercenaries if you have more gold. Phlegmgobbo Tribe\nGreen skinned with long red tipped constantly running noses. They are poor at sneaking due to sneezing and leave drps of mucous everywhere. Seemly Tribe\nObsessed with occultism, superstition and magic. Violet skinned and covered with magica design tattoos. Gullible to magic threats and love fortune telling. Frostborn Tribe\nHail from cold regions and mountains and are white or pale blue and highly resistant to cold -1HP/dice. Masters of camouflage and building with ice. Toadskin Tribe\nWarty toad faced brown goblins with toxic skin secretions that cause blindness if bitten (if fail save) and hallucinations if licked. Like in burrows or swamps. Goatkin Tribe\nHairy white eyed goat headed goblins. Ruled by covens of goblin witches and often serving witches. They often join in witch festivals and moonlit dances. Greykin Tribe\nUse zombies made by shamen as slaves and even to care for their children making them very fond of their undead pets, they tell prisoners how happy they will be. Humbug Tribe\nConfectioners who love to make candy and cakes, cover dungeons in magical candy canes, lollipops and other treats. Their shamen keep secrets to the death. Porter clan are hard working goblins who perform menial or skilled labour for hire and are not usually violent. Mostly they just work hard for low pay which annoys human workers. Magigob Tribe\nIn love with magic and like to wear pointy caps, carry sticks and follow wizards annoying them with questions. Some learn magic proper and become wizards. Greycloak Tribe\nExcel at sneaking, climbing and sneaking like thieves and prefer ambushes, sneaking and secret doors to lairs rather than fighting directly. Shield Tribe\nMartial goblins who employ professional military tactics and small size to occupy dungeons with great efficiency. They use shield walls and spears with sling support. Purple Mushroom Tribe\nLascivious and sleazy more interested in sex than violence. Some hang around towns and dungeons harassing passers by with lewd comments. Rancid Tentacle Tribe\nMutants who revel in chaos and mutagens. The like to force prisoners to drink vile experimental potions and they herd shoggoths. Turnip Tribe\nVile little angry turnip headed goblins who serve the turnip god, mostly growing turnips and sneaking them into fields of peasants not growing enough. Tree Tribe\nLive in branches of huge trees building walkways and tree houses. They also make nets, pits and snares and traps to catch food on the forest floor. Rootrot Tribe\nLive in roots of great trees, hollowing spaces underneath and hiding to catch the unwary. Little secret doors on trees hide their labyrinths among the root mass. Swampie Tribe\nCultivate marsh plants in their hair and use them to hide in bogs and among plants. They cover selves in muck and slime and like to use poisoned darts. Sand Dweller Tribe\nHide under the sand or glue sand to their bodies to ambush prey. They often live in desert ruins and desicate and mummify their ancestors to worship them. Swinerunners live with pigs and love them dearly. Some run with wild pigs eating acorns and truffles in the forest but more and more work on farms as swineherds. Burrower Tribe\nLive in concealed burrows. They often share with rabbits, badgers, moles and other animals and eat roots and fungus and things from the surface world. Sporecap Tribe\nAn aggressive shroom worshiping tribe who battle enemies using weaponised fungus including trained fighting fungus, spore puff balls, narcotics and poison. Blackcap Tribe\nLive in giant mushrooms and underland fungus forests nut are quite civilized and magical. They can be spiteful and kidnap children to be servants. Fishgut Tribe\nHave webbed fingers and toes and live in saltmarsh areas. They are sneaky and mean and catch fish bare handed and suck their guts out raw. They dislike humans. Rubblekin Tribe\nLive in ruins some imitate the original inhabitants with ridiculous ill conceived parodies claiming to be the original builders and highly sophisticated. Rockrunner Tribe\nLive in rocky cliffs, canyon sand mountains often with goats. They build communal mud brick pueblos and practice handicrafts including pottery and gold smithing. Grave Eaters Tribe\nCorpse eating grave robbers who steal by night. They often pretend to be spirits to drive away nosey people so they can eat in peace. Stone Brother Tribe\nLive in dungeons and seek to occupy and control them. They might act subordinate or serve a master but in the long run they seek to outbreed rival powers. Crypt Brother Tribe\nInvade and occupy tombs and mausoleums as homes. Their shamen enslave local undead to serve the tribe. They attempt to scare away intruders. Demon Tongue Tribe\nWorship demons and spread the word of chaos and evil. They fight among themselves frequently and love torture and slavery. They worship many evil idols. Ruby Thirst Tribe\nLove wine and getting drunk so much so they help humans pick and prune crops for a share. They publicly dance naked and perform drunken lewd acts. Yellow Hand Tribe\nMean spirited slavers who also use narcotics for themselves and to keep slaves obedient. They deal with smugglers, drug dealers and gangs far and wide. Glowcap Tribe\nLive with luminous fungus and insects and themselves glow eerie green. They live in swamps and underground and use their appearance to scare enemies. Nightwing Tribe\nPart demon and have wings which allow them to fly like a bat. They often serve wizards and demon cults. Awareness of their rarity makes them seek patrons. Redcaps are bloodthirsty bandits who wear blood soaked pointy hats. They often serve other fairy creatures with similar habits and engage in cruel victory festivities. Red Brick Tribe\nLive near riverbanks and craft pots and bricks which they sell or build labyrinth like dungeons with. Their bloody urges are kept sated with brickworks in cities. Stone Skin Tribe\nHave stony grey skin and can keep still for hours often hiding in stone walls or pretending to be statues. They love building secret passages in dungeons. Marshgargle Clan\nGoogly eyed and shy, secreting slippery oil that makes them hard to catch or grapple. They have many irritating habits like bobbing their heads idiotically. Runescibble Tribe\nFamous for copying and recording any writings or engravings they come across and hiding them away in underground library vaults. Many work as scribes. Haemogoblin Tribe\nBlood drinkers with gliding webbing under their arms and are expert climbers. They vamparise mostly herd and farm animals and dislike tool or clothes. Woodworm Tribe\nGrow deer antlers and older ones have moss and lichen growing on skin and antlers. The live in the dark woods and dislike human hunters or intruders. Onion Eaters\nFarm onions and garlic and make flat bread and bean dip. They often sell these in dungeons and outskirts of towns. Mostly harmless except for their breath. Thunder Brothers\nLike explosives and fires and frequently experiment and rob alchemist rubbish heaps. They make all kinds of potions and powders some which actually work. Grimhelm Tribe\nAlways wear helmets and carry cruel weapons. They are fair smiths and often serve humanoid war bands as skirmishers and craftsmen. They love mass warfare. Skulkmonger Tribe\nSneaky, devious murderers who prefer to eliminate enemy leaders by stealth than wage open warfare. Many are employed as assassins by dungeon dwellers. Bleaklamp Tribe\nServe dark elves as footmen and and scouts. They are often well equipped and disciplined and able to call on masters for advice or aide. Mosswing Tribe\nHave clear insect wings and live among sylvan folk and elves as messengers. They are cheeky, evasive and avoid conflict but will use darts or bows. Black Arrow Tribe\nFamous for great archery and their disgusting hygiene. Green skinned but covered in black filth and they never bathe. Arrows are dipped in vile potions. Fell Sister Tribe\nGoblin witches who serve other tribes with magic and advice and healing. The males act as fanatic bodyguards. They utter terrible curses to egg on warriors. Fallen Star Tribe\nGrey skinned with large black eyes who claim to have come from the sky. They are fond of kidnapping victims from bed and leaving them in fields after defilement. Mazerunner Tribe\nLike to modify dungeons into confusing mazes then use secret passages to confound and ambush intruders. They giggle and titter just out of sight. Seerbender Tribe\nUse fungus potions to see other dimensions and tell fortunes which sometimes they sell. Most are unhinged and speak in confusing riddles. Weaselknocker Tribe\nTrain giant weasels and live with them like siblings. They ride the weasels and train small young ones to run up big 'un enemy trouser legs. Cricket Brothers\nHerd giant crickets in underworld fungus gardens and leave them as noise making guardians near their borders and cave entries. Some ride bigger crickets. Snailkin\nWear discarded snail shells as hats and many carry large pet slugs and snails as pets adhered to skin. Some train war flailsnails or giant battle slugs to ride into battle. Snortgargler Tribe\nHave piggy snouts, ears and small eyes. They like eating and wallowing in mud. They can be fierce if egged on by a leader who feeds them well. Biletounge Tribe\nRenowned for their foul mouths uttering sexual depravity and blasphemy. They enjoy defiling holy places with feces and writing abuse with shit on walls. Chestsplitter Tribe\nRitually butcher victims and decorate their homes with rib cages, sinuous bones and sacks of gore. They like to make captives watch them work. FILENAME: EMO_OSR_TreasureDefenses.ipt Header: Treasure Defences This is a table to see what guards treasure. You can roll several times or just pick some stuff suited to difficulty levels. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/07/d100-treasure-defences.html
table: TreasureDefences Guarded by shrieking fungus Guarded by yapping dog Guarded by howling ape Guarded by magic mouth Guarded by squawking bird Guarded by gong mechanism Guarded by bell mechanism Guarded by alarm spell Guarded by noisy pots or bottles Guarded by screaming giant crickets Kept in tightly sealed chest Kept in locked chest Kept in double locked chest Kept in triple locked chest Kept in sealed chest must be smashed open Kept in heavy stone chest Kept in steel chest with complex lock Kept in cage with lock Kept in large sealed stone jar Kept in large clay pot Protected by shooting darts Protected by poison needle Protected by swinging pendulum Protected by poison darts Protected by portcullis gate trap Protected by pit trap Protected by spiked pit trap Protected by poison spiked pit trap Protected by self sealing pit trap Protected by flooded self sealing pit trap Protected by stone deadfall trap Protected by shooting acid trap Protected by burning oil trap Protected by boiling water trap Protected by molten lead trap Protected by electrical discharge Protected by magnetic trap Protected by extreme heat Protected by extreme cold Defended by nest of snakes Defended by swarm of insects Defended by guard dogs Defended by bear Defended by wolves Defended by lion Defended by giant spiders Defended by owlbear Defended by troll Defended by rust monster Defended by roper Defended by armed guards Defended by arrow slits with archers Defended by guards in scaffolding Defended by guards above through murder holes Defended by elite guards in heavy armour Defended by ogres Defended by giant Defended by giant lizard Defended by giant snake Defended by dragon Protected by animated weapons Protected by animated statues Protected by corporeal undead in crypts Protected by animated armour with weapons Protected by gargoyles Protected by lesser golems Protected by major golem Protected by animated juggernaut Protected by animated colossus Protected by explosive runes Protected by magical fire trap Protected by animated chains Protected by bound non corporeal undead Protected by protection vs alignment circle Protected by guardian spirit Protected by wizard or priest Protected by lycanthropes trapped in circle Protected by ogre magi Protected by elemental bound in circle Protected by seal binding a demon Hidden by architectural features Hidden by secret door Hidden under water or well or ice Hidden under stone block Hidden under heap of garbage Hidden under pile of corpses Hidden by illusion Hidden by invisibility Hidden by teleporter pad Hidden by dimensional gate or in magic mirror Protected by slime creatures Protected by dangerous mould or fungus Protected by diseased filth or mummy dust Protected by mimic pretending to be chest or treasure Protected by dangerous rot grubs or kyuss grubs Protected by wall of magical fire or lava pit Protected by force wall Protected by curses or a legendary curse Protected by magical fear sigil Protected by death wards FILENAME: EMO_WW1_ParisCarousing.ipt Header: Carousing WW1 Paris from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/07/carousing-ww1-paris.html
table: CarousingWW1Paris Have a fantastic night in a nightclub with naked dancers. Have a night long liaison with a nightclub dancer or server. Mingle with the rich and fabulous with finest food and drink. Witness a famous dancer like Mata Hari perform a erotic show. Mingle with bohemian artists and artists in decadent night out. Horrible drunken night out, awake covered in vomit and bruises in gutter. High on drugs including ether, morphine, opium and hashish. Fantastic night of drinking, singing and camaraderie with soldiers. Invited to airfield officers mess and enjoy the best of everything. Drugged and drunken flashbacks of cult orgy in secret chamber. Spend a night drinking and celebrating in a whorehouse. Chased out of a brothel in underwear for terrible behaviour into streets. Spend night with older but luxurious veteran prostitute. Stumble across German spies listening to rooms in brother. Stumble across clues prostitute or madam is a german spy. Meet several allied staff officers in state of undress disorderly in brothel. Wake up with no memory with dead prostitute in seedy hotel room. Assasination attempt mistaken identity in brothel using poison, a bomb or weapon. You awaken a parent to be or with horrible case of venereal disease. Awaken to find prostitute and valuables and clothes missing from hotel room. Thug holds you up at gun or knife point to take your cash. Gang assault you for talking to local love interests. Car almost runs you down. Hotel room is robbed and property stolen. Con man offer you valuable goods or property and runs with money. Somehow your cash turns out to be counterfiet. Identity papers stolen by someone. Letter of blackmail from enemy agents who want you to do something. Thug attacks you in bar over some imagined offence. Bar fight breaks out with your friends and allied soldiers and locals. Agent attempts to plant a bomb on you or your room or car. Agent places fake papers on you and informs authorities. Discover a love interest working with foreign agents. Your accommodation is firebombed by enemy agents. Discover you have accidentally taken a spies baggage with tool and secret documents. Witness someone being assassinated now the killer wants to silence you. Overhear agents plotting to blow up a train or building. Find dying agent insists you take documents to a office urgently. Discover co worker is foreign agent. Stumble across a dead letter drop with coded message left for a spy. Meet a famous war hero or ace pilot. Make a good friend in war office useful for information. Meet a famous celebrity (sports, actor or musician) in uniform. Meet a wealthy business person who is a useful contact. Meet a journalist or author writing about life on the front line. A photo taken of you appears in newspaper. Meet a important politician. Meet a officer who was previously a eccentric scholar. Meet a occultist, mystic or medium. Meet a cultist who exposes self by accident. Caught up in thrilling car, horse or boat chase. Involved in shoot out on train with criminals or spies. Building bombed or shelled by night, struggle to escape collapse. Building fire bombed struggle to escape fire. Horse crazed with fear almost runs you down. Mad soldier blames you for something and chases you with weapon. Love interest being pursued by criminals or foreign agents. See child trapped in burning building after a bombing. Find wounded person after shelling in need of medical attention. Join locals putting out fire from bombing. Meet attractive nurse or doctor from field hospital on leave. Meet attractive nightclub performer or film star. Meet attractive secretary or clerk from war office. Meet local french lover you find irresistible. Old lover requests you get married by letter. Current partner leaves letter about breaking up. Jealous romantic rival attacks or sabotages you. Love interest killed in shelling or bombing. Love interest shot or imprisoned for treason. Wonderful day visiting monuments like eiffel tower and Note Dame. Detained till paperwork and ID checked. Military police seeking you for questioning. Military seek to recruit you into a secret operation. Questioned as to your whereabouts by intelligence. Being followed by somebody, criminals, allied or foreign agents? Questioned about acquaintance activities by intelligence. Police question you about your papers and seek to confirm your identity. Spend night in lock up after being involved in bar fight with military personel. Someone dies leaving you as their heir including documents. Someone takes you to court over some personal matter. Someone offers you wads of german or austrian currency at low price. Offered valuable but bulky artwork at low price. Offered stolen vehicle at low prices. Offered invitation to by illegal weapons. Offered strange occult item as stolen historical collectable. Offered stolen medical supplies. Offered counterfeit bonds or cash. Offered strategic military documents. Offered looted antique historic books possibly occult. Offered strange ancient squat idol of gold or a strange mineral. Shot in the street wake up in hospital. Wounded in bombing awake in hospital. Beaten in bar fight between allied soldiers. Targeted by violent criminal gang and beaten. Food poisoning in hospital 24 hours of horrible fever. Obtained venereal disease somehow. Influenza outbreak sends you to hospital. Placed in quarantine camp by military hospital. A old wound becomes infected. Became feverish and shouting in streets about the horrors, in asylum for observation. FILENAME: EMO_OSR_ElvenBackgrounds.ipt Header: Elven Backgrounds Some time ago I did various background tales for humans by social class and culture type. So here is a table specifically for elves in my Exile Island and Shadelport Setting. It Includes the various elven sub types, interspecies relations and other trivia and history of my setting so it's not for everyone. I will do a elven spell list some time as an option; it will be the most elfy of all the lists focusing on light/darkness, nature, divination and healing over blowing stuff up. For now I let any elf player pick druidic or cleric or psionic or wizard or sorcery type casting and spells. To recap, elves in my setting were mostly isolated and on poor relations with man and only recently started trading and mingling since humans made elf-killing a crime and ended unicorn hunting. The human Empire, the barrony and the barbarian tribes all want elves as friends or are indifferent, not enemies. Elves of course have longer memories and problems that humans don't really understand or know about. I don't have half elves, or any half races really. I really loathe it in SF shows. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/07/elven-background-table.html
use: common/nbos/Tools.ipt table: ElvenBackgrounds Lowborn elf raised with goblins as siblings on the frontier to be suspicious of strangers Lowborn elf raised with talking animal friends as siblings of one species Lowborn elf raised with satyrs and centaurs on the frontier lands Lowborn elf raised with human druidic cult as chosen one on border with human lands Lowborn elf raised with villagers on border of human lands pretending to be human Lowborn elf raised with wild elf tribes of forest living simple hunter gatherer lives Lowborn elf raised raised by borderland scouts secretly spying on humans for aeons Lowborn elf served as forest warden serving noble hunters and protecting forests Lowborn elf served dark elves caring for their pets and waiting on masters lowborn elf served a dryad or land spirit gathering food and combing mistresses hair Soldiers squire helping masters tent, maintaining equipment and armour Archers squire tending their bow and making arrows, fetching and repairing arrows Knights squire maintaining masters equipment and mount and carrying supplies Courtiers squire maintaining courtly clothing, helping master bathe and groom Minstrels squire caring for instruments, preparing sheet music, taking dictation of poetry Magicians apprentice attending to master, their books and laboratories Craftsman's apprentice aiding craftworks, working on lesser items in masters style Priests apprentice helps prepare rituals, cares for shrines, studies holy scriptures Gardeners apprentice helping plant trees and arranging forest plants, helping tree folk Seers apprentice helping master keep peace in trances, caring for meditation chambers Lived froliciking in trees laughing and fornicating with sylvan beings Lived dancing with faeries, maintaining faerie rings, gateways and leylines Lived with treefolk caring for them in their sleep and pleasuring them in spring Served a great land or water or forest spirit court as a herald and messenger Served a great elf noble throwing flowers in their path and dancing before them Caring for trees and animals when hibernating, spawning and stockpiling food Playing pranks on humans on borderlands to keep them wary and respectful Caring for orphan baby animals, goblin children and stolen human children Frolicking with unicorns as they purify water sources and protect them from humans Serving the feasting halls of elven nobility preparing impossible meals Murdering humans and farm animals then raising them as zombies Helping giant spiders and their offspring spread darkness in the forest Werewolf training to make human slaves into monstrous hunting hounds Kidnapping human children leaving changelings in their place Seducing humans and making them addicted to elf food to make them slaves in Elfland Stealing milk and eggs and wool from human farms and ruining fences Training and breeding and birthing and suckling goblin hordes on the borderlands Enslaving orc tribes and directing them to resettle in the borderlands Sabotaging human farms with poison, disease and by stealing livestock Riding wolves and assassinating elven enemies and intruders within borders Sculpting living plants into thorn mazes, tree forts and landscaped gardens Travelling to far away elf tribes carrying messages and gifts Traveling into deep underground caverns between dark elf colonies Serving as attendants in royal orgies attended by all manner of sylvan beings and spirits Serving the wild hunt scaring humans witless and chasing interlopers for miles Helping wild humans in the forest resist civilization and keep true to nature cults Aiding druidic cults especially ones under pressure from civilized literate human cults Helping secret pro elf cults hidden among human communities and rewarding them Planting rapidly growing magic trees to strategically spread forests Planting spores that grow giant fungus and increases rot and decay in local area Raised among secretive sinister bone forest elves hiding in from humans and elves Raised with dark eves expressing the dark side of nature, winter and the night Raised with sea elves riding dolphins and frolicking with sea creatures Raised with last doomed remnants of eldren having heard their dimensional travels Raised with last remnants of drug addicted demon summoning elder rowanac elves Raised with blood elves as a blood drinking fiend of the night Raised by dryads among their lovers in their sacred groves, possibly non elf father Raised by moon elves sailing their barges in the celestial sky dome Raised by eloi as a hedonistic innocent in a hidden utopia guzzling drugs in mass orgies Raised by elves from a elemental plane strongly attuned to their native dimension Raised by demonic or diabolic hybrids elves mischievously sent to cause trouble Raised by mysterious grey elves from the underland who mostly surface to kidnap Raised by elf hunters who were convinced you were human and could be saved Raised among villagers as a changeling till you heard the call and found your true kin Raised by faeries and grown to full size as a adult by your adopted godmother Raised by humans and sent to wizard school where your true heritage was discovered Raised by halflings as intermediary with elven kind and a bit fat by elf standards Raised by dwarfs as part of a interspecies hostage deal for peace long ago Raised by chaos elves eternally trying to call horrors from the stars to end the world Raised by court of changeling tree spirits in the court of their demigod king Raised as part of the entourage of a travelling petty god till you were too old Raised by court of changeling elemental spirits on another plane Raised by court of changeling sea spirits in a undersea kingdom till washed ashore Raised by court of changeling land spirits in their feasting halls under the hills Raised by court of changeling angelic spirits in heavenly realms before falling to earth Raised by court of changeling beast spirits and animal friends Raised by beastmen roaming the wilderness, dancing and raiding humans Raised by giants as a servant cooking their meals and helping them bathe Raised in faerie court performing errands and chores they were too tiny for Raised by mountain top sylphs and mountain nymphs among the nests of eagles Raised by elf family living alone on borderlands living simple family life Raided by elf family from a small village far away from elf courts and politics Raised in a giant tree fortress on the borderlands watching humans and other territories Raised in a great hidden half empty citadel among isolated eldren scholars in decline Raised in bustling elven trade town with craftsmen and merchant guilds men Raised in a elven city amid splendour of the elven courts and bustling urban life Raised in farmlands surrounding elf urban centre living a quiet country life Raised in secret elf castle on the borderlands hidden from humans by magic Raised in the hidden underground hillfort close to humans who left elves offerings Raised in seasonally between underland dark elves and the surface bright elves Raised in faerie other realm amid faeiries, goblins, giants and all manner of creatures Raised in faerie other realm having been transformed into a elf as a stolen human baby Raised in faerie other realm but visited the mortal realm through gates and faerie rings Raised in faerie other realm hidden within a ancient stone near a human village Raised in faerie other realm rearing stolen human babes as slaves or made into elves Raised in faerie other realm as servant of a sylvan noble family in the royal court Raised in faerie other realm as a squire of a elvish flower knight in courtly tournaments Raised in faerie other realm as a gardener raising magical plants and baby treefolk Raised in faerie other realm to a family of tailors making elven clothes from flower petals Raised in faerie other realm serving to king and queen in summer or winter court FILENAME: EMO_Xor_Animus.ipt Header: The Animus of Xor This is a table you can add to hex descriptions to see how the Animus of Xor is behaving locally. It's good to have an overall hex event that life is dealing with. Or use it to change a hex players have civilised too much. Fighting biological processes can be a adventure or this stuff could just be part of background scenery. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/07/the-animus-of-xor.html
prompt: Show me: {Animus Activity|Stopping Phenomena|More About Animus And Xor} Animus Activity use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutAnimusAndXor [#{rep} MoreAboutAnimusAndXor2] table: MoreAboutAnimusAndXor2 Animus is the life force all beings on Xor partake in. Xor itself has the strongest shadow over Xor but is mostly distant and deals with communication on simplest emotional or automatic response. Many spirits make up the remaining animus including spirits of the dead awaiting reincarnation, elementals and evil demon spirits and even the spirits of Xor subsystems which might be more communicative or even more godlike. The animus keeps everything living, moving and breathing but also breeding, evolving and mutating. Animus is one of the four elements of Xor, the others being bone, meat, and water.
Wizards schools specializing in it are common.
Druids have domain over the animus and use it to fertilize and alter life. They recognise Xor for more than individuality or sentience.
Priests talk of Xor as a sentient willful being who cares about things besides just growing and living.
Evil priests and necromancers oppose the animus, tricking and misusing it for power and death. They use the anti-animus, the negative anti-life force of death.
Psionics is a branch of magic that deals directly with the animus and users can manipulate their own spirit to in turn control their own body or manipulate the minds of others. Many psionic spells use remnants of life energy and discarded thoughts and emotions.
Xor and the animus are parts of the same thing but they could manifest as separate. Each is in fact made of many smaller units of cells and spirits that manifest as separate. Xor is not just the world, all beings in Xor are Xor also. There are many strange philosophies on Xor.
Monster worship or worship of local terrain features like giant mouths in the earth is common.
Nymphs and sewer monsters and pit beast might be worshipped.
Invading elementals or demons or other planar invaders might declare they desire worship.
Even warlords or kings or wizards or priests might declare they are gods or prophets who commune with Xor.
Elementals on Xor often use local mass to form from with their spirits.
The normal elements in terms of Xor
Water - sewerage, urine, milk, blood, sperm, oil, tears, sweat, stomach acid, serum, spit, wax
Earth - bone, desiccated dead skin, feces, scabs, teeth, keratin, smegma, Calloused dead skin
Air - air is available but could include methane, carbon dioxide, might contain strong odours
Fire - is rare on Xor but might include auroras, electrical neural energy or field of rapid oxidisation
table: StoppingPhenomena Finding a organ in a subdermal tunnel complex guarded by monsters like trolls. Contact the spirit of Xor somehow at a special place, or find \a [|archpriest|prophet]. All because of a comet (a hairy star) that could be traveled to or contacted. A lost temple in a underground abandoned citadel swarming with goblins who worship a demon. A [|beast|demon|wizard] is to blame and must be killed in its hiding place or lair. Someone has damaged or taken some organ they found wounding the world, it might be healed or located. Local [|spirit lord|animus spirit] must be contacted in a strange magical wilderness area. Area has become sick, weakening the land spirit and attracting evil and malignant beings. Demonic chaos has breached here with several low rank demons or something worse come through. Evil cult of [|necromancers|chaos] performing a ritual that must be stopped. A [|mighty wizard|lich lord|greater demon] has made a stronghold where it works its evil scheme. A special nutrient fed into the right mouth might stimulate the animus to roll a new activity. table: AnimusActivity Everything in area suffers low fertility and races pray to Xor for children and food. Everything in area suffers high fertility and races enjoy plenty of food and children. Quakes occur and land changes terrain making mapping difficult and revealing new things. New race arrives and sets up a colony with own strange livestock. Huge ecological shift and species waging war some even modifying terrain. Area being sealed of with barrier of growth, liquid, bone wall making it hard to enter or exit. New species appearing and becoming common challenging the local ecology and inhabitants. A new mutation appearing in several dominant species possibly warning of changes to come. Hex is changing to another terrain type slowly animal life is changing. Hex is changing to another terrain type slowly undoing past damage or catastrophe. Pocket of other terrain type is spreading and growing slowly or a older one has a few pockets left. Spirits of a particular type become more common and deal with local shaman and holy folk. Hostile other planar spirits are manifesting and seeking cults and waging war against other creeds. Species from earth has somehow migrated here might thrive or die off or adapt or mutate. Area has species evolving and adapting to terrain and locals find next generation diferent. Area has species devolving becoming bigger, dumber, more savage and children are throwbacks. Lower order of life increasing including fungus, slimes, oozes or cancer growths. Higher order of life increasing more life intelligent and symbiotic to local terrain on Xor. Xor developing more intense interest in area with increase in observation organs like eyes and ears. Xor running on autonomous systems reacting to life and problems and evocation with little effort. Everything here grossly obese and glutinous from the land of plenty, some creatures die if exerted. Everything wiry, scrawny, hungry and mean, might feint from hunger, most desperate to eat. Great migration of creatures, possibly with new adaptions come from underwater or underland. A major species relied on has migrated away leaving local life hard and desperate. Mana rain of mysterious foodstuff falls and when not eaten grows into luscious growths. Blight of fungus or cancer or illness strikes area disrupting local food chain. Area hotter with warmer ground temperature, a seasonal fever makes everything sweaty. Area chillier with ground temperature dropping and life becoming fatter, blubbery or hairier. Water level and humidity rising area sweaty with fungus growths and rashes across land. Air is dry and surface skin cracking and becoming tired and wrinkly, everything thirsty. Life and terrain becomes increasingly hostile and violently carnivorous and territorial. Life and terrain becomes sedate and passive, lazing around and becoming uncaringly blissful. Life becomes amorous and local monsters and life constantly aroused and some aggressive. Swarm of some usually small creature drowns landscape with rivers of migrating critters. Bioluminescence common in area often from several common growths or organs or species. Area is uncommonly dark and many creatures adapted to nocturnal life come out at night. Area is uncommonly bright and can harm eyes, natural reflecting surfaces and shade makers thrive. Flesh of Xor has become toxic making many species desperate for food and change diet. Hair growth sprout everywhere and on every living thing often moulting occurs seasonally. Everything shedding skin like snakes leaving huge loose piles of dried skin and flakes. Area is Ill and a unnatural hue comes over the land and infects many living things. Area spawning fully grown creatures and babies from pits and holes. Faces on landforms previously idiotic or unmoving become active and self aware for a season. High number of local creatures begin to use magic or psionic powers. High number of local life suffers mutations and some turn into horrible tentacled things. Area covered in sores might be lumpy pustules or open bleeding sores. Area crowing moles rapidly over land, spreading patches of brown velvet and odd hairy lumps. Pits and chasms to the under land opening and creatures from below coming up to look. Mountains of alien garbage and off worlders swallowed up from another plane dumped here. Prehistoric pods rise to surface releasing ancient long extinct life forms that cause trouble. New species or type of human migrated here and interbreeding occurring and potential change. Goblins begin sprouting in holes and caves working on some project like altering terrain type. Elves or some superior race appears to create a new stronghold in the area and flex their muscles. Dwarfs have come to develop a massive project like a biological citadel or bridge or dam. Fat dumpy halflings come out of hidden places and start trying to integrate into local populations. Goblins in area starting to breed and mutate into hobgoblins and bugbears. Locals who have become largest or greedy become ogres overnight, mayhem ensues. Some one chops up a troll into tiny pieces that grow into a plague of the cancerous horrors. Gnomes are discovered thriving burrow villages hidden from men and sculpt Xor flesh kindly. Orcs begin to grow from areas with bogs of dead skin and rancid body fluids accumulate. Throwback ecology as dinosaurs and lizard men emerge from subdermal cyst looking for war. Throwback ecology of fishmen arise from tadpoles in primal ooze. Swaying fleshy tendrils emerging from ground for a season seems harmless but hypnotic. Narcotic bleeding flesh flowers emerge for a few days inducing hallucinations and pacifism. Gnomes grow from earth, hang around people judging them morally through song and dance. Elves or some other strange race are seducing humans with pheromone potions for breeding. Derro dwarves in underworld manipulate local animus and peoples moods with psionic weapon. Dark dwarves reveal a fortress that bursts from the ground, functional and full of angry dwarfs. Morlock dwarfs arive and build a hidden slave camp and kidnapping spree for slaves and food. Locals found a ancient eldren citadel, just a few dreamy immortals inside, villagers want loot. Strange new growth emerges, releasing pheromones; life amourous and hybridised. Strange new growth emerges, releasing pheromones; life fights and eat each other. Strange new growth emerges, releasing pheromones; life euphoric and empathic. Strange new growth emerges, releasing pheromones; life finds places to hibernate a season. Strange new growth emerges, releasing pheromones; life hide in sealed homes. Strange new growth emerges, releasing pheromones; life flees area in great swarms. Strange new growth emerges, releasing pheromones; life flatulent and ground vents flammable gas. Strange new growth emerges, releasing pheromones; life locates to a shelter or shrine or monument. Strange new growth emerges, releasing pheromones life and terrain changes skin colours. Strange new growth emerges, releasing pheromones triggering gender changing. Land and life become youthful and gleamingly optimistic restoring fertility to many older beings. Land and life become aged and wrinkly, slower and confused making most life infertile. Electrical activity from neural surges creates storms or auroras in the sky, headaches increase. Blindness for several days strikes all living adult creatures after they remark they see colour better. Collective mind of all life becomes attuned, performs some feat of terrain or astral engineering. Unimind of all life forms sends emanation to space then everything returns to normal. Psychic phenomena like poltergeists and petty spirits abound keeping shamen busy. All life becomes sentient and able to speak for a season, 5% permanently changed . Every living thing receives impression of a enemy being or creature the animus wants destroyed. Every living thing in hex informed of a corrupted with sickness location and avoids it unless evil. Everyone can see normally invisible spirits for a night swimming and swarming everywhere. Every living thing passes out for an hour and nobody has any idea what happened in that time. Undead semi absorbed corpses burst from the ground and roam about looking for moving meat. [|Giant|Dragon|Dinosaur] emerges from long slumber and goes on a hungry rampage. [|Kobolds|Gremlins|Gnomes] swarm, dancing, pranking and drinking all the fermented drinks. Hex ecology begins to overflow and invade a adjacent hex which might not meet local approval. Animus has confined band or party of outsiders by letting them occupy a village to keep them still. Whole hex rises above neighboring lands and new mountains grow in a year log growth spurt. A infected cyst deep in the underworld bursts erupting diseased monsters and chaos to surface. A previously damaged or scarified or sick area heals over a season or faster with help. FILENAME: EMO_Supers_VillainEscapes.ipt Header: Villain Escapes for Marvel Going Punisher is occasionally considered by a players, especially when villains escape constantly. Villains in Marvel can spend karma to escape stuff effectively (more so in yellow box than blue advanced ed). Mysterious ambiguous deaths would cost heroes karma so that's another reason to have the villain escape. Heck, if by decommissioning a old base I could capture a hero, tell them my outdated plans, then leave them in a lame death trap that would let them escape/get rescued and destroy the base full of goons with unpaid wages to get extra karma, it's a win-win situation. A villain might change a bit or learn a new skill or get a relic for their next plan. Lots of these things are a problem or adventure for the villain but could lead to lots of things. Might just be something they explain happened to them next you meet. This could possibly be used for alternatives to killing players in TPK situations. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/07/d100-villain-escapes-for-marvel.html
use: common/nbos/Tools.ipt table: VillainEscapesForMarvel Really was just a experimental clone all along Really was swapped with android or robot duplicate Was a hologram or illusion Was a human trained impersonator or agent Sntched by tentacled horror through a gateway Supernatural being carries away villain like a angel, spirit or demon Sucked into a inhuman mouth through a gateway Taken to another plane by dimensional being Shrunk down to microverse where civilization wants them Alien warlord teleports them away to be a space gladiator Sucked to a demonic pocket dimension or hell Taken to the nightmare realm to be tormented by dreamlord Taken to a hidden utopian civilization with a secret by portal Taken to a secret society and tested to be a member Helped by young superhumans who idolize them Taken by other villain to serve in their scheme Taken by shapeshifters who replaces them with a agent for a while Replaced by alternate universe self with possibly some interesting differences Turned out to be a superhuman or alien in disguise Taken to alien or planar prison to be sentenced Taken to the future by time travelling medlers Brought back to distant past by magic or lost science Taken by lord of underworld to torment them Rulers of hidden under the sea kingdom takes them prisoner Taken by mad scientist to experiment on Taken by secret agency to question or imprison Taken by demon worshiping ninja cult Taken by monks to interdimensional temple Taken back to prehistoric to battle cavemen and or dinosaurs Taken to hidden but flawed utopia that needs your help Taken by underground renegades who need villain for some reson Taken by group of other villains or villain for a team up Recruited into a supervillain cabal with big plans Taken by aliens who offer power if assisted in conquest Taken by the planet eater who wants you to try our against his herald Taken to version of court of king arthur by Morgan La Fey Secret cult seeks to brainwash them into being agent Taken to tiny despotic kingdom where offered an alliance Taken by a god into the other dimensional realm of their pantheon Sucked into overspace into body of a elder god Taken to base of a supervillain and army to be studied Taken by corrupt secret government contracted metahuman prison Taken to fantastic other world or planet by mysterious force Devils or demons torment them in a pocket universe for various crimes Relative of past victim taken them to be tortured and killed in horrible basement Taken by subterranean ruler to be used to power a machine for some scheme Something powerful brings them back from ash heap or death Damned nazis have them trapped in a machine Taken into a timeloop repeating same day relentlessly Taken to parallel where forced to heroically save world Taken to parallel to fight superior good version of self Taken to parallel where they must fight more evil version of self Taken to parallel where where they meet themselves with no problems or hangups Taken to parallel where enemies killed Taken to parallel amazon universe where genders of characters swapped Merged into another being need to cooperate to survive Found injured and cared for by some common folk unaware of true identity Taken to parallel to help fight alien invasion or villain team Taken to parallel where all heroes dead and villains unite Taken to parallel where governments persecute, hunt and imprison super humans Taken to parallel where technology far more advanced Taken to parallel with more supernatural events and magic forces Taken to parallel mashed up with other historical or genre era Taken to secret training facility run by scientist, wizard or secret society Taken to parallel with more UFOs and alien intervention Taken to parallel with no superhumans Taken to parallel where villains have wrecked the world Taken to parallel by last survivors of a zombie apocalypse Taken to parallel where humans extinct Taken to parallel where aliens conquered the earth Taken to parallel where nuclear war destroyed earth, possible survivors in space Taken to parallel limited apocalypse left world in mutant barbarian hell hole Taken to parallel where hostile machines have taken over Mind taked by dimensional being who needs a body for some errand Taken to parallel to dimension over run by demons Taken to alternate past timeline and participate in historic event like ww2 Taken to alternate past timeline golden age of superheroes fighting the axis Taken to alternate past timeline silver age of optimistic superheroes Taken to alternate past timeline bronze age with social issues, monsters and martial arts Taken to alternate past timeline iron age with cool hair, ninjas, covert assassins, cyborgs Captured by rival villain who taunts and abuses them Taken to be minion of powerful villain and forced into service Taken by hidden alien civilization to study Taken as trophy by unethical time travellers from the future Taken by metahuman hunters from parallel time line Grey aliens study your abilities in saucer in hyperspace Recover as a living dead under power of a sorcerer or mad scientist or alien Sent into other plane able to see but not interact with reality Taken by scientists for guerrilla world for some reason Taken to other planet to help fend off an enemy or disaster Taken from timeline by a alternate future self trying to foil your schemes Operatives in teleporter base monitor situation and pull them out Teleported by a scientist but injured or fused with another being Transported to another world but memory flawed Taken to the dark dimension where the evil ruler requires assistance Turned into a monster by scientist in weird lab Captured by secret admirer and held prisoner Fall in love on a parallel and spend time with true love until tragedy strikes Rescued by future children with time machine Shoved by alternate universe self into another dimension FILENAME: EMO_OSR_BlackMarketPotions.ipt Header: Diabolic Brews and Potions of the Guilds This was a request from a reader on G+ and seemed like a good idea. I don't really want to deal with real poisons in my game too much. I have always liked the rolemaster and MERP poisons. The Ygdrasill rpg has good info on real poisons. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/07/d100-diabolic-brews-and-potions-of.html
prompt: Show me: {More About Black Market Potions|How To Find A Dealer|Type Of Dealer|Diabolic Brews And Potions} More About Black Market Potions use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MoreAboutBlackMarketPotions [#{rep} MoreAboutBlackMarketPotions2] table: MoreAboutBlackMarketPotions2 1:In Shadelport, many forbidden substances are made and sold by evil specialists of the Apothecary Guild under licences auspiced by the secret police. Such potions, poisons and drugs are publicly forbidden and criminal yet are peddled in secret by men supposedly dedicated to healing. They supply assassins guilds, thieves guilds and even drug dealers. In Shadelport even the criminal organisations are under state control, but most are ignorant of this.\n\n& Some ingredients are imported or smuggled into the city from foreign, even inhuman, lands. These are usually diluted, refined and cut with local materials to make more profit.\n\n& Alchemists make all these things often of large scale but don't admit it and use their apprentices if possible. Alchemists boast about unlocking secrets of life and nature not selling dirty tricks to cheap killers.\n\n& If you're caught by the secret police, they'll blackmail you into joining up or becoming an informant. They usually check tax records of suspects too. 1:Poisons (and potions) come in these forms:\n\n& Mineral is made from salts, rare earths, stones and rocks.\n& Animal is made from venom or liquid from animal organs.\n& Vegetable is made from sap, seeds, flowers or leaves.\n& Compound is made from from many ingredients the rarer the more and rarer.\n\n& ...and are applied in these ways:\n\n& Contact breaches skin and used as a trap on books and treasure.\n& Blade venom coats one melee weapon or ten arrows and is good for one hit.\n& Ingested need to be eaten by target.\n& Gas requires being kept in container and is released mostly by opening or smashing.\n& Smoke requires fire and often a pipe or hookah.\n& Dust can be sprinkled for contact or blown into face or thrown in eggshell.\n& Splash is a liquid weapon can possibly hit several targets. 1:1 Dose of blade venom = \n\n& one average d8 or two handed melee d10 weapon\n& two javelins or spears or shortsword or daggers or hand axes\n& three darts or small knives or shuriken\n& ten arrows or bolts or needles 1:A healer may slow some poisons, making them do less damage, as can a Slow Poison spell, which often neutralises most time-based poisons.\n\nAddiction can be treated with a week with a healer and a prison cell possible some helpers. Neutralise poison spell cures addiction also. endtable: table: HowToFindADealer Someone in a bar promises to hook you up. Found a user and squeeze them for source. Dealer gave you a free dose to get you interested. A family you know helps you use their dealer. Wander the streets late at night looking for street dealer. Someone at party introduces you. Prowl all the dodgiest districts looking for shanty town markets full of vice. In a coffee shop for intellectuals and fashionistas. Find a normal apothecary who also deals in criminal stuff. Black marketeer deals in all kinds of vice and prohibited goods. table: TypeOfDealer {sp=''}& [when]{1d6}=1[do]{sp==' (Secret Police)'}[end]& [@TypeOfDealer2] table: TypeOfDealer2 Lone dealer who buys from a gang, sells on the street.{sp} Dealer works with a gang with a lab and black market.{sp} Dealer in secret service to a corrupt guildsman.{sp} Witches selling items on cheap to locals in rural areas.{sp} [|Sorcerer pleasure cultist|Crooked wizard's apprentice].{sp} Cult in service to [|chaos|devils|demons|the old ones].{sp} Secret Society or Criminal guild or Temple staff.{sp} [|Alchemist|Apothecary] guild store run for criminal sideline.{sp} Alchemist's ex-apprentice who sneaks lab access.{sp} Alchemist's apprentice running racket for master.{sp} //Name (Mineral/Animal/Vegetable/Compound + Contact/Blade/Ingested/Gas) table: DiabolicBrewsAndPotions Koboldium (Mineral/Contact) 1gp\nBurns skin on touch, glows in pitch dark, save or 1pt per round for 2d6 rounds. Will burn and smoke through armour and may ruin boots. 15gp for potion covering 1 square foot. Kobolds can make it mixed with metal for traps. Diacin (Mineral/Ingested) 1gp\nMetallic taste, can be concealed by salt, sugar or alcohol. 2d6 damage or save for half. A blend of mineral salts. Only a teaspoon required in a meal. Goblin Weed (Vegetable/Ingested) 1gp\nA green weed that goblins smoke dried but kills farm animals or anything that eats it. Slight bitter taste to food. 2d4 damage or 1d4 if make save. Bladefunk (Animal/Blade) 1cp Made from piss, rust, feces and various foul common things. Save every six hours or take 1 point damage, one save stops effect. Trogmusk (Animal/Gas) 4gp\nA foul oily liquid splashed on targets or released in broken bottle or pot in a trap or thrown, once exposed all in 5ft radius suffer vomiting and can do nothing but flee if fail save and for a round after. If musk on skin or clothes subsides after d6 rounds but still foul ruining clothes or for a d6 days on skin. Bathing in vinegar reduces to a day. Centipede Venom (Animal/Blade) 1sp\nCan be milked and kept but weakened +2 save or take 1pt a round for 2d4 rounds, popular with goblinoid arrows. Manbane (Vegetable/Ingested) 1sp\nA weed often looks like a common salad herb and grown by goblins and dark elves. Save or d4 cramp damage one hour after eating per dose. Devil Dust (Mineral/Dust) 10gp\nCan be sprinkled as a contact poison or sometimes blown in face with tube or thrown in eggshell. Save or take 1 pt damage per round for d4 rounds. Star Flour Sap (Vegetable/Blade) 3gp\nD3 cramp damage on target if fail save a d6 rounds after being hit, often used by hunters and skirmishers who hit and run. Fiend Bile (Compound/Blade) 2gp\nOne pt damage per round until victim succeeds in a saving throw feels burning instantly that spreads til death from fever and red welts on skin. Fever Wort (Vegetable/Ingested) 8gp\nOne pt damage per day until succeed in one roll, inflicts fits of fever and cramps. Makes most people die of a sickness or come close. Night Flower (Vegetable/Ingested) 3gp\nSap Coated on blades and needles but must be handled with caution and gloves. If enters blood the victim loses a hp per 10 minute turn for 2d4 turns or half that time/damage with a saving throw. A good doctor may halt this. Red Widow Spider Venom (Animal/Blade) 4gp\nOne point lost per hour save each time to take no damage that lasts for a d4 days or one day if first saving throw made, wounds actually open and blood is drawn out of the body by the venom, some vomit or cry tears of blood. Turquoise Snake Venom (Animal/Ingested) 12gp\nWIthin a round ingested usually in strong flavoured grog the effect kicks in a d4 rounds, with a failed saving throw the victim has violent hallucinations and may even attack loved ones or friends if they fail a saving throw. If they resist they know the hallucinations are not real and don't act on the fear but get -2 on all dice rolls from pain and confusion. The poison lasts a d3 ten minute turns turns. Older persons make a additional save at end to see if their hearts give out. Some people take this deliberately especially sorcerers and cultists. Blue Ring Octopus Venom (Animal/Blade) 9gp\nCauses paralysis the next round then save every hour for 12 hours or asphyxiate. Milked from fangs of giant venomous giant octopus from islands to the south. A good doctor can halt the poison effect with a skill check with antidote kit and one hour. Viper Sting (Animal/Blade) 5gp\nCauses intense pain for 4d6 hours causing -4 on all dice rolls, with a save only 2d6 hours and -2 all dice rolls. Milked from various breeds of monster worms in the east. Also used for torture. Black Cap Dust (Vegetable/Dust) 6pg Can be touched or inhaled to be deadly. After a hour if touched or a ten minute turn if inhaled start to get sick The body is overcome by fungus roots infecting the body and will die in a d4 days. If make a first save the victim resists the strain. If on a second save fails the victim is helpless and weak for a d4 days or if saved a d4 hours nausea and fever -2 on all rolls with a success. Goblins put this on their treasure. Nettle Sting (Vegetable/Contact) 2pg with touch contact this poison causes intense pain for a d4 turns with -2 on all rolls and -4 on fine motor skills or half this with a saving throw. Potion covers a square foot area if fine dust that needs to touch bare skin. Giant Ant Venom (Animal/Blade) 10gp\nExtracted from giant jumping stinger ants for one hour after skin broken by weapon the victim feels stressed or in shock from pain. After end of hour save of die of heart failure. Most versions diluted to +2 or +4 save but victim finds unpleasant sensation even if it doesn't harm them. Nightsting Venom (Vegetable/Ingested) 1gp\nCauses incredible stomach cramps ten minutes after eating for a d4+1 rounds where the victim has -2 on all rolls. Then agonizing organ death set in over next turn. Doctor can treat with ten minutes effort and antidote kit. If you save you only feel initial rounds of pain. Growing the flower is a death sentence. Scorpion Venom (Animal/Blade) 40gp\nStinging and burning venom lose one HP per round, get a saving throw every ten minute turn to stop. Extracted from colourful giant scorpions or large sea scorpions. Baslisk Venom (Animal/Contact) 200gp\nA pound of venemous slime can be spread over a foot or thrown at victims. If they fail a save victim turns to stone. The magic in the venom only effects one target per dose even if spread out. Dragon Brain Dust (Animal/Dust) 250gp\nSnorted from a snuff tin save to feel ancient draconic unimind from the dawn age for a d6 hours which is good for insight and magic research. Fail save the user becomes addicted wanting a dose per month and remember nothing from the visions. Dragons know a user on sight even if only used once without harm. Goblin Milk (Animal/Ingested) 20gp\nTurn second generation to be born with goblinoid features or lesser mutations if fail save. Used to taint farm animals and people on frontiers or ruin lives of your enemies. Elf version 50gp. Feywhey (Vegetable/Ingested) 30gp\nAddictive elf food from elf land can sustain a elf or goblinoid on crumbs for a month or three days for a human. For humans it is delicious and addictive if fail a save after one meal. Failure makes helping them become thralls of elfland for more Feywhey. Elves trade secretly and human secret police suspicious of users. Ambrosia (Vegetable/Ingested) 500gp\nSave reduce age by d4 and feel ecstasy for ten minutes, if failed save then tormented by spirits for ten minutes and ages a year with some grey hair if they fail.. A second save is made failure character is addicted craving it monthly. Elves don't feel any adverse effects or addiction if adults. Lycan Blood (Animal/Ingested) 50gp\nCan be used to infect people with a strain of lycanthropy, rat most common 60% then werewolf 30% then the rest. Drinker gets a save or catches the disease. Animals dislike the infected. Vampire Ichor (Animal/Ingested) 1000gp\nCan be used to revive dead vampire mostly intact in dust or ash even. If a living person drinks it and fails a save they become ghouls a week after burial when they eventually die. Ectoplasmic Philter (Animal/Ingested) 300gp\nContains slime trail of supernatural being, once eaten save can see invisible spirits for a turn on a fail the drinker becomes possessed by a hostile spirit. It is all the rage with young necromancers. Pallid Lily Venom (Vegetable/Ingested) 250gp\nSends into a dreamy trance where spirits mutter for 2d6 hours. If make a save the voices impart some knowledge, if they fail the person after the trance is possessed for ten minutes and will try to cause as much destruction as possible. Slougheye (Compound/dust) 4gp\nThis dust usually blown in someones face by person or by a trap. Once contacted save or become blind for 2d6 hours if save eyes are sore -2 rolls for an hour. Sleep Philter (Vegetable/Ingested) 4sp\nFairly flavourless spoonful of herbal powder blend added to a meal makes the eater feel like a nap ten minutes after eating. If make save they merely in a daydreamy, tired state for an hour. If fail in a deep sleep for 3d4 hours. Dream Powder (Vegetable/Ingested) 3gp\nUsed to induce strange dream states that exaggerate the current mood of consumer to near madness extreme. It tastes bad but is mixed with wine and spices. State lasts 2d4 hours. If you save may lucidly dream and hallucinate but still act if you fail in a comatose state. A second save determines if dreams are Utopian or with a fail save the nightmares leave victim in a negative mood for 24 hours with -2 on all rolls. Puffer Fish Venom (Animal/Blade) 2gp\nVictim is slowed for 2d6 rounds from swelling and burning unless makes a saving throw then only lasts a round. Move is halved and they lose initiative each round. Mandragore Root (Vegetable/Ingested) 40gp\nHarvesting involves sacrificing a dog and risking life. As a tea can be used to add one to daily healing for a week or eat for 3d6 hours of occult visions for research if make a save. Fail save becomes addicted but doesn't remember visions, craves a dose per week. Violet Cap Venom (Vegetable/Blade) 30gp\nFrom small toxic fungus used by goblins and dark elves. If save feel stiffness and -2 all rolls for next 2d6 rounds then recover. If fail save victim has 2d6 rounds of choking paralysis and a second save to avoid death from shock. A Doctor can keep victim alive ten minutes more for another chance to save and recover. Dragon Venom (Animal/Blade) 40gp\nNecrotic venom from a large lizard carries vile disease, lose 1HP per round and save each round until succeed in a save then stops. As first effect ends then save per hour or lose CON point if fail, roll every hour til success. Recover 1 CON point a day when effect ends. One of these effects lets the lizards follow their prey till they weaken or die. Demon Seed (animal/Ingested) 400gp\nA type of seed and is placed in the victims feed. If the victim saves the chew or digest the seed. If they fail the seed grows into a Imp who eventualy will try to burst free that night after hours of stomach pain bursts open for 4d4 damage or save for half. The creature hates the parent for life and tries to ruin them. Black Cap Mushroom (Vegetable/Ingested) 10gp\nIf fed to children they must save or turn into goblins. Sometimes they like to hide taste and look with illusion magic because children hate them. Adults just get stomach ache for an hour and -3 on all rolls while sick if fail save, all demihumans know it on sight and hate it. Wyvern Poison (Animal/Blade) 12gp\nParalyzing venom hold victim who doesnt save for 2d6 rounds. Difficult to extract but popular with kidnappers. Zombie Dust (Compound/Dust) 4pg sprinkled on a fresh corps animates it as a free willed zombie, older corpses take longer perhaps a hour to animate. Corpse Powder (Compound/Dust) 4gp\nDries a corpse over a turn becoming light, brittle and easy to turn into dust. Blood Dust (Compound/Contact) 10gp\nDrains blood through skin contact for one hp a round until you scrape it off and make a save. Burning sensation and red smoke comes from contact point. Spirit Powder (Compound/Contact) 30gp\nMakes spirits and non corporeal beings visible or can put in eyes of five persons to see spirits around them for a ten minute turn. Bone Powder (Compound/Contact) 12gp\nSeeps through skin desiccating flesh and painfully bonding to skeleton stiffening joints. Failed save victim moves half speed and -4 all skills for d3 days. If successful save only -2 rolls for an hour used for torture and cruelty. Curse Dust (Compound/Dust) 400gp\nCarries a supernatural curse on victim by touch usually specified by each batch and by creators will. One batch delivers one curse only but can be spread out over a foot area to trap someone. Hex Powder (Compound/Dust) 40gp\nSave or -1 on all rolls for a hour, cumulative with multiple doses, once target saves power in that portion of dust depleted. Blinding Dust (Compound/Dust) 20gp\nSprayed in face causes blindness for 2d6 rounds if fail save. Ghost Powder (Compound/Dust) 100gp\nIf sprinkled on a spirit it must save or become visible and tangible and vulnerable to non magical attacks allowing a mob to drive away a spirit or non corporeal entity. Black Ichor (Compound/Splash) 100gp\nMakes altars and holy sanctified area broken or can remove the effects of a bless or prayer spell. If consume and fail save changes alignment to evil plus a second roll to become addicted to ichor. Demons often deal it directly and devils offer delivery contracts for your soul. Smoke Powder (Compound/Dust) 1ep\nCauses coloured cloud covers a 5 foot area for sneaking or signalling, requires fuse lit often used from a eggshell, often throw several to cover larger area. Flash Powder (Compound/Dust) 1ep\nCauses flash that can surprise or dazzle requires a spark to ignite, light hating creatures and most animals will make a morale check if surprised, Intelligent If fail save distracted for round round if not expecting flash. Pepper Powder (Vegetable/Dust) 1ep\nCauses blindness and sneezing for d4 rounds in face with -2 all rolls for ten minutes after, if save only blinded for a round. Powder Charge (Compound/Dust) 1gp\nSuitable for a black powder weapon comes in wooden holder for individual charges to hand on belts for quick loading or in horm with 30 shots, empty single shot container worth 4sp and empty horn is worth 2gp. Also can try to open a lock with this but risk seizing shut. For double price can come in iron ball to protect it from being attacked while being placed against a door or wall. Grenade (Compound/Dust) 40gp\n2d4 damage across 5 foot radius, save for half damage, comes in iron ball with fuse. Powder Keg (Compound/Dust) 100gp\n2d6 damage 10 foot radius 4lb charge for small keg\n300gp: 4d6 20 foot radius ten pound charge\n1000gp: 6d6 damage 30 foot radius 40lb save for half by diving for ground or cover. Land Mine (Compound/Dust) 75gp\n2d4 damage across 5 foot radius, save for half damage, pot with lit fuse, if shell broken or ground vibrated by troops or cavalry then fuse ignites. Often hidden under straw in a ditch or under dust in a pothole. Sea Mine (Compound/Dust) 75gp\nA floating pot if bumped by boat ignites fuse exploding, often positioned by swimming men into boats path slowly and gently and perilously. Use double powder keg price. Arrow Rocket (Compound/Dust) 2gp\nd4 damage arrow fired by lit fuse in one round if you have fire handy. Often mounted on spear haft or in bundles on small hand waggons or thousands on a ox cart. Signal Rocket (Compound/Dust) 40gp\nA 4-lb rocket bursts into spectacular fire works hundreds of feet from where fired, used to signal help or light battlefield up for one round. Acid Vial (Compound/Splash) 12gp\nA d6 damage acid save for half usually in a small glass vial, enough to weaken a chain or lock or splash somebody. Larger amounts can be thrown or used. A 5 foot square effect version costs 50gp per standard potion bottle. Wondrous Solvent (Compound/Splash) 100gp\nBurns for 2d4 rounds 1HP per round, half if save. Can dissolve web, glue, slime and other compounds. Inferno Oil (Mineral/Splash) 2gp\nBurns target thrown at for 2d4 damage. Can be splashed over a 5 square area for d4 damage save to evade instead, often in clay pot with fuse requiring fire. Hellfire Oil (Compound/Splash) 40gp\nBurns for 2d4 damage and if fail a save then burns for 1 point more per round for 2d4 rounds or can cover 10 foot square for a d4 damage and save or burn for a d4 rounds losing 1HP per round more, fuse must be lit. Web Agent (Compound/Splash) 200gp\nVictim makes save or held by spider web like glue fluid. May break free with a STR save and a round of effort to move half speed. Glue lasts d6 turns. Faerie Fire Oil (Compound/Splash) 100gp\nOil makes victim glow brilliantly removing targets penalties to hit for darkness lads for d4 turns or none if make save. Holy Water (Compound/Splash) 30gp\n2d4 damage to undead devil or demon or d4 to multiple such beings in a 5 foot circle. Holy Oil (Compound/Splash) 100gp\nCombination of both holy water and hellfire oil, comes in sanctified clay or glass vial with fuse. Wondrous Glue (Compound/Splash) 25gp\nFor quick repairs in field and even can be used to help build a shelter with materials, not quite good enough for lasting weapon. Cyan Blossom Gas (Compound/Gas) 75gp\nSave to hold breath for a round, if fail causes death next round but person could be saved by healer over ten minutes, comes in glass hand size spheres spread over one yard each, often used in traps. Filling whole rooms is expensive. Dwarf Berserker Mead (Animal/Ingested) 40gp\n+2 Hit Damage will fight into negative HP 2d6 rounds. Elven Love Philter (Compound/Ingested) 100gp\nUsed to charm victims and makes victim addicted to first view after failing the saving throw. With a save victim knows they have unwelcome interest against their will and many would blame on magic or witchcraft. Halfling Healing Cordial (Compound/Ingested) 15gp\nTreats a d4 hp just applied to wound per drop. Gnomish Hemp Resin (Vegetable/Smoke) 3sp\nSmoked in pipes keeps gnomes jolly and mellow for 2d4 hours. If save it is creative experience if you fail mopes about eating and sleeping. Squid Men Devil Weed (Vegetable/Smoke) 12sp\nChewed over 10 minutes give +3 HP for an hour, is addictive and withdrawal kicks in after 3 doses if fail a save causing -2 rolls until treated by healer for a week, popular with youth in cities so there are specialist sanitariums for addicts. Squid men sell it to weaken humanity. Hell Goatman Powder (Compound/Dust) 8gp\nKeeps aroused and able to dance all night if they make save. Fail turns the victim goat headed for a d6 turns after they get a second roll to be permanent. Giant Dust (Compound/Dust) 20gp\nIf inhaled or rubbed on skin causes muscles to swell and bulge and the user gains 2 inches in height and +2 STR for ten minutes. Is addictive frequent users hear dead Jotun voices advising them. Older users need a extra save vs heart failure. Serpent Man Venom (Animal/Blade) 40gp\nRare but keeps for decades, save or heart seizes up and fall into spasms for ten minutes then get a second save or die. A skilled healer can extend the lifespan ten minutes then get another save or die chance before the heart finally stops. Orc Tar (Mineral/Ingested) 5sp\nChewable black tar makes mouth and teeth black but adds +1 to morale and one HP for an hour after a ten minute chew, teeth take d4 days to return to normal. Tastes nasty orcs like to chew with liver chunks. Bugbear Nip (Vegetable/Ingested) 4sp\nMakes bugbears euphoric and friendly. Get a +2 save if smell it when just unpacked within ten feet. Scent can make them friendly for d6 rounds. No save mod if ingested and full effect of putting bugbears into euphoric naps for a d6 hours after ten minutes of gregarious friendly play. Black Lotus (Vegetable/Smoke) 12-40gp\nGives visions of other worlds and times which offer artistic or philosophical inspiration with a successful save. With a failed save the victim has awful horror visions and cannot sleep for a week -2 to all rolls. With a second failed roll the victim is addicted craving weekly hits. Blue Lotus (Vegetable/Ingested) 75-100gp\nGives mystical insight and magical understanding if make save, sped a d6 days in coma mind blown if fail. With a second failed roll the victim is addicted craving weekly hits. Usually comes fresh or dried flower in wine cup which activates the drug. Jade Lotus (Vegetable/Smoke) 20gp\nGives dreamy trance for 12 hours then saves, failure is addicted, has nightmares and craves a weekly amount, -2 on all rolls till cured. Yellow Lotus (Vegetable/Smoke) 30gp\nGives sleepy dreamy sensations and visions of carcosa and the court of hali with success for a d6 hours, with failure the dreamer has nightmares and sees the yellow sign. Those seeing the sign spend a d6 days paranoid with delusions of being followed or persecuted. 1in6 will encounter some creature when alone (often undead) during that time. A second save when results over is to see if the user is addicted and craves a weekly hit. Red Lotus (Vegetable/Smoke) 12gp\nSmoked causes mental clarity, alertness and can keep user awake 12 hours if you make your save. Fail makes irritable and paranoid and prone to starting fights or arguments in that time. Three uses and user must make a save vs addiction becoming aggressive as long as addicted. White Lotus (Vegetable/Ingested) 80gp\nThese seeds are skinned then boiled till soft white and eaten, eating puts into a four hour trance. If saved user communes with friendly spirit of the dead usually a friend or kin. If failed tormented by dead and everyone you have killed causing nightmares for a d4 days and -2 on all rolls. A second save needed to resist addiction requiring weekly hit. Chaos Lotus (Vegetable/Ingested) 50gp\nInduces a petty mutation if you eat chaos tainted roots. If fail a saving throw, if you ever make a save you are forever immune to Chaos Lotus. Cultists like to chew the roots for days which turns eater chaotic after three doses. Jeweled Lotus (Vegetable/Ingested) 75gp\nIs tainted by law, if scintillating flower is eaten experience +1 INT for a d6 hours of emotionless clarity. If fail fall into torpor for d6 days while experiencing no time. If three eaten at once eater becomes lawful. Fire Lotus (Vegetable/Smoke) 40gp\nIs hot peppery flavoured smoke. If make the save user feels warm and gains +1 to hit and AC for a hour. If they fail the victim coughs for ten minutes and will be unwilling to ever use again. Crystal Lotus (Vegetable/Ingested) 100gp\nEaten dried whole flower or powder or pill. Successful save can detect magic by sight for 10 minutes, failure makes user blind for a hour and will never get positive use from the drug. Lotus Root Tea (Vegetable/Ingested) 20gp\nWith a save the user enjoys a hour of clarity and confidence, fail save ends the your with a blood nose and a d6 hour nightmare coma. One small spoon per pot. Most drink diluted or slowly in tiny cups to reduce effects to same use with a mild buzz and no nightmare trance. Addiction requires a d4 cups of diluted brew a day and a full hit once a week. Plutonian Drug (Compound/Ingested) 100gp\nHave amazing d6 visions of the past, with a failed save the last vision is too far back and cosmic planar entities follow you back to the present to kill. Space Mead (Compound/Ingested) 100gp\nIs brewed with rare and valuable ingredients including a human pineal gland. It allows body to survive extremes of space in a trance so creatures can carry you to other worlds. If fail save the traveller dies in transit. If used ten times users eyes turn into dark eyeless pits and they get preternatural sight instead. Leng Dust (Compound/dust) 100gp\nInhaled or eaten, instantly comes over in ten minutes of visions of other wolds and hidden occult places, if fail save is addicted craving weekly hit and cannot remember anything from visions. Usually failures sob for a d6 hours after they come out of trance. Troll Gland (Animal/Ingested) 30gp\nLiving troll gland can be eaten whole or soaked on string in tea for d6 uses for a diluted effect. Strong version heals one HP and gives +1 hit for a d6 hours, diluted version takes ten minutes to take effect and lasts only an hour. Alicorn Powder (Animal/Ingested) 300gp\nCures effects of poison or addiction within one round of tasting, if spinkled on poison anything will smoulder and as a detector a dose can be used thus ten times. Is highly illegal and rare, elves will kill you for having it. Unicorn Guano (Animal/Ingested) 50gp\nFresh eaten cures a d4 damage, will usually dry out in 3 months to heal only 1HP but often tinned or packaged or sealed in wax in bricks to last for years. Dagon Slime (Animal/Contact) 75gp\nJelly packed in fleshy pod is smeared over eyes, nose and mouth forming a membrane allowing user to breath under water for a d6 hours. Every application after the first must save or permanently become a water breather. Used by fish men and undersea ancient evils on human slaves. Pods picked from animal in deep sea trenches. Dragon Weed (Vegetable/Ingested) 1000gp\nGuarded by sea dragons in the depth and occasionally stolen by mortals. If eaten with a save users age reduces to fertile adulthood and aging slows 10% which extra doses increase by 10% - at 100% user immortal. If fail the potion turns skin blue or green and they are immune to any benefits from the plant forever. FILENAME: EMO_Xor_GodsAndCults.ipt Header: Gods of Xor - expanded edition Had a few more of thoughts about cults of Xor and thought I needed more so here we are... from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/08/gods-of-xor-expanded-edition.html
prompt: Show me: {Cults of Xor|More about Gods and Cults} Cults of Xor prompt: Region Size: {Village|Big Village|Town|Citadel|Metropolis|Whole Hex Ouside of Settlements} use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& {choice2=='[@GetInitials with {$prompt2}]'}& //[when]{rep}=1[do]{$prompt1}{notes}
[end]& [@{choice}] table: MoreAboutGodsAndCults [when]{rep}=1[do]& {$prompt1}{notes}
& Ancestral Gods\n& Each tribe has a great ancestor or couple.\n& Humanoid and demihumans have their own.\n& Some ancestors are animal gods or beast lords, like the popular mole rat goddess.\n& \n& The Great Gods of the body of Xor\n& The Blood God brings love and war.\n& The Bone God brings strength and labour.\n& The Flesh God brings food and health.\n& The Animus God brings life and will.\n& Other organs and fluids have lesser gods.\n& \n& The Elemental Gods of Xor\n& Many elemental gods seek worship from Xorlings.\n& Many tribes come from elemental ancestors.\n& Individual elementals and elemental beings might be worshipped.\n& Other rarer forms of elementals and evil demon tainted elementals exist too.\n& Sky God and the Air Goddess, Water God and the Moon Goddess, Sun Goddess and the Fire God, Earth Goddess and the Underworld God\n& \n& Chaos Cults\n& Demon Renegades\n& Demon Nobility\n& Demon Royalty\n& Elder Horrors\n& \n& Petty Gods\n& Hundreds of them, some local\n& [end] table: CultsOfXor [when]{rep}=1[do]{$prompt1} - {$prompt2} (In a big multicultural city or even among traders you might roll religion for everyone you meet.)
[end]& {roll==[#{choice2} HowManyLocalCults]}& [when]{roll}=1[do][@GetCults]& [else]
[!{roll} GetCults >> implode
]
[end] table: HowManyLocalCults type: dictionary V:1 BV:{d2} T:{d3} C:{d4} M:{d4+2} WHOOS:{d6} table: GetCults //The first 20 on table are the basic ones and most of the time you should roll a d20 or perhaps ross d20 for first half and d100 for second half. The first half are most popular, the second half are struggling often live in secret or a single isolated village or suburb. 4:Historical Monotheism Abrahamic tradition - Christian, Islamic or Judaism. 4:Historical Philosophical tradition - Daoisim, Confucianism, Buddhism, Jainism. 4:Ancient Pantheon tradition - Norse, Greek, Roman, Babylon, Chinese, Indian, Japan, Egypt, Celt. 4:GM Choice Fantasy pantheon ____________________ or default to Cosmic Law and order. 4:GM Choice Fantasy pantheon ____________________ or default Cthulhu Mythos. 4:Elemental Cults commune with and study elemental powers from other planes. 4:Necromantic Cults study death magic, knowledge of the dead and commanding undead slaves. 4:Chaos cult or repressed followers mostly dupes, ignorant, desperate, coerced or unwilling. 4:Chaos cult of willing followers seeking wealth, power, sex or revenge. 4:Demonic Chaos servants direct minions of demons and lords of demonic chaos. 4:Spirit Cult Ancestral Beast tradition claim ancestry from a species of animal. 4:Spirit Cult Ancestral Land traditions claim ancestry from natural land features. 4:Spirit Cult Clan Ancestral traditions claim ancestry from generations from the first humans. 4:Spirit Cult Xor traditions claim ancestry from the flesh of Xor and kinship to all life. 4:Templars of Xor are a dedicated cult of demon hunters who swarm against chaos intruders. 4:Hospitallers of Xor are dedicated to healing and the powers of life who hate necromancy. 4:Inquisitors of Xor are dedicated to identifying hostile outsiders like demon tainted. 4:Children of Xor are peace loving pilgrims who aid Xor and those faithful to its way. 4:Heirophants of Xor philosophers who ponder the nature of Xor and support all its spawn. 4:Mystics of Xor meditate on the mysteries of Xor and collect books in their monasteries. Heretics of Xor celebrate the appetite of Xor including gorging, cannibalism and inbreeding. Monastery or nunnery serves the locals. A bloody cult believe Xor needs constant war and sacrifices to sustain it. Lone hermit in a cave services the community. A wizard in a tower preaches philosophy and science, educates common folk. Single God talks to high priest via an artifact or prophet in a shrine. Single God talks to high priest via an artifact or prophets in a temple. Prophet picks up garbled visions from many gods which is interpreted by shrine priests. Astronomer interprets the will of heaven by some arcane theory. A shaman cares for the community, communing with the spirits. A druid cares for the community and dealing with nature. A sorcerer leads a cult from a pleasure dome celebrating vice and pleasure. A witch performs services to needy villagers and lives near. Religion is entwined with state cult such as a city god cult . Peasants left alone and follow local petty gods, priest or shaman acts as interpreter. Ancestors worshiped by communing with or as undead, priest or shaman acts as interpreter. Music, poets and bards replace religion. Cult of frolicing demon worshipers helt forces of darkness hide. Cult of alien star men who aid their otherworld masters. A petty lesser demon has enthralled all with cheap tricks and claims to be a god. A demon minor demon has set itself up as god with brutality and murder. A Succubi or Incubi in human form has established a cult with demons as false gods. A major demon visits to receive sacrifices from a robed priesthood who keep gods identity secret. A demon noble is worshiped and they send servants to receive offerings from the cult . Elder gods utterly alien and more ancient than Xor or demons are worshipped by a cult. Elder gods thought long dead and forgotten have been worshipped led by a sorcerer or wizard. Elder alien gods have spread their influence via a hybrid or shape changing servitor race. People worship an alien crystalline monument that fell from the stars aeons ago. People worship iron from a meteorite that fell from the stars thousands of years ago. A cult of fire worshipers keep a sacred temple flame alive and forbid the cooking of flesh or food. Shrine to a popular petty god who occasionally visits and hangs around possibly leaving children. Shrines of many petty gods and some come to stay, some stay too long some not long enough. Sky god and the Air goddess are great tribal ancestors of the local nobility and priesthood. Water god and the moon goddess are great tribal ancestors of the local nobility and priesthood. Sun goddess and the Fire god are great tribal ancestors of the local nobility and priesthood. Earth goddess and Underworld god are great tribal ancestors of the local nobility and priesthood. Chaos tainted fire god cult demands sacrifices of burned blood and souls. Chaos tainted ice god cult demands sacrifices of frozen blood and souls. Locals worship demihumans and offer visiting ones food and creature comforts. Demon renegades on the run from superiors have seized control of local religion by lies and force. A bloated and corrupt flesh wizard abuses locals for food and sex and no longer walks without aid. The cult of the blood god brings love and war. The cult of the bone god brings strength and labour. The cult of the flesh god brings food and health. The cult of the animus god brings life and will. Cult serves a particular organ of Xor such as brain, heart, liver, eye or hand. Cult of Xor worship a particular liquid by product such as milk, feces, spittle, mucous, semen. Cult of Xor worship a particular biological system like digestion, respiration, circulation. Church of beast lord cult where members wear beast masks and worship anthropomorphic beasts. Celestial cult follow worship sun, moon and stars and consider themselves stranded on Xor. A tri-tentacled sewer pit monster claims divinity by telepathy. A creature lives in the barn, or a stove and acts as the village defender and sage. An elemental node has a being of some kind the locals give thanks too. A dark well is a night hag pit and she may accept sacrifice and defend her people. A monster near the community takes sacrifice for favors. A giant is worshipped by locals. A sphynx is worshipped by locals. A chimera is worshipped by locals . A land spirit part connected to Xor acts as a local god (like dryad or naiad but with meat). A psion school or teacher operates in these part. Materialist philosophers, different sects teach different magic. Religion here is a sham run by sorcerers or rogues for profit and abuse. Religion here is a sham run by fake priests with no special powers. Fake potion making and drug dealing racket has community fooled. A death cult ruled by a necromancer or evil priest worship the undead. Alignment fanatic church here to wage cosmic war Law, Chaos or Good or Evil or other. A warrior order or school or fighting style. Mercantile fraternal brotherhood run everything financial and have rituals like processions. Sincere but insane cult, exploited by a monster or wicked men or waiting to be exploited. Charismatic cultist destroying community and plans to move on to next with lies. Locals appease goblinoids with sacrifice, they may protect their investment. Witch hunters control faith, power predicated on persecuting rival faith. Atheistic wizard cult study the mysteries and science of Xor. Cult worship a sleeping Kaiju and tend to their dreaming god and dread it's apocalyptic awakening. Monster hunter club with hunter shrine pay homage to beasts and monsters they kill so they return. Adventurer HQ usually based around pub, multiple shrines of adventurer gods and fallen heroes. Imperial Missionaries from outside Xor spreading faith and trade and language, shrine . A different race acts as a spiritual adviser with strange results. Megalithic monument builders protect gods sacred places and use for ceremonies . Cannibal cult practice eating enemies and unwelcome visitors and make undead with scraps. Community predicated on magic monument building cult with promises of great reward . People here directly in psionic communion with the animus, all networked in group mind. FILENAME: EMO_OSR_MurderHoboTown.ipt Header: A town fit for Murder Hobos I started to think about how a murder hobo town might be needed to accompany a goblin mine and realized I had done lots of this before. But here is some extra detail and tables for bigger towns. I also think this could use some maps and a year-by-year growth diary of a town. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/08/a-town-fit-for-murder-hobos.html
prompt: Show me: {Settlement Types|Leadership|Non Murder Hobos|Industry For Big Towns|About Murder Hobo Towns|See Also} Settlement Types use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: AboutMurderHoboTowns [when]{rep}=1[do]& People call these shambling heaps towns but one could mistake them for ruins struck by earthquakes, mudslides and storms. Everything is covered in mud, and most buildings are built from recycled materials and made by incompetent unskilled labour. They stink of piss, vomit, rotten food and old beer.\n\n& Many locals are in states of alcoholic or drugged stupors or nursing wounds in between expeditions. Those less brave simply labour and carry loot and dig holes as directed by more experienced murder hobos. Many runaways and orphans are attracted to lives of adventure and are pressed into service as linkboys, lantern bearers and pole holders. Half the population is usually outside working, some absent for days at a time. When dungeons and mines dry up murder hobos move out. When families, farmers, church going folk and law turn up most murder hobos move on.\n\n& I've also considered that some former dungeon monsters might be in some towns as slaves, but also when dungeon nobility and cults are destroyed they might join the shanty town as labourers, mercenaries and prostitutes. Many murder hobos don't care if you're human or not, others would hate nonhumans, murdering them and organising genocidal raids on nonhuman camps.\n\n& Women are treated poorly and might need to kill quite a few people to get respect or have aggressive defenders.\n\n& Most murder hobo towns start as camps with tents but these can grow into hundreds or more, turning the area into a garbage-strewn stinking muddy bog. Some towns progress into bigger things and get more permanent fixtures. Ones that are started by the military or a guild are usually better planned, as are those where a strong leader emerges. The bigger the town, the more law and order there is, and many grow into normal towns.\n\n& When big industry arrives and banks and streets and temples and law arrive and set up permanent buildings the days of murder hobos are over and the scum leave. Destroying all local monsters makes the area safe enough that farming families move in also the beginning of the end.\n\n& I am considering making a map with several example towns - a clean developed one run by guilds from the city on the verge of becoming legit, a horrible crime-filled one, and a few small satellite tent towns. These maps, all set on a 6 mile hex in the mountains a day away from Shadelport with some adventure plot seeds will make a nice book for my next landmark or sometime. Gives me a little easy-to-complete project for some time and a starting point for my next campaign. Another possibility is to write a ten-year diary of events, showing how a murder hobo tent camp turns into a respectable mining town over a period of time.\n\n& I have run this with a few new player groups who wisely didn't trust many locals and were horrified by the brutish behaviour and filth. They're not for nice adventurers, but these towns provide a buffer between monsters and the world of man. I'm not sure If I could sell a novel based on this.& [end] table: SeeAlso [when]{rep}=1[do]& Old murder hobos - d100 tragic old murder hobos you can meet\n& Murder Hobo Shanty Towns - d20 businesses, d50 problems, d50 seasonal visitors\n& Murder Hobo hirelings - d100 mercenaries for hire in murder hobo town\n& Murder Hobo Shanty Town Events - d100 street encounters\n& Murder Hobo Shanty Town Problems revised - revised problems up to d100\n& Murder Hobo Shanty Town Seasonal Visitors - revised visitors up to d100\n& Murder Hobo Types and Roles - d10 murder hobo types and trivia\n& Royal dungeoneer corp - notes on how empire does it& [end] table: SettlementTypes Tent town with a few traders and poor health and sanitation, plenty of drunken violence Crude wooded shacks and tents with a few traders and Fortified building surrounded by shacks and tents Wooden pioneer fort in centre of shacks and huts Sprawling out of control town hopelessly disorganised chaos Neat well planned main street with buildings and several two story buildings Fortified town with improvised wooden walls, barricades and watch towers Company town with kit houses, second story buildings, good walls and fences Military town with trenches, good walls and strict grid and organised camps and shacks Church town with temple in centre on hill and good walls with orderly buildings table: Leadership Anarchy reigns and people do as they please with violence often resolving things Close knit brotherhood cooperate and share for survival and profit against monsters Leader has emerged by brute strength with gang of cronies Leader has emerged by cunning, charisma and political intrigue including dirty tricks Leader has proven to be right, given good advice and earned respect and allegiance Leader with money has invested in town and bribed way to top with paid thugs Theives guild has taken over in secret with a expendable puppet leader Secret police secretly run with a puppet who makes sure best goods go to the Barron Town elect a leader who makes outrageous promises and is lynched or flees if they fail A veteran adventurer runs town based on experience and superior might table: NonMurderHobos Labourer works dirty jobs digging or building or felling trees Drunks damaged by horrors of the pit trying to muster bravery to go back Cripples and sick injured and awaiting chance to get better or no way to leave Orphans and runaways looking for work or too young to be taken below Trader selling booze and food from the city to treasure laden adventurers Shifty thief looking for opportunity disguised as labourer or servant Servant or baggage handler looking after adventurers tent or shack while away Slave or possibly non human caring for masters property Opportunist selling grob and drugs and possibly a prostitute for right price Old timer prospecting for new dungeon holes, hunting game collecting scraps or loot table: IndustryForBigTowns Foundry where dozens of workers melt metal, make tools, manacles and weapons Lumber yard where dozens of workers cut wood and make walls and shacks and other goods Worker Dormitories with rows of beds, latrines and kitchen for poorest workers Barracks for military or mercenaries slightly better than labourers and fortified Slave yard where slaves are bought and sold and caged up when not at work Waggon maker makes all kinds of wheeled vehichles, pulleys and winches for mining Junkyard where town refuse and dungeon rubbish thrown and sorted by poorest workers Brewery where most beer comes from employing dozens making mash and bottling beer Hospital as there are so many injured and sick at anyone time with many beds Prison where drunken brawlers and killers locked up if they cant pay and put to convict labour Slaughteryard where animals are killed, hacked up, salted and pickled Docks and fisheries where boats provide transport and provide locals with fish Tanners yard where leather is made and made into goods for locals Freight yard where waggons of goods come and go and crated goods are stored for shipping Hotel several stories with accommodation, meals, bathhouse, saloon, gambling and hookers Graveyard in a busytown will be huge with coffin makers, undertakers, crematorium and shrines Builders busy serving increasing demand for specialized construction with brick and stone Rendering yard where monster and humanoid corpses are boiled up to make flammable oil Warehousing for stored goods, freight handlers and travelling traders, storage for hire Bank and fortified administration for company owned business usually manager lives inside. Most banks are set up by merchant or banking guilds or even churches or big government and they usually bring in more law and order FILENAME: EMO_OSR_Birds.ipt Header: EMO MM: Dungeon Birds of A Feather Birds in my D&D game are worth mentioning. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/08/emo-mm-dungeon-birds-of-feather.html
prompt: Show me: {Chaos Dungeon Birds|Law Temple Birds|Chaos Bird House Tree Description} Chaos Dungeon Birds prompt: Display birds: {Random|Alphabetical List} Randomly use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& {howShow=='[{$prompt2} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}{howShow}] table: ChaosBirdHouseTreeDescriptionRandom [@ChaosBirdHouseTreeDescription] table: ChaosBirdHouseTreeDescriptionAlphabeticalList [@ChaosBirdHouseTreeDescription] table: ChaosBirdHouseTreeDescription [when]{rep}=1[do]& This is a living pulsing dripping chaos tree with organic structures and orifices that house and spawn monster chaos birds. \n\n& A Chaos Bird House Tree's stats are based on the breed housed and acts as home to 2d6 birds. If threatened or birds chirp angrily the tree will produce one extra bird per round. \n\n& If the bird population reaches more than 12 without a fight, the flock splits and half travel away to plant a seed for new colony. Mostly with smaller breeds like stirges or humming birds.\n\n& HD x5 of breed \n& AC of breed \n& Att 1 Spawn bird \n& Move 0 & [end] table: ChaosDungeonBirdsRandom [@ChaosDungeonBirds] table: ChaosDungeonBirdsAlphabeticalList [#{rep} ChaosDungeonBirds] table: ChaosDungeonBirds 1:Bat\n& HD 1hp AC12 Att bite 1hp Mov1"/24"fly\n& Small screeching devil faced cave horrors with wing membranes instead of feathers. Bats use echolocation and are not effected by blindness, bright lights or attacks on eyes but silence spells will blind them and area of effect of silence spells appear as solid objects 1:Bat, Doombat\n& HD 6+3 AC16 bite tail d6/d4 Mov3"/18"\n& Giant bat with a flailing 12 foot long spiked tail also usable as mount by chaos warriors and man sized creatures. They dislike magical light. Their screech lasts d4+1 rounds per encounter and all within 10" cannot cast spells and have a -1 on all dice rolls with no saving throw 1:Bat, Giant\n& HD 4 AC15 Att bite 2d4 Mov3"/15"fly\n& Huge bats that are often used as mounts by goblins. All within 6" must make a save vs horrible screeching or will cover ears and try to escape, only one such save is needed per encounter 1:Chaos Chicken (Chaos Cockrel) \n& HD 2 AC+3 Att Peck d6 Mov12"/6"fly 1:Chaos Humming Birds\n& HD 1HP AC16 Att peck d3 + burrowing in flesh Mov24"fly\n& Tiny jeweled humming birds that burrow into your flesh but only 7 at a time will burrow into human (more in a bigger creature). To kill inside a host you must strike the host to hurt the bird. This does half damage to bird and the other half to the host 1:Chaos Kea (Blood Beak Birds) \n& HD 2+2 AC15 Att Peck d12 Mov6"/12"fly\n& Huge jolly bloodthirsty parrots that hop about mirthfully shredding flesh and tearing apart buildings and waggons. Can on a natural hit roll pf 20 tear off a fragment of armour reducing AC by one point. Very inteligent and social, capable of ambushes and communicating with own kind 1:Chaos Owl\n& HD 4+4 AC16 Att 3 Bite/Claw x2 d4/d4/d6 Mov6"/18"fly\n& Night predator owls that adopt human form or in between forms who murder people by night. Can cast priest spells as a 4th level evil priest. Often lairs in a haunted place and may have evil followers. Some like to seduce then eat men. Sometimes they might increasingly start turning into an owl monster while lovemaking starting with the feet. Many mistake them for witches 1:Chaos Parrot\n& HD 1 AC14 Att Peck or Spell Mov6"/24"fly/\n& These colourful evil parrots travel often in groups. Each parrot knows a 1st level spell. The parrots are cruel and evil, enjoy taunting and teasing but they also can copy wizard spells cast in their presence. If wizard spells used in presence each parrot can copy one level of spell. If spell is higher level the parrots work together each parrot providing a power level. So three parrots could together copy a third level spell like a fireball. Spells mimicked are forgotten 24 hours later 1:Chaos Puffin\n& HD 12 AC13 Att Bite or stomp or club 4d6 Mov12"/12"swim\n& A giant sized 12 foot tall humanoid puffin often armed with a log as a club. Live in seaside caves attacking intruders or ships that come near. Also throw 2d6 damage rocks up to 6" 1:Chaos Turkey\n& HD 4 AC14 Att Peck d6 Move12"/12"fly (short only)\n& Huge ridable creatures have a d4 or more mutations each (see gamma gobblers for another version) 1:Chaos Vulture (Demon Birds) \n& HD 3 AC14 Att peck or claw 2d4 Mov3"/18" fly 1:Cockatrice \n& HD5 AC14 Att peck d3+stoning Mov6"/18"fly\n& Horrible chaos roosters that turn prey into stone. They tend to degrade and poison areas they live in killing plants and poisoning streams. They have tiny gold crowns gifted to them by demons worth a 1000gp 1:Crimson Ibis\n& HD 2 AC13 Att Peck d4 + special Mov6"/18"fly\n& Sticks beak in body often through digestive tract and sucks innards for a d4 damage per round. They attack only while on the ground and give off a horrible honking sound 1:Harpy\n& HD3 AC13 Att Clawx2 Bite d3/d3/d6+diseased Mov6"/15"fly\n& Disgusting hideous crone women birds from waist down with wings. Their touch is diseased and they often fling diseased excrement from above on targets from 6" up. Will use weapons like a club or discarded human weapon or javelin or sling or rock instead or bite or for a missile weapon. They spoil anything edible shitting on fruit trees, hung meat or corpses. The diseases are horrible supernatural ones. Often a double HD one will act as a queen and able to cat spells as a 5th level spell caster of some type 1:Pterodactyl \n& HD3 AC13 Att Peck 2d4 Move3"/15"fly 1:Siren \n& HD3 AC13 Att Clawx2 Bite d3/d3/d6 Mov6"/15"fly\n& Attractive women, birds from waist down with wings. They have an attractive song that lures in prey including animals or humans. They can charm by touch often using a kiss. Slaves are often eaten or used as guards or tormented for fun. Many wear jewelery. Often a double HD one will act as a queen and able to cat spells as a 5th level spell caster of some type 1:Spit Bird\n& HD 1 AC 13 Att Spit 2d4 acid or other types Mov24"fly\n& Hideous featherless birds with bat like wing membranes making hacking coughs to spit offensive secretions at enemies. There are many varieties that spit different substances. Some spit webbing requiring a save every to minutes or fire to escape. Acid inflicts 2d4 damage and burns for 2d4 more rounds at one point per round (save for half). There are fire, disease and poison spitting ones but they are more rare. 1:Stirge Bird\n& HD 1+1 AC12 Att Peck d3 + auto hit d4 blood drain round Mov3"/18"fly\n& Horrible featherless owl like bird with no feathers, hideous wing membranes and long thin piercing beak that impales victims. Once they hit they suck blood till they or prey die or till they drink 12 Hp and are swollen with blood 1:Terror Bird (Axe Beak) \n& HD3 AC14 Att Claw x2 Bite d3/d3/2d8 Mov18" table: LawTempleBirdsRandom [@LawTempleBirds] table: LawTempleBirdsAlphabeticalList [#{rep} LawTempleBirds] table: LawTempleBirds 1:Blood Hawk\n& HD1 AC14 Att Clawx2 Bite d4/d4/d6 Mov3"/24"fly\n& Savage bloodthirsty birds who like human flesh. Tend to live in out the way places or guarding something for the gods. They can be trained and stand a yard tall. Nonhumans might use them. There are 4HD giant ones that can be ridden but they eat a HD a day of meat 1:Flame Hawk\n& HD1 AC14 Att d6 touch Mov3"/36" fly\n& A burning hawk from the plane of fire. They will start forest fires if loose in the mundane world with their flaming bodies. Their touch counts as magical spell fire nor natural fire 1:Flamingo\n& HD2 AC13 Att d6 peck Mov6/15"fly\n& Exotic sunset coloured birds like to wallow in swamps. They are quite intelligent and each one knows a first level spell, preferring fire spells. Wizards might catch them to obtain their secrets but the birds most of the time die from melancholia if alone before revealing any secrets. They mostly defend themselves preferring to flee or guard temple fountains 1:Golden Goose\n& HD3 AC13 Att Wing and peck d3/d4 Mov6"/15" - lay gold eggs, cast spells know lore\n& These divine geese lay a d6x10gp gold shelled egg once a month making them desirable for evil beings to kidnap. Unfortunately they might stop laying if unhappy. If captor lets eggs hatch and keeps the shells (only 10% value) the goose will tolerate captivity more. The geese are geniuses and know many tales of ancient lore to entertain and inform. They will care for children and baby animals as if were there own. Each can cast spells as a 4th level cleric. It is more effective to protect their nests, feed them and heed their advice than to torment them 1:Golden Pheasant\n& HD3 AC13 Att Claw/x2 Peck d3/d3/d6 Mov9"/15"fly\n& Is king of the meadows and grasslands and is protected by law allowing only kings to hunt them. Their flesh heals a d6 damage to up to four eaters and their gold feathered skin is worth 30gp. The females are duller and mostly avoid humans and hve HD2 and only a d6 peck. They will protect natural animals and their mates from evil. 1:Great Eagle\n& HD4 AC13 Att Clawx2 Bite d6/d6/2d6 Mov3"/48"fly\n& This ancient race have aided the good since the dawn age and often cooperate with elves against evil humanoids. They will eat orcs and goblins in favour of more natural prey. Some elder ones have druidic spells 1:Pheonix, Lesser \n& HD6 AC20 Claw Clawx2 Bite d8/d8/2d6 Move 6"36"\n& These divine birds are said to be the ancestors of all birds born from the gods and primal elements. They are genious and immortal and can plane shift. If killed they are reborn and may seek to avenge their deaths when grown to suitable size. The lesser phoenix can cast spells as a 6th level wizard, causes 2d6 heat damage per round within 2" and explodes as a 6d6 fireball. The Greater Phoenix casts as a 18th wizard, causes 4d6 fire damage within 3" per round and explodes as a 12d6 fireball on death. All the magical fire and heat damage can be halved with a saving throw. They make nests of gold, jewels and valuable spices like cinnamon. Sometimes they guard temples and relics for the gods. 1:Phoenix, Greater \n& HD20 AC23 Clawx2 Bite 2d8/2d8/3d10 Mov6"/39"\n& These divine birds are said to be the ancestors of all birds born from the gods and primal elements. They are genious and immortal and can plane shift. If killed they are reborn and may seek to avenge their deaths when grown to suitable size. The lesser phoenix can cast spells as a 6th level wizard, causes 2d6 heat damage per round within 2" and explodes as a 6d6 fireball. The Greater Phoenix casts as a 18th wizard, causes 4d6 fire damage within 3" per round and explodes as a 12d6 fireball on death. All the magical fire and heat damage can be halved with a saving throw. They make nests of gold, jewels and valuable spices like cinnamon. Sometimes they guard temples and relics for the gods. 1:Roc\n& HD18 AC16 Att Clawx2 Bite 3d6/3d6/4d5 Mov3"/30"\n& Are gargantuan eagles which eat elephants, sea serpents and smaller dragons. Some will menace shipping and snatch crew for snacks or carry them to their nests on mountain tops or islands in far away lands 1:Sacred Ibis\n& HD1 AC13 Att Peck d3 or spell Mov3"/15"fly\n& These holy birds are highly literate and can write with their beaks. They can take dictation and copy books and letters. Each one knows a first level cleric spell and they can read magic scrolls. They often live in temples and most frown on harming them. they do like eating garbage if not near wetlands and might graze a fe hours a day in a midden heap and like human food. They like to nest in palm trees and their mere presence keeps away flying bat winged snakes who dread them 1:Stymphalian Birds (Iron Bird)\n& HD4 AC16 Clawx2 Bite d8/d8/d12Att or Feather d8 12" range Mov3"/18"fly\n& Iron feathered bird that can use it's iron claws or beak or it's feathers. They are sent to guard locations sacred to the gods and are very lawful. They are intelligent enough to understand human speech but quite inflexible in their duties. Prefer to swarm around targets in the air and shoot them with iron feathers than get close FILENAME: EMO_OSR_KoboldBindle.ipt Header: What's in that Kobolds Bindle? DESC from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/08/post-1100-goblin-mine-pdf-kobold-bindle.html
table: WhatsInThatKoboldsBindle? Bag of assorted tasty mushrooms Bag of {1d3} giant centipede kept for eating Bound and gagged giant rat kept for eating Flat bread and several types of tasty mouldy veined cheese Bag of turnips one has a funny rude shape {d3} bottles of mushroom wine, delicious in cooking Pound of salt, enough for a whole tribe Bag of barley, {d6} pounds, good for soup Bag of {3d6} [|onions|garlic bulbs] Bag of edible spider silk Knife, scraper and toxic mineral salt for preparing and curing hides Knife, wire saw, clever, hatchet, all bloody, with {d4} cuts of mystery meat Dog collars, dried meat dog treats, lasso, whip belonging to dog handles Fishing line 30ft, {2d6} bone hooks, {d6} lures, tiny bucket Parchment covered in plans and doodles, graphite stick, quill, ink Blueprints on building doorway, tunnel or room, line, spirit level, chalk Tiny pick axe, chisel, mallet, {d10} iron spikes, twenty foot rope Trowel, bag of mortar mix, bucket, brick mould Hand saw, plane, hand drill, hatchet, file Copper bar, tongs, hammer, iron bowl, bag of charcoal, wax, clay, slingstone mold Basket, pruning knife, trowel, bags of fruit and vegetable seeds Several box-type rat traps and a bundle of {5d4} rats and box of poison Set of thieves tools for disarming traps and opening locks, 20ft rope, tiny mask Camouflage face paint, dirty cloak with hood, bottle of well poison, set of crampons Insect net, tweezers, tiny sieve and jar with pound of bugs Mess kit made of fine tin, with knife, bowl, plate, billy tin and {d4} days dried rations Ledger book, {d10} sheets paper, {d4} quills, brush, ink, sealing wax Abacus and scrawled tallies on parchment with graphite stick Set of coloured chalk and box of tiny paint tins with brushes Box of {2d6} matches, pipe, tin of [|tobacco|hemp] Bundle of {2d6} darts {d4} bottles of flammable oil with fuses, tinder box Blowpipe and ten darts and a bottle of cheap poison Collection of {d4} knives and {d3} daggers of different makers Collection of {d4} [|short swords|maces|hand axes] of different styles Bundle with {d4} torches, lantern and oil, tinderbox and {2d6} candles Tiny field stove and {d4} pots with lids Alchemist test kit with {3d6} test papers and potion colour charts Mineral test kit and samples of rock and souls in vials First aid kit with bandages, bottle of grog, mallet, tiny saw, restraint straps Several sock puppets or marionette puppet Spinning top and whip Wooden puzzle or puzzle box Cup and ball Handball and chalk Whittling knife and {d12} [|chess pieces|figurines] Chess set Deck of hand painted cards Bottle of distilled wood alcohol and {d6} shot cups Bundle of copper cups, plates and arm rings Bag of {d4*100} copper coins Bundle of {d4} padlocks and {2d6} keys Length of ten foot chain with collar, padlock and key Torturers tool kit Slavers set of {d4} manacles and leg irons Several human and demihuman skulls Bag of filthy laundry Cobbler tools and {d6} tiny pairs of boots Bundle of leather, awl, 20ft leather cord, large needles and cutting knife Sewing or knitting supplies and {d4} samples of clothing Bag of {d100} beads, string, {d6} completed pieces of cheap jewelery Bag of {d4} trap components and a bottle of poison Bundle of lead pipes 1in6 one with a tap included Sharpening stones, oil, files and cloths for blade care Bundle of {d6} dungeon map fragments Clockwork grenade, 2d4 damage over 10ft, can set clock from 1-60 minutes Lantern with various shutters and press button igniting mechanism Brass mechanical lighter Bundle of rune carved divination bones Squat green stone idols with sea shell teeth and eyes Bag of terracotta ancestor figures Painted scene tile from old temple Ivory carving of kobold fertility god and {d10} cheap aphrodisiacs Collection of children's teeth Ritual instrument like bongo drum, cistrum, rattle, bone flute or lute Ancient clay tablet in cuniform kobold dug up Totem wooden idol and carving knife Ritual masks with scary faces Painted ancestor skull Bag of severed hands for dinner Wasp nest in a sealed bag {d6} messenger bats Colourful festival hat Mining helmet with candle on top Tiny stone carved cameo of kobold beauty Kobold egg Dog skin cape {d6} dragon scales Bag of {d6} fish or angry albino cave lobster Box with fine leaves of koboldium a metal that can burn feet used in traps Tiny chest with semiprecious stones inside worth {d100+50}gp List of ancestors names on tiny scroll in bone case going back to prehuman times Ruby worth 100gp Pet parasite has been with family for generations Brass horn that will call local kobolds. Dogs hear it humans don't {d4} puppies, wild dog pups, make good loyal hunting dogs Kobold baby in cloth with {d4} spare nappies, currently peaceful Dragon claw or giant toenail or ogre tooth Remains of shell hatched from packed by mum for good luck FILENAME: EMO_OSR_ApothesisMutations.ipt Header: Apotheosis mutation tables So if you get too many mutations there is a chance of leaping to the next stage of evolution. This might be fatal or inconvenient or force your retirement. RuneQuest has a good system like this. This is to stop you getting too greedy and eating every chaos shroom you can. Every petty mutation more than your CON score requires a save roll or apotheosis. Every major mutation more than your level requires a save roll or apotheosis. Possibly in play I might make the mutant class more resistant or everyone else worse. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/08/apotheosis-mutation-tables.html
prompt: Show me: {Xor Bio Mutations|Necro Mutations|Reptilian Mutations|Diabolic Mutations|Plant Mutations|Faerie Mutations|Mental Mutations} Xor Bio Mutations use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: XorBioMutations Devolve into an ochre jelly Devolve into a shoggoth Evolve into a human-faced amalgam monster - [|sphinx|chimera] Breeder will grow bigger, hide, eat, breed rapidly a new species or race Autophage will eat everyone in sight then eat self if no edible victims Rapidly expand into hideously obese land mass eating everything in reach Tear flesh from others adding to your mass and becoming an insane flesh golem Split into a d6 duplicates from total body mass and scatter in opposite directions Break down into biological slime mass with melting skeleton left Grow a tap root into the earth and become a massive living dungeon full of tentacles Become glowing enlightened being whose spirit soars to new realms never to return Evolve into perfect alchemical hermaphrodite and stride of with confidence of a god table: NecroMutations Become a [|poltergeist|spectral minion] Become a skeleton Become a zombie Become a ghast Become a ghoul Become a shadow Become a wight Become a wraith Become a mummy Become a spectre Become a ghost Become a lich table: ReptilianMutations Devolve into a dimetrodon Devolve into a pteranodon Devolve into a [|plesiosaur|tylosaurus] Devolve into brontosaurus Devolve into allosaurus Devolve into \a [|anaconda|sea serpent] Evolve into a lizard man of various species Evolve into a serpent man of various species Evolve into a dragon man of various species Evolves into a wyvern egg that rapidly hatches Evolves into a naga egg that rapidly hatches Evolve into a dragon egg that rapidly hatches table: DiabolicMutations Devolve into a larvae Devolve into a gibbering insane lemure Devolve into a mass of insects, lizards and frogs Devolve into an Imp Devolve into abishai in the army of hell Evolve into an erinyes devil the persecutors of hell Evolve into a major lesser devil - a [|barbed|bone] devil Evolved into a greater devil - \a [|horned|ice] devil Evolved into a pit fiend Mouth opens and body grows forming a hellmouth gateway Evolve into a unique devil and declared an outcasts banished to hell Evolve into a low ranking unique noble of hell in service to one of the lords of hell table: PlantMutations Grow roots then turn into a giant flower that dies after releasing seeds into the wind Grow into a tree with recognisable features of human face Crumble into dust then flowers grow in area ever after Root into soil and become a carnivorous giant plant Root into soil and grow into a huge thorny bramble hedge maze Collapse into mass of compost and arise as a shambling mound Fall dead and a d6 plant people burst from corpse and scatter Root into soil and grow into a pod then hatch reborn as a vegetal humanoid Grow into a humanoid plant spirit that can turn into a tree and back Grow into a giant tree man a guardian of the forest Crumbles into compost and a mighty forest grows from the location over a day Grows into a mighty giant tree over a hundred yards tall and ten yards wide table: FaerieMutations Devolve into a goblin Devolve into a hobgoblin Devolve into a bugbear Evolve into a halfling Evolve into a gnome Evolve into a faerie changeling Evolve into a faun Evolve into an elf Evolve into a dryad if female and a satyr if male Evolve into a [|pixie|brownie|nixie|sprite] Evolve into a [|sylph|nymph] if female or leprechaun if male Evolve into a faerie table: MentalMutations Spirit abandons the body to explore the multiverse Enter a coma but does not age or awaken Body dies and mind becomes one with the collective consciousness Overcome with desire to conquer world by any means Body falls into coma while spirit now dwells in the dreams lands beyond the wall of sleep Called by alien intelligences to join them in overspace Planar beings call you to join them exploring secrets of higher realms Reject enlightenment so as to aid others, become obsessed with alignment conduct Charged with cosmic energy the new being soars into space never to return The archons come to take you to another plane because the world is not ready Illumination, prepared to become one with universe by meditating till body passes away Illumination, heart filled with bliss now beyond desire, wealth or worldly attachments FILENAME: EMO_OSR_VillageGoatMysteries.ipt Header: Low-level Village Mysteries or Goat Quest Missions I could have just called this Low Level Mysteries for Rural D&D but goat appeal wins. This is for goat agents in the secret service of Nanny Binx hunting chaos, cults, and evil in the countryside, or for normal low level adventurers encountering mysteries in the countryside. Or whenever you pass as village roll here so players have sidequests. Too many in the same village means burn the village down. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/08/d100-low-level-village-mysteries-or.html
table: GoatQuestMissions Find a senior agent who has disappeared undercover. Find a cult of chaos hiding in a comunity. Lead lawmen to a chaos cult site without giving mission away. Free a barn of animals from a farm turned to chaos and needing sacrifices. Search a haunted house for evidence of witchcraft. Take over a farm run by chaos cultists. Recruit new agents in the area to keep eyes and ears alert . Some local source has been contaminating man and beast with mutations. Find where local witch cult meet and inform authorities. Find a local cave believed to hide a demon shrine. Find a chaos goat that has infiltrated the local herd. Find a sorcerer who has been operating out of the area. Find the chaos goatmen lair. Find and destroy a chaos shrine or altar. Find the ruined temple in the woods that have been active again. Find the standing stones used by local cults . Search and destroy a chaos plant or mushroom growing in woods. A building in village has a secret chaos shrine. A village had chaos cult long ago, check it is inactive. Find an evil black dog menacing area by night. An evil witch familiar has been corrupting villagers. A favorite goat herder or milkmaid has gone missing. Local children have been singing strange rhymes someone taught them. Something is mutilating cattle. Something is haunting the moors by night. Villagers have falsely accused old woman of witchcraft. A self appointed witch hunter is stirring up mob and charging exorbitant fees. A missing old man was last seen in the forest. Who is tainting village milk? Someone in the village is a shapeshifter causing trouble. Someone disturbing local graves. Investigate rumours a necromancer is living in the forest. Phantom has bee seen in the village at night. Wolves in area and a stranger in town. Bat fluttering and laughter heard by night from the sky. A strange chaos rooster has been seen in the woods, where did it come from. Something is stealing and playing cruel pranks. Cows are scared and stopped giving milk. Something stealing chickens and hurt a village dog. Something has been beating hired labourers in their shack by night. Rats in the walls scaring people and bit a baby. Something taken village cats. Local man has a strange large cat and has become prosperous. Local man with black poodle has found buried treasure twice. Something ruining fences by night. Something stealing from old woman's root cellar. A baby has been replaced with a goblin and parents upset. Gremlins infesting village find where they come from. Several children are lost in the forest. Ravens hanging around village, sometimes seem to say horrible things. Strange eggs found in hen house. Unicorn hunters have been operating in area against the law. Cackling goblins have been heard in woods up to some no good. Something upstream has stopped all the fish. Local water supply has been tainted making some sick. Someone is offering money for dead or alive pixies. Sacrificed farm animals found in meadow who dunnit? Dark elves have killed inhabitants of farm and made man and beasts into zombies. People claim a troll has moved under a bridge in the high meadows. Someone let pony into food store and it ate itself to death, who dunnit? Mysterious blood stains found on village trails. Blood found in laundry on line and bailiff has locked up old woman falsely accused of evil. Strange goings on and several villagers have conspicuous luxury items. A man sold strange beans that grew goblins and caused trouble, who was he? A stuttering hunchback who was kind to children and animals has been accused of crime. Butcher and pie shop selling inexpensive mystery meat . Murder hobos left cursed item in village causing trouble. Body awaiting burial stolen and everyone living in fear. Strange voice by night has been asking children permission to enter homes. Old person vanished and house doors open. Someone is burning haystacks. Two teen lovers found murdered in barn. Several cows pregnant yet no local bull away on village show circuit. Someone digging mysterious holes as if looking for something. Someone clearing bushes found a craggy hole littered with bone fragments. Something stealing animal tails. Empty grave with strange stinking hole in bottom found. Strange sounds heard from the ruined old mill. Strange sounds and rumblings heard from underground and earth mounds found. Village festival coming and prize pig or beautiful festival queen missing. Horribly mutilated human or animal corpse found in creekbed. Strange noises coming from village septic pit. Strange mutant fish found in local creek. Lights seen around old faerie mound outside of village, was once a burial place. Lights seen on moors at night and strange noises heard. A wicked chaos goat has been luring nanny goats and kids away from the herd. Someone saw several unrecognised children performing a ritual in the woods. Someone in village is informing bandits when traders pass through. Someone is drawing witch signs around the village in chalk. Someone saw a hideous crone living in a wrecked shack in the woods. Something killed several sheep and the shepherds best dog. Goblins have been tempting children with strange fruits. Someone has found an adorable baby monster, hilarity ensues. Shadow from a dead priest born in village has been haunting street by night. A forest creature has been persecuting villagers as an act of revenge over something. Mysterious hooded men have been searching countryside. Strange stain on grass seems to be in shape of a demon. Someone cutting turf to make demon symbols in hillside. Murder hobos have hired an abandoned shack and locals fear they will stir up monsters. A local farmer has been seen growing a strange new plant. FILENAME: EMO_OSR_Trolls.ipt Header: Trollkind for D&D My idea of trolls is more like John Bauer, Moomintrolls and Brian Fraud. I do quite like RuneQuest trolls and always felt the green ones in D&D were a bit basic. In my setting, the green ones are heretic chaos trolls who acquired regenerative abilities but became insane living cancerous clones enraged with hatred. In my setting gods and Jotun or titans appeared first on the world and were at war long before man existed. Trolls descend from Jotun or even spontaneously grew from the remains of the great giant (some say dragon) whose corpse made the world. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/08/troll-kind-for-dnd.html
prompt: Show me: {Make A Troll|More About Trolls} More About Trolls use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeATroll ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Troll Size[@TrollSize]& Characteristics
[!{1d2+1} TrollCharacteristics >> implode
]
& Decor
[!{1d2+1} TrollDecor >> implode
]
& Reaction to humans[@Reactions]& [||||||Magic[@TrollMagic]]&
table: MoreAboutTrolls [#{rep} MoreAboutTrolls2] table: MoreAboutTrolls2 1:Trolls evolved into many variants big and small and are the ancestors of dwarves, gnomes, halflings and elves. Humans came at the end of the Dawn Age to be servants of the gods. The upshot of this is to make trolls in my BX-based game that you can reskin the basic races:\n\n& House Trolls = Gnome (stove trolls, barn trolls, cellar trolls, attic trolls)\n& Hedge Trolls = Halfling (hill trolls, bush trolls, garden trolls, marsh trolls)\n& Cave Trolls = Dwarfs (mountain trolls, pit trolls, bearded trolls, rock trolls)\n& High Trolls = Elves (arcane trolls, elder trolls, moon trolls, star trolls)\n\n& You can also reskin goblins, hobgoblins, bugbears, ogres and giants. 1:Trolls have tails which is the main identifying feature rather like a cow tail.\n& Many have horns, tusks, huge teeth, hair, big eyes.\n& Some have pointy ears, other are less visible or more human.\n& Many have pot bellies and huge noses.\n& Most are covered in fuzzy soft down, some are shaggy all over.\n& Some have long hair from heads down to their waist.\n& Most prefer to be naked but wear loin cloths, hats, fur capes, jewelry sometimes robes. 1:Trolls don't like clothes or armour much, but their hide functions as basic leather armour. They also heal a extra HP per level per day which makes them dangerous skirmishers. 1:Trolls are slow to anger or react at times. They can remain still and hide for hours but can be angered by swearing, destruction of property or trespassers. Some are stupid greedy and evil. Most are harmless and possibly helpful but best avoided as some can be moody. The larger ones tend to be more belligerent.\n\n& Troll language is deep, poetic, profound and long winded. Troll rock carvings can be found everywhere. 1:Trolls are more populous in the north, replacing the ecology of elves and goblinoids in the frozen mountainous north. But trolls are returning, occupying bridges, caves, ruins or old mines. They know they are ancient and kin to the old magic of giants and gods. They regard many lands as theirs since prehuman times.\n\n& Huge trolls are more likely to think of lesser beings as food, but the smallest trolls don't mind living near humans and humans might even leave them offerings. House trolls live inside humans homes, often helping humans while staying out of sight. It is best to ignore them and leave some food or milk out; exposing them might drive them away. They might be offended by bad language and beat a foul-mouthed child or drunken parent.\n\n& High Trolls are the most human- or elf-like, and can even be even attractive at a glance, but their facial features are smoother and simpler.\n\n& Forest trolls might tolerate hunters but they also might expect good behaviour, respect to game and might punish swearing.\n\n& Swearing is blasphemy to trolls, especially those mock the divine. Trolls dislike lightning or storms or the thought of the sky falling. Trolls worship elements, ancestors and titans of old. The know the gods of man and respect them but might not like them. Some gods drove trolls away to make room for man. 1:Trolls know elder magic and do make magic items, weapons and potions. Many trolls, being long lived, might adopt a magical character class. Trolls like to employ curses and one of these is to make men into trolls or taint them. 1:Part-troll children are often mighty and strange. If neglected by human kin they will grow vindictive and dangerous. 1:Are Trolls coming back? In recent years many elder races have returned and demihumans are common sights. Trolls have been seen in the wilds more and more and rural folk have increased contact. Some humans fear trolls and insist on hunting and killing them all as if they are all horrible killing machines. In these areas the nastier trolls swarm. Bad trolls might think some of their kin are soft but will avenge them and wage war on man happily. Most of the older demi human races no longer fight, having battled too much to their mutual destruction long ago. This is why man rules now. table: TrollSize Gnome - tiny trolls often live around humans or in houses helping their hosts Goblin - small troll folk often live in caves or woods, quite shy and wary of man Halfling - smaller friendly trolls mostly live in holes under hills in comfort Dwarf - resilient fighting trolls at war with goblins and humanoids in underground places Elf - high trolls, the arcane and mystical race who are masters of magic Hobgoblin - humanoid also called troll men, compete with humans for room in wilds Bugbear - large trolls but curious to occupy human lands like settling under a bridge Ogre - dwell in caverns, hills, mountains hunting smaller creatures to eat Giant - mostly roam mountains fighting and throwing rocks Gargantuan - tend to resemble land features and many are hidden and sleeping in plain sight table: TrollCharacteristics Horns, [|ram-like|goat-like|short lumps] Tusks, [|curled and large|just short stubs] [|Sharp teeth|Fangs|An overbite][|||, with rows of blunt stubby grinding teeth] [|Pointed|Huge|Humanlike|Long, hanging] ears [|Woolly long|Shaggy] hair all over [|Webbed feet|Bird feet|Huge ugly humanlike feet|Goat hooves] table: TrollDecor 2:[|Loincloth|rope belt] 2:[|Ear|Nose ]rings 2:[|Necklace of teeth|Gold rings|Torc|Beads] 2:[|Arm rings|Bangles] Ankle rings Fur cape Tattoos, [|runes|spirals] 2:[|Hat|Circlet|Wreath] Trinkets of all kinds hanging from [|hair|straps] 2:Tattered [|robes|shirt|vest][|| of fur] table: Reactions Hates humans and newborn races Humans are food animals and fair game Humans and their gods can't be trusted Humans are best avoided Humans can be dealt with Humans need help and kindness like any animal table: TrollMagic //(1in6 chance for smarter breeds) Clerical magic, priest of a god or titan Wizard spells with a ancient wooden book or spells on cave walls Shaman deals with local spirits Druidic priest deals with nature Sorcerer has innate magic from bloodline Alchemy knows several potion recipes or magic item formula FILENAME: EMO_OSR_AmazonTribes.ipt Header: Amazon Tribes In my setting Amazons are really common; I've considered designing a class for them. All people have heard of Amazons, often in relation to goddesses and from ancient histories. Many petty magic cantrip spells used since the Dawn Age have helped make the life of women more free, but most of the world has become backwards since that time. Many cultures shun Amazons and accuse uppity women and disobedient girls of being under their influence. The more a culture hates Amazons by reputation the more they oppress their own women. Many such women run away to join Amazon tribes on the fringes of civilization. The new knightly women orders of the empire and other more modern groups often adopt Amazon heraldry and even enjoy their art and literature. In the Dawn Age there was plenty and prosperity until chaos came and death and time were born. When the Monster Empire arose from the ruins of the Divine Empire, Amazon tribes sprang up in revolt and have continued since. While humans are free of monster kings and gods and necromancers the world is still imperfect and Amazons still keep fighting. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/08/d100-Amazon-tribes.html
prompt: Show me: {Amazon Tribes|How Amazons Reproduce|What Happens To Amazon Sons|Amazon Communities|More About Amazons} Amazon Tribes use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{choice}=HowAmazonsReproduce[do]{notes==' With some magical pairings the males are born monsters or non human while daughters are born Amazons. Some evil Amazons breed with orcs they kidnap and the orc sons serve as auxiliaries. Some tribes know magic to change gender and will recruit men, others will accept men who conform to Amazon customs. Others magically create perfect alchemical hermaphrodites for breeding. Sometimes Amazons have killed most male humanoids in a tribe and taught their ways to the surviving females, creating Amazon goblins, hobgoblins and orcs. Elven Amazons are a thing too but they tend to be less belligerent. Amazons of all types, even the evil ones, will protect women and children from harm. During the Second Empire, the Emperor would sleep with visiting Amazon pilgrims in a yearly ceremony but later emperors became degenerate and the custom ended. The current Third Empire has no official dealings with any Amazons.'}[end]& [when]{rep}=1[do]{$prompt1}{notes}
[end]& [@{choice}] table: MoreAboutAmazons [when]{rep}=1[do]& Most Amazon tribes have a ancestral goddess and a totem beast\n\n& Amazons typically wear bronze plate with hoplite shield. Typically Amazons use spears, swords, bows, and darts. Other popular weapons include lances, lassos, daggers, javelins, nets, shortswords, battle axes, and polearms.\n\nPopular nonweapon proficiencies include ride, first aid, swim, run, acrobatics, balance. Most Amazons specialize in weapons and some specialize in combat and trick riding abilities.\n\n& Amazons tend to not be materialistic even if they happen to be civilized and comfortable. Most Amazons are warriors but priesthood and wizard and "scouts" also exist from Amazons with other talents. Amazons can have any alignment and many fight each other. Amazons of varied alignments will unite against a common enemy, especially oppressive male conquerors. \n\n& There are great 1/72 Amazon minis now with a box set of beast riders including dinos, unicorns, tigers and stags.& [end] endtable: table: HowAmazonsReproduce Use male prisoners or captives Use male slaves Seek and court great men, then return home Kidnapping and recruitment Use of a [|spell|magic herb|potion] Use of a [|relic|magic item] Nonhuman race like elves or beastmen used for fathers Supernatural [|creature|monster|magical hemaphrodite] Summon a male [|spirit|servant] of their goddess Summon their goddess's brother at a great ceremony table: WhatHappensToAmazonSons Become slaves caste forbiden to bear arms Become slave cast but include auxiliaries, skirmishers and gladiators Give them to other peoples or return them to fathers in other lands Expose them in wilderness but other peoples often adopt them Sell them to slave traders no questions asked Sacrifice them to a god or demon or devils in return for services Keep some as pets and drive away unwanted ones at puberty Drive away when adult enough Raise in state creches and form military or labour units Make most of them into eunuchs All babies born are daughters Give birth to animals instead Males are all orcs or ogres and set free or enslaved Males are non humanoid monsters Most babies magically changed to females at birth Male children swapped for female with other culture Accepted as long as conform to Amazon customs and accept place as second class Sent away at adulthood with weapons as part mercenary company Male children traded with non humans for goods and services Males care for children, cook, clean, tend home and serve their women table: AmazonCommunities Hunter gatherer nomads living with their cult beasts with seasonal holy sites Nomads with portable housing and seasonal tribal clan gatherings Fortified Camp seasonally move every 4-10 years Hillfort comunity watching over a wilderness territory Fortress complex with military community Fortified Tower with military force guarding a holy place Castle of Amazon knights guarding a rural farm area Fortified Temple with warrior priest order Fortified Town with agrarian areas surrounding it Citadel complex blended with natural landscape table: AmazonTribes Unicorn Tribe Rides unicorns and worship the unicorn god who praises virgins. Stag Tribe Rides huge deer and watch woodlands. Lion Tribe Rides huge lions and prowl savannas or mountains or forests. Terrorbird Tribe Rides giant meat eating birds and are savage hunters. Sabretooth Tribe Rides giant cats and hunt auroch and mamoths and dinosaurs. Tiger Tribe Rides huge tigers in giants and snowy mountains, many are solitary. Serpent Tribe Worships snakes in great temples and carry holy snakes always. Dragon Tribe Worships and serve dragons and ride them into battle. Wolf Tribe Rides dire wolves and wage war on humanoids and cavemen. Raptor Tribe Rides hunting dinosaurs and hunt other thunderlizards in lost lands. Dolphin Tribe Rides dolphins and live on islands raiding ships and coastlines. Owl Tribe Rides giant owls and keep owls as pets in service to many goddesses. Gorgon Tribe Worships the goddess medusa and her spawn in mighty temples. Wyvern Tribe Rides monsters and live in mountains raiding cattle and sheep herds. Mole Tribe Lives underground using giant moles and slaves to dig labyrinthine tunnels. Panther Tribe Ares treacherous and fight by night and ambush with their cat allies. Lynx Tribe Lives with giant lynx companions and guard northern forests from evil. Goat Tribe Rides giant mountain goats in rocky isolated regions building forts. Beaver Tribe Builds gigantic log forts and dams with their giant beaver allies in forests. Frog Tribe Rides giant bullfrogs and guard swamps from chaos and mutants. Dog Tribe Haves huge packs of wild dogs and hunt together, there is a halfling version too. Owlbear Tribe Ares raised from birth with pet owlbears and sometimes ride them. Pegasi Tribe Rides flying horses and live high in their mountains close to the gods. Hell Hound Tribe Serves the lords of hell in return for independance. Crocodile Tribe Lives in marshes and serve their underworld judge master. Mammoth Tribe Tives in the glacier lands living with mammoths using all their left overs. Auroch Tribe Serves the great bull god and perform bloody sacrifices with axes. Eagle Tribe Rides giant eagles in the mountains harrasing travellers and humanoids. Bat Tribe Rides giant bats but the vampire bat riders are a evil sub tribe serving undead. Bear Tribe Lives in mountains and forests shunning civilization and metal use. Horse Tribe Ares nomadic and have burned several great cities over thousands of years. Eel Tribe Lives in reef castles and ride giant eels to raid ships, some live underground too. Crab Tribe Speds whole lives on backs of their collosal crabs building houses on backs. Falcon Tribe Ares sun worshipers who scout the world for evil to destroy. Goose Tribe Rides giant geese and travel between continents carrying refugees. Shark Tribe Rides pet sharks terrorising coastal peoples with bloodthirsty feeding rituals. Turtle Tribe Builds fortified houses on turtle backs living in deep sea and marshes. Hyena Tribe Rides giant hyenas and are feared raiders and skirmishers who eat the dead. Jackal Tribe Hunts and kill undead and feed them to their giant intelligent pets. Tyrannosaur Tribe Lives in jungles and terrorise intruders into their lost world. Octopus Tribe Lives with their giant octopi friends in coral reef caves raiding fish men. Cat Tribe Keeps hundreds of pet cats who protect their crops which they use to make beer. Cow Tribe Ares jolly cow herders who live off dairy products of their sacred beasts. Kaiju Tribe Lives on and underfoot their monster gods cleaning and protecting them. Beetle Tribe Uses various beetles to ride, as cattle, war machines and mobile homes. Fish Tribe Operates fish farms on rivers and coastal tidal pools. Worm Tribe Lives underground and raid the surface for victims to hurl into their maggot pits. Salamander Tribe Lives near active volcanoes and rifts in the earth to be near their gods. Ostrich Tribe Rides and herd ostriches and are strictly independent avoiding other races. Bee Tribe Uses bee nests as weapons and sell magic honey from their royal hives. Mantis Tribe Wears insectoid armour and ritually decapitate their males after sex. Ape Tribe Worships their giant ape king guardian and use trained war gorillas. Moth Tribe Summons giant moth gods and ride them to secret places even the moon. The Wasp Tribe Ares cannibals who feed enemies and their children to their own offspring. Locust Tribe Rides giant bugs and raid crops on their rambling nomadic journeys. Boar Tribe Rides giant battlepigs and are very destructive, some tribes are all orcish. Triceratops Tribe Serves law and order crushing chaos and oppresive regimes. Leopard Tribe Ares nocturnal killers who ride their huge leopards silently. Badger Tribe Rides giant badgers, live in underground citadels and raid the surface. Camel Tribe Ares merchants who wander the wastes secretly collecting knowledge. Centipede Tribe Ares savage killers each believe they are a link of the great centipede. Scorpion Tribe Ares hunters who are also cannibals and guard gates to the underworld. Ankylosaurus Tribe Ares herders of and riders of their armoured thunder lizards. Stegosaurus Tribe Rampages through jungles clearing roads and fighting monsters. Spider Tribe Dwells in the underland with their herds of giant spiders. Hippogriff Tribe Rescues maidens especially ones in wizard towers. Griffon Tribe Guards gold of the gods on mountain tops and aiding forces of law. Hydra Tribe Guards nests of hydra by building citadels over their nests and worship them. Naga Tribe Serves to guard nagas in their temples and protect their treasures. Otter Tribe Dwells near rivers living in burrow forts under the river banks. Peryton Tribe Rides these monsters and feed them bloody fresh hearts. Ram Tribe Lives in mountain snowy valleys hand ride giant rams. Sphynx Tribe Serves sphinxes recording their wisdom and guarding their treasure. Lamia Tribe Serves a lamia who acts as their queen, providing her with luxuries and vice. Toad Tribe Lives with giant toads in their burrow cities, waging war on worms and bugs. Weasel Tribe Rides giant weasels and savagely raid victims like bloody berserkers. Bat Tribe Rides giant bats and live in underground citadels fighting races of the underland. Cyclops Tribe Guards the lairs of their cyclops gods who make weapons for deities. Fire Tribe Worships elementals in great volcano temples eternally aflame. Earth Tribe Worships elementals in great underground temples keeping elder secrets. Water Tribe Worships elementals in great island temples guarded by reefs and monsters. Air Tribe Worships elementals in great mountain top temples and open spaces. Mongoose Tribe Battles evil reptilians like basilisks, dragons, cockatrice and others. Chimera Tribe Guards their sacred beast caves and bring sacrifices they capture. Minotaur Tribe Guards sacred mazes of their holy minotaurs and treasure hoardes. Cobra Tribe Worships their holy cobra god in mighty snake filled temple towers. Vulture Tribe Gathers corpses to feed their birds and battle undead and necromancers. Ant Tribe Ares hard working subterranean builders and miners. Squid Tribe Ares pirates operating out secret coral citadels with their giant squid ships. Seahorse Tribe Rides giant versions of tribal beast from their coral sea castles. Horse Tribe Ares nomadic raiders who drink fermented mares milk and burn cities. Glyptodon Tribe Rides huge armoured mammals who live in burrow complexes. Gull Tribe Rides giant sea birds over huge areas living on island cliff citadels. Puffin Tribe Herds giant war puffins into battle on coastal areas from their cliff citadels. Phoenix Tribe Guards their sacred pheonix birds on behalf of heaven. Hedgehog Tribe Fights with their war hogs in giant hedge mazes covering their burrows. Ogre Tribe Herds ogre slaves, bred and surgically modified lobotomized berserkers. Newt Tribe Rides giant newts in the swamps and dwell in giant gelatinous spawn citadels. Rat Tribe Rides giant rodents and live in burrow complexes raiding farms and city sewers. Manta Tribe Surfs on rays raiding coastlines and shipping from their lagoon island towns. Dragon Turtle Tribe Rides inside the shells of their sacred beasts raiding shipping. Manatee Tribe Rides and herd sea cows who graze on sea grass. FILENAME: EMO_SF_CultistsInSpace.ipt Header: Cultists In Space Cults In Space was a good Series and I have been in my flu state been dreaming of horrors in the stars and the poor space explorers who are sent to investigate. Here are some early setting notes: elfmaidsandoctopi.blogspot.com.au/2012/11/cultists-in-space.html A con adventure I made: elfmaidsandoctopi.blogspot.com.au/2012/11/cultists-in-space-2_10.html Some scenarios and a table for adventure locations: elfmaidsandoctopi.blogspot.com.au/2012/11/cults-in-space-3-exploratation-in-space.html In this post, I want to revise and expand the mission generation and present some more ideas. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/08/space-cults-4-mythos-space-colonies.html
prompt: Show me: {What Is That Loner Cultist Up To|Cult Colonies|Which Cults Founded The Colony|Cult Secrets On A Colony|More About Cultists In Space} What Is That Loner Cultist Up To use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: MakeAThing ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
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table: MoreAboutCultistsInSpace [#{rep} MoreAboutCultistsInSpace2] table: MoreAboutCultistsInSpace2 1:References\n\n2300 SF Game, the second edition of the original GDW, has lots of perfect content and aliens that will make Investigators freak out - hivers in Traveller and Space Wasps like in Dr. Who might be nice.\n\n& A ready-to-go alien ecology with sinister tentacled gasbag spear-wielding natives: "Darwin IV is a fictional planet and the subject of Wayne Barlowe's book Expedition and the television special, Alien Planet, based on Expedition. Although the details of the discovery and exploration of Darwin IV differ in the two presentations, both are essentially the same in their depiction of the planetary environment and its native life-forms, whose abundance and variety prompt the name Darwin." (en.wikipedia.org/wiki/Darwin_IV)\n\n& Video here: www.youtube.com/watch?v=mS3mbKvSVDI\n\n& Alpha Centairi, the video game by Sid Mier and the GURPS book of the same name, is a great planet and the mythos would fit fine here. In a relativistic campaign players could visit decades apart by local time and the PC game and the RPG could facilitate this.\n\n& High Colonies RPG has fantastic detail for Sol and many nationalities on the asteroids and space habitats. Earth is nuked and has secret alien bases.\n\n& Gurps Transhuman fits in well too for the aliens' universe. It ties in well in many ways to some other systems.\n\n& Space 1999 has a great look and a few stories that fit the genre. Obviously Yog Sothoth moved the moon to allow the stars to be right at the end times. I like that It is the same universe as UFO, and the earth government collapsed building hawk fighters to fight aliens that never came. This whole setting look could be stolen for a frontier exploration base.\n\n& The Expanse TV series is pretty good too for a tech vibe.\n\n& I'd use Call of Cthulhu and BRP but the original Star Frontiers would be good too.\n\n& Several Chaosium Monographs fit this whole vibe quite well. 1:11 Major Features of the High House In the Stars Setting
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In the 25 century explorers from earth with new generation technology explore space and contact colonies lost for over 200 years in some cases.&
Faster Than Light travel early colonial times was only several times the speed of light, more recently this takes weeks in the best military scouts and months with commercial freight.&
Faster Than Light coms is new and requires a capitol star ship or major space hab, most of the lost colonies are out of contact.&
Hypersleep .and rotating habitats are important for space living in the long term, travel is expensive, dangerous and mostly boring.&
Most colonies still use weapons familiar to the 21st century and basic drones. The military and elites use smart ammo weapons, energy, particle, gauss, fusion, plasma and other advanced weapons.&
Humans have met either no aliens or several but they are far away weird and and rare. Replicants, androids, clones, AIs, uplifted animals, animen, cyborgs and biorgs are far more likely.&
Earth is a cyberpunk mess ruled by corporations and the military and corruption or an uninhabited waste heap. Orbital habs, asteroids, venus, mars and other planets are competing for power.&
Overspace is the dimensional state that allows FTL. Their are many strange phenomena here and it is not well understood by science. Some say it was artificial. Psionic institutes are not well respected but make extraordinary claims about overspace. Many blackbox functions of a FTL overspace drive are sealed and secretive only a few companies and government build those components.&
Violence is rare with most advanced and professional forces wining most fights.&
Colonies long lost have developed many strange local variations and require diplomacy. Strange life forms and alien ruins need investigation for threats to humanity.&
Players are mostly elite professionals working with a company or organisation but they may not be given all available information
1:10 Rules for Mysteries
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Explorers are sent on missions but should be curious and possibly glory seeking.&
Humans try to rationalise events with science often becoming increasingly irrational.&
Your own organisation, law and government keep black secrets and red herrings.&
Aliens and their technology are strange, difficult and seemingly supernatural.&
Cultist can take over a colony from one mad loner and might predate space travel.&
Greed or power might motivate NPCs who should always die.&
For moments your technology is useless to the awesome power of true horror.&
Some creepy human technology should be a red herring from like aliens biotech or replicant.&
AIs are tedious in detail but not imaginative and strange problems stump them.&
Relics and ruins foreshadow monsters and aliens, hints of nonhuman intelligence are scary.
1:In previous posts I talked about cultists and how they infiltrate colonies. Or how premodern cultists settled the stars and terraformed planets using the power of the outer gods. Colonies can appear where they ought not to be. On arrival solar data has changed. Colonies that seem to have fallen into primitivism were in fact settled aeons ago by Hyperboreans riding byakhee and gateway spells. Aliens have disturbing customs and hint at worse secrets despite being superficially allies.\n\nPossibly players could be on a colony for a while trying to root out cultists. endtable: table: WhatIsThatLonerCultistUpTo Secretly exposing others to sanity blasting texts, magic and entities Hiding from authorities but still performing murders and strange rites Seeking alien ruins seeking elder lore or contacting entities Seeking position of power of community or their wellbeing Preparing to sacrifice everybody for a ritual or as gift to non humans Tainting colony DNA Using colony for an experiment Awaken a slumbering god Building a gate to bring in more cultists Contacting a servitor race will claim they are aliens Planing to summon god to alter climate or sun Plans to sell colony to aliens Sabotaging systems to cause political upheavals Try to form breakaway colony of cultists Start a personality cult Traveling to alien dreamlands to bring back weird relics Seeking rare minerals for magic or narcotics Trying to communicate with aliens Trying to cut of from civilization and keep isolated Attempting a bloody coup to lead colony into depravity and murder table: CultColonies Cult is terraforming the planet by calling on outer gods. Cult seeks to destroy an ancient enemy of the old ones. Cult is breeding a hybrid race. Cult came to escape persecution on Earth. Cult is building a huge monument for a god. Cultists are [|immortal|undead]. Cult works to lure travelers here to [|sacrifice|breed|eat]. Cult descended from servants of an alien race brought here by a god long ago. Cult was brought here to use for sacrifices for spells by other race. Colony is a sparsely populated time capsule of some period of Earth. Cult is all that remains of an alien civilization with humans, dinosaurs and monsters living in ruins. Cult is working to bring a [|god|their kin] over. Cultists were modified by [|other race|a god] to be adapted to local conditions. Cultists that were brought here believe that Earth is destroyed. Cultists have devolved into primative canibal ape men. Planet was colonised by men who brought slaves to torment. Colony devolved into gibbering insane mutants. Colony composed of humans altered by gods into a new race, seemingly alien at first contact. The cult serves gods hidden [|underground|under the sea]. Cult was brought here to survive the destruction of Earth. table: WhichCultsFoundedTheColony //These are some possible cult suggestions and by no means the only possible Iquatha carried Eskimos, Indians and Vikings from cold regions of earths past. Shub Niggurath brought druids and tribal peoples and has covered the planet in forest. Hastur has brought cultists here by byakee and established his unearthly serenity of the yellow sign. Yog Sothoth cult came by gates and has been breeding with their god to create living gates. MiGo cultists were carried here by masters long ago and use alien technology. Old Ones cultists tend an abandoned colony hunted by shoggoths. Cthulhu deep ones hybrids came aeons ago to this water world. Nyarlathotep colony on a desert world worshiping sand people. Insects from Shaggai brought humans here by ship to be slaves, and abandoned them. Azathoth brought a colony here from a community he destroyed on Earth. table: CultSecretsOnAColony Ruins of previous dead colony or alien species killed by gods Gateway in ruins to commune with or sacrifice to gods Artifact that alters life and accelerates evolution Artifact influences the dreams of colonists Stasis pods of a previous race or colony A horrible disease, vampires or biohazzard is contained Wrecked alien vessel or base complex Evidence of complex life and ecosystem destroyed in some extinction event Entities from overspace leak into world from somewhere else Slumbering liogorr has been located and could be awakening Remains of an alien library Alien tomb or temple with guardians Gateway to pocket dimension built by aliens Primative native life worship old ones Climate control room in alien ruins or monolith Varst alien species hidden in water or underground A beacon left by aliens sends a signal if exposed Alien terraforming equipment left but operable Remnants of dead alien race dreamlands with long extinct life Alien bio weapon or engineered life form left in ruins or crashed ship FILENAME: EMO_OSR_UselessFishCultTreasures.ipt Header: Useless Fish Cult Treasures in the Sunken City I saw a post on Facebook by someone who filled Kuo-toa empty rooms in the classic modules with useless magic fishman stuff, which is an awesome idea. I have done cursed fishman items before but this is an amazingly useful concept. Such items might turn up well inland from great floods or even from before land rose from the sea. Possibly some use could be derived from these but not for most adventurers. Fishmen hate it when infidels use their relics and their cultists will seek to get them back. Once long ago, they and their allies and servitor races ruled over man and they assume they will again. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/08/d100-useless-fish-cult-treasures-in.html
table: UselessFishCultTreasuresInTheSunkenCity Crown of Squid Communication \nAllows communication with squid and cuttlefish. Ring of Air Breathing \nFor sea creatures visiting land. Oil of Hydration \nAllows beings to walk on land without drying for a day. Oil of Scaliness \nReplaces hideous naked ape skin with lovely natural scales for life. Torc of Slavelord \nAllows wearer to communicate with humans. Slime of Slave Making \nChanges lungs of air breather into a water breather permanently. Ring of Fish Hook Detection\nSo they can sabotage fishermen. Ring of Net Detection \nTo detect traps and fishermen. Lure of the Glow Worm \nThis attracts curious fish. Skin of the Flesh Ape \nA skin suit allowing a fishman to pretend to be human and breath air for 24 hours after it breaks up and disintegrates. Rod of Clam Command \nHas {d100} charges and can make a clam or similar shellfish open up. Torc of Spawning \nDoubles your egg or milt production when breeding. Conch of Calling \nCalls an angry unhelpful sea monster from the deep once a year. Idol of the Squid God \nGive owner nightmares and dreams or for use in elder sea gods blasphemous rights. Wax Tablet of the Old Ones \nIf cast into the sea will call a fish man to contact you that night. Ring of Stinger Resistance \nProtects wearer from jellyfish, anenomes and coral. Barnacle of Defence \nIf planted on skin in a d6 months gives +2AC. Seaweed of Visions \nAllows eater to dream of the evil planar powers of elemental water. Ambergris of the Old Ones \nThis pugnant slime is a pleasing sacrifice to the sea gods if used gives a sea priest +1 level for spell casting for a day. Crab Gauntlets \nOften single or in a set, if put on bonds to flesh and now has a d4 damage pincer, comes off when dead. Fish Cloak of the Sages \nGrants wearer ability to identify all sea animals and knowledge of growing coral reefs in deliberate formations over 30 years. Tentacle Beard of the Sea Pharaoh \nA bundle of tentacles that bonds with your chin endowing wearer with +1 CHA to sea beings. Spawn of the Sea God \nA slimy packet from a great old one of the depths, if eaten gains power of elder god developing tentacles, spines and extra eyes permanantly. Arm Ring of the Depths \nMakes wearer pressure resistant at all depths or space. Shoggoth Seed \nA pod if opened releases a newborn baby 1 HP shoggoth which will obey, each year gain a HD and a saving throw to rebel to a maximum of 10HD. Torc of Shoggoth Comunion \nAllows wearer to telepathically talk to shoggoths within 100", the shoggoth will know the general whereabouts of the user. Spear of the Sea Hunter \nA bone weapon with +2 vs fish. Trident of the Dolphin Slayer \nA bone weapon +3 vs dolphins. Shell of the Whale Song \nOn command will make beautiful whale music. Shell of Fishy \nDelight on command calls tiny fish who will chew of your shedding skin in a pleasant manner once per day. Milt of the Old Ones \nA packet of fluid of squeezed over eggs will make hatchlings achieve maximum HP on adulthood and bear sacred marks of fish divinity. Golden Sea Idol of the Old Ones \nA foot long gold idol that is blessed of the sea gods, if owned by infidel then local priests receive visions of the thief and location. Scriptures of the Siren \nAre sheet music of the fishmen tattooed on fish skin allowing reader to sing a siren song that calls a d100 fish once a week. Skin of Eel Brotherhood \nThis eel skin arm wrap around the arm and gives wearer positive reactions with all kinds of eels who regard the wearer as one of them. Skin of the Sea Serpant \nA snake skin arm wrap making wearer immune to the poisonous bites of sea snakes. Crown of the Lobster \nMakes wearer able to speak to any lobster normal or giant. Ring of Purity \nKeeps away sea lice and parasites and barnacles from your scales. Dagger of Fangs \n+2 vs snakes and snake men, made from a single huge fang. Horn of the Boat Eaters \nCan once a month atract a swarm of wood eating sea termites thar ruin boats and warfs over a week. Crown of the Sea Urchin \nCan once a month call a swarm of sea urchins to plague an enemy or for eating. Crown of Coral \nWill fuse to the wearers skull and allow them to speak to coral imploring them to grow reefs in pleasing ways over decades, on death it seperates. Narwhale Lance \nCarved from a single tusk is +3 vs Whales and +1 vs mammals. Tooth of the Shark \nIf inserted into a tooth socket will change wearers teeth into savage shark teeth allowing d6 bite damage, the tooth can be removed on death. Cloak of the Fish \nAllows wearer to change to a salmon and back once a day. Cloak of Blubber \nProtects wearer from natural cold and can be chewed on for food equivalent to a meal a day without harm. Rock of the Otterkin \nA perfect rock that can split open any shellfish resting on users belly. vision Sea Weed \nFills users dreams with views of ancient glories of the monster empire for life if smoked or chewed. Crown of the Octopus \nBonds to the wearers head advising them on pleasing the elder gods and waving its tentacles to emphasize the wearers emotions, on death it drops of becoming ivory. Beak of the Squid \nWill fuse to the wearers face giving them a d6 bite. Snake Beard \nJeweled ornamental beard of many snakes if stuck on face will bond and come to life will bite for 1hp damage and poison, will bite enemies of the scaly gods or old ones wearing it, reverts to jewelry on death. Squid Wand \nShoots a slimy squid up to 10" {d100} charges. Seed of the Sea Fort \nIf planted on a beach grows into a castle made of sand and coral with an aquatic entry, gate house, keep, two crabmen butlers and a giant crab guard. Starfish Wand \nCan summon starfish within 10" {d100} charges. Clam Bands \nA mother of pearl wrist band can turn user into a giant clam and back once per day. Pearl of the Dragon \nAllows user holding it to speak to sea dragons. Vial of the Sea \nA brass bottle that can produce a dozen gallons of sea water a day. Pearl of Dragon Mist \nIf cast into the sea an elder dragon turtle arises and breathes fog covering a d6 miles diameter across area. Bones of Dagon \nThese ancient bones can be burned and summons the fish god Dagon to appear to hear requests from his worshipers. Dragonscale Armour \nAs chainmail but as light as a shirt, no movement mods and works in water. Trident Weed \nIf wrapped around your trident prongs makes next hit cause bleeding 1hp/round for ten minutes, only works with tridents. Seaweed Wik \nWill attach to skin giving wearer luxurious long seaweed hair. Cursed Anchor Stone \nTo replace a norma stone, crew will not notice but makes navigation harder, attracts monsters and bad weather, most weih several hundred pounds and have carvings of fishmen rituals and gods which cursed sailors don't notice. Altar of the Sea Gods \nA 500 pound green stone carved with ritual scenes will add +1 to casting priest levels if used in spell casting, some include holes for carrying poles to be inserted. Nautilus Helm \nA shell if worn, tentacles will hang from the edges and the helm warns of threats 360 degrees and can be used to adjust wearers buoyancy at will. Flying Fish Darts \nCome in a seaweed bag with {2d6}, they are dried but come to life if pulled out of bag, can be thrown as darts but range is 10" with no range or cover penalties on hit rolls as living missiles self guided. Throwing Star Fish \nCome in a seaweed bag with {d6}, they are dried but come to life if pulled out of bag, if they hit target they cling and bite for a point of damage each round for ten rounds then drop off and crawl away. Pearl of Monster Dreaming \nLets you see visions of kaiju dreamings if held while sleeping. Seaweed Seeds \nIf scattered in water grow a thick kelp forest over a 30" diameter area good for eating and making nets useless. Net of the Sea Lord \nA living net kept in brine will grapple a hit target and strangle them, victim needs to save or be choked each round only works on man or dolphin sized creatures or smaller. Tentacle Wand \nSprouts a 3" tentacle that will grapple a man sized target if they fail a save, also good for grabbing things or swinging {d100} charges, one charge per use. Love Squid \nA fish person sex toy that sucks their genitals stimulating milt and egg production, some humans like them too. Sea Goat Milk \nKept in a rigid pod for long life often found in seaweed bag of {d6} pods. Also in manatee, whale, sealion and dolphin varieties. Mermaid Mirror \nMakes user seem much more atractive than they are, though some made for fishman standards of beauty. Tusk of Sea Monster \nHas scrimshawed designs of horrible beasts, if held will dream of sea monsters and attractive mermaid love which is preferable to actual love from own kind. Stuffed Mermaid \nUsually made from a fish tail sewed to half a monkey but cursed so as to come to life on a full moon and kill, many come in a display case they can easily escape. Shrunken Human Heads \nOnce a day will answer three yes/no questions if asked based on own knowledge, shaman make them by binding human souls and use to learn about humans. Monster Spawn \nA organic sac if opened is full of eggs that hatch into various monsters if sprinkled in sea. Ink Squid \nCarried to make a 1" cloud of ink in water or to write or tattoo with, likes to be kept damp or hibernates in cocoon. Tatoo Tools \nAre self inking tools that work even underwater, wrapped in fish leather bundle. Eye of the Old Ones \nSeems to be a huge eyeball like gem on a gold chain lets starspawn of the deep see your actions, if pleased will send wearer dreams and gifts. Lucky Human Hand \nWill store a 1st level cleric spell of any evil sea god. Dagger of Sacrifice \nWill send essence of the victim to the elder gods who relish devouring the soul. Such a sacrifice will never be resurrected or reincarnated. Flying Fish Wings \nIf strapped on allow wearer to glide for one round when surfacing, allowing them to land on a human boat deck. Sargassum Seed \nGrows giant seaweed with tree trunk like proportions that will trap a ship even lifting it out of water if planted underneath. Shield Gum \nIf applied to shield makes 1 in 6 weapons that miss the defender stick to the shield. Gum lasts one day. Often comes in sea shell applicator with {d6} doses. Coral Seed \nIf implanted in skin covers in several inches of calcium all over adding +d3 to AC, takes a d6 months to grow. Fish Wand \nShoots a wet fish 10" with {d100} charges, for pet treats or humiliating enemies, tends to hit victims in the face. Trident of Mammal Slaying \n+2 of any mammal and can detect nipples within 3". Kraken Eggs \nCome in string bag of {d4}, will hatch into horrible evil krakens, often planted in cave grottos for cultists to use as a god, take decades to reach full size. Ring of Air Swimming \nAllows wearer to swim in the air instead of walking or crawling, can float 1" above the ground, doesn't help fish folk breath air only move. Bubble Helm \nA organic bubble that fits over the head and shoulders of a marine creature and contains water for them to breathe allowing them to stay on land for six hours, even amphibians find more comfortable using this as it keeps them hydrated. Bolo Jelly \nComes in a water tight pod, throw up to 3" ata target and victim takes 2d4 stinging damage if unarmoured and save or be paralysed for a d4 hours, if completely covered in armoured suit victim unharmed. Fish folk are immune to handling the jelly, humans need at least a gauntlet. Blowfish \nAre throwable spiny fish that if hit the victim saves or is poisoned. If dried and dead the save is +2, usually they are kept in salt water and can be carried in air a few hours. Blowfish Grenades \nAre a breed of deep sea blowfish that if thrown above sea level explode, inflicting 2d4 to all in 1" blast radius and save vs poison or die. Require fresh salt water to store. Eelorang \nA throwable huge eel that bites a struck target for a d6 but if misses will fly back into hand of the thrower to be used next round. Eel requires fresh water but can tolerate being above water a few hours. The owner must tame the eel with treats and practice or it bites the handler. Shark Stomach Sack \nAppears to hold only 10lb but will streach to hold 100lb so be careful ofering goods by the bagload trading with fish folk. Embrace of the Sea \nA wearable prosthetic that allows fish men to impregnate human females with fish hybrid spawn. Angler Fish Husband \nA small ugly fish that will fuse to your flesh but give extra eyes and can keep watch while you sleep alerting you to surprises. Seaweed Coat \nWill bond to wearer and grow providing +1AC and can be used to flavour food. Tentacle of the Kraken \nA 3 yard tentacle which will fuse to the wearer and gives them +1 attack inflicting a d4 or a grapple attack. Has an evil mind of its own so it may grope others or grab others belongings. On death it drops of and can bond to another.
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largando · 7 years
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EMO_OSR_ExileIsland_Knights
Header: </style><a style="font-family:arial; font-weight:normal" >Knights of Exile Island<br><br>Exile Island is a crappy place between all the great empires and crawling with remnants of great evil empires from the pre flood era. There are so many dungeons here that farmers are always wary of digging up a cursed relic, a lost city or some horrible monster when all they want is turnips. The north is still wild and barbaric but the south has the barrony and a Colony of the Great Empire on the south continent. Both these lands produce knights but others come from far off lands to quest and kill monsters that are hard to find in less horrible lands.<br><br>A knight is basically a military aristocrat cavalryman who owes fealty to a superior lord all the way up to a king or emperor. Some who come to the Island are fairly exotic. Some weird non human knights also come. Undead knights occasionally roam the land too from when necromancers ruled man thousands of years ago.<br><br>from Elfmaids and Octopi<br></a><a style="font-family:arial; font-weight:normal; font-size:75%"><br>elfmaidsandoctopi.blogspot.com/2017/05/d100-knights-of-exile-island.html</a><hr>
table: start <style>ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}</style>& <style>table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}</style>& <table><col width="150"><col width="1000">& [|<tr><td>Knight Type</td><td>[@KnightlyTypes]</td></tr>|<tr><td>Knight with Entourage</td><td>[@KnightsOfExileIsland]</td></tr>]& <tr><td>Doing what</td><td>[@WhatAreTheseKnightsUpTo]</td></tr>& <tr><td>Equipment</td><td><ul>[@KnightEquipment]</ul></td></tr>& <tr><td>Heraldry</td><td>[@MakeHeraldry]</td></tr>& </table>
table: MakeHeraldry {legs==4}& {creature=='[@HeraldicCreatureDesigns]'}& On a background of [@HeraldicColours]:<ul><li>& [!{1d3} HeraldicObjects >> implode <li>]& <li>{creature} [@CreatureDepiction{legs}]</ul>
Table: KnightlyTypes Knights of Barrony, where mostly evil robber knights near Shadelport come from Knights of The Empire, currently waging a long civil war around the young tyrant The Crusader knights who battle chaos eruptions in the name of the gods of Law Templar knights, warrior priests who serve the gods in the crusades Knights of Waerlund, the misty mystic Islands where knights and wizards rule together Knights of Dutainia, the Iron Kingdom, who grind the weak and poor under hoof Knights of Volnir, the frozen north kingdoms who wage eternal war against barbarians   Knights of Sindra, the desert kingdom, whose curved swords serve a strange god of law Knights of the lotus-shrouded dragon kingdoms, seeking salvation from desire and slavery Knights of the Cherry Blossom Islands, who fanatically kill and die for their bloody honour code [|Paladins|Holy champions] of a particular [|religion|state|order], on a great quest to destroy evil Obsidian knights, who ride terror birds in the great jungle kingdoms [@SomeStrangeKnights]
Table: SomeStrangeKnights Lizard knights, riding [|raptors|triceratops] from monster island come to challenge man Tako octopi riding flying sea horses have mass migrated to escape evil fish men Faerie knights ride unicorns (women) or stags (men) and hunt with werewolves Doom Knights, servants of the long gone necromancer kings are up to something Rowanac, chaos elf wizard knights who ride dragons, monsters and demons Giant knights ride mammoths and wooly rhinos from the glaciers to kill mankind Mutant Knights, corrupted by chaos into parodies of knighthood Changeling knights, from hidden courts of beast men and nature lords Beast knights from mongrel tribes of beast folk who seve chaos Witch knights, evil magical knights warped by the forces of hell
Table: WhatAreTheseKnightsUpTo Exiles now mercenaries who hope to find a new patron Robber knights have taken over a [|ruined castle|cave] Robber knights on borderland who profit from playing sides against each other On a sacred quest seeking a relic Hunting [|enemies|a criminal] Seek a important person to rescue Off to crusade killing anything they don't like look of on the way Hunting a [|fanciful questing beast|famous monster] Seeking to carve out a territory on lawless frontier Looking for deeds for fame and glory Seek opponent to challenge for the glory Blocking a [|road|bridge] to [|challenge|tax] passers by Seek a traitor who possibly sent them here on wild goose chase [|Cursed|Damned] to complete a doomed quest Fleeing destruction of their lord and now deemed outlaws Defending the common folk who have no justice Seeking [|squires|mercenaries] for an adventure since last ones were all killed Following a leader who has shamefully led them all to tragedy and dishonour Hunting an evil [|magician|priest] raising hell the area Escorting something or someone of great importance
Table: KnightEquipment <li>Ringmail AC+3<li>Spear<li>Shield<li>Sword<li>Helmet<li>Light warhorse <li>Scalemail AC+4<li>Spear<li>Lance<li>Shield<li>Sword<li>Helmet<li>Light warhorse<li>Baggage horse<li>Squire <li>Chainmail AC+5 spear<li>Lance<li>Shield<li>Sword<li>Mace<li>Helmet<li>Medium warhorse<li>Baggage horse<li>Squire <li>Splint Mail AC+6<li>Spear<li>Two lances<li>Shield<li>Sword<li>Mace<li>Helmet<li>Medium warhorse<li>Two baggage horses<li>Squire<li>Courtly outfit<li>Type one kit for squire or spare <li>Plate Mail AC+7<li>Spear<li>Three lances<li>Shield<li>Sword<li>Mace<li>Helmet<li>Medium warhorse<li>Three baggage horses<li>Riding horse<li>Luxury tent<li>Squire<li>Servant<li>Two courtly outfits<li>Type to kit for squire <li>Full Plate AC +8<li>Spear<li>{1d4+1} lances<li>Shield<li>Sword<li>Mace<li>Helmet<li>Light warhorse<li>Two baggage horses<li>Two squires (one young one older)<li>{d4} servants<li>Bard<li>{d4+1} courtly outfits<li>Type three kit for old squire and type one for younger one
//Lady Knights fine in my setting and amazons are pretty common - i guess there could be amazon knights. feel free to change genders and names.
Table: QuickKnightTypes Young Knights Veteran Knights Old Knights Hopeless knights Robber Knights Wicked Knights Foriegn knights Hell Knights Holy Knights Strange Knights
Table: KnightsOfExileIsland Sir Everard a young knight seeking glory and adventure opportunities to make a name Sir Aramor driven from home and his inheritance usurped seeks allies to help him Sir Marat hopes to obtain some peasants and take them to claim frontier land Sir Donal is being hunted by hired killers and cant get home he worries about Sir Alek wants allies so he can attack humanoid villages on the frontier for glory Sir Petar seeks to kill the man who killed his father Sir Seramon looking for his sweetheart who was kidnapped by a wicked hag Sir Fanilek is haunted by a evil spirit and has fled home to spare his family Sir Danor who is secretly a lady in disguise trying to save her family and brother Sir Radiment wants quick cash and experience is looking to join murder hobos for a bit Sir Morngrim seems a gloomy down and out knight but secretly is a spy seeking bandits Sir Ormond is looking for holy relics so gods will forgive his broken vows Sir Dremond has returned from crusade to find everyone he knows is dead from plague Sir Hillary secretly a templar is looking for signs of chaos in the frontier to destroy Sir Lorien seeks elves or faeries to translate family documents for a inheritence Sir Digby likes to drink and fight and likes to join murder hobo companies for fun Sir Lor serves a dark cult and roams seeking suckers he can lure into cult dungeon Sir Villimor looking for goblins who kidnapped a peasant girl Sir Arrant has become a desperate highwayman and hides his heraldry for the shame Sir Kernu is a wild knight who has been impeding hunters and loggers on the frontier Sir Tirion is world weary and seeks a just cause to die for Sir Mardrak seeks magic to restore his youth chasing any story or lead Sir Orlak seeks to start glorious war with humanoids to reignite the flower of manliness Sir Firlion wants glory and fame after years of inglorious courtly administration Sir Wadrak is a chaos agent and wants dupes to release demons trapped in a dungeon Sir Curleon seeks secret decadent vice and inhuman pleasure often joins adventurers Sir Garlan a tired almost broke old knight wants cash but really wants a home Sir Karlid serves a vampire sorceress and lures young heroes to be her victims Sir Glorion throws splendid decadent parties and secretly has links to many cults Sir Kalidad killed his kin and now lurks country trails hoping to join robber knight band Sir Glubfrey seeks young adventurers but really he works for goblins who pay him Sir Arnold distracts travellers with colourful stories while his servants rob them Sir Seran seeks brave warriors to join him because his cult needs them as sacrifices Sir Corgan begs to join parties but he is vain, boastful and a bit of a coward Sir Bendell is a washed up drunk but he joins adventurers to cook tasty monsters Sir Viran brings his werewolf lover with him everywhere that usually ends in tragedy Sir Corman is ill and wants to die fighting, his family will blame his companions Sir Veritous is a hopeless black lotus addict and will do anything to get more Sir Bindle has inferior equipment and hopeless servants but wants to fight monsters Sir Abanathy is insanely greedy and will join explorers but will try to steal treasure Sir Doran leads a band of villains from a ruined keep and charges road tolls Sir Malcombe leads brutal murdering bandits who kill all to keep his good name Sir Toran has kidnapped many ladies to work looms and has ogres guarding them Sir Voran leads bandits but they are also cultists who torment and sacrifice captives Sir Kippel and his robber band have a ruined keep and command a long stretch of road Sir Rendel and his robber band are actually were rats but they usually hide this fact Sir Orzak is a robber and has recruited evil goat men who eat their victims Sir Telran leads a robberknight band from a cave and they worship devils Sir Malarous enjoys robbing with his band and taking hostages to their hidden dungeon Sir Banlan the one eyed leads a band of cut throats and they impale captives for fun Sir Zaran serves a witch who has brought him back from the dead several times Sir Kerab rules a village of cultists off the main roads who worship demonic megaliths Sir Varas rounds up victims by force then tortures confessions from them for treason Sir Korad works with witch hunters egging them on to atrocities while he worships chaos Sir Malekor collects orphans and buys poor children he burns before a altar in a dungeon Sir Vardel kidnaps and spoils maidens then feeds them to his wyvern in his tower Sir Garad recruits commoners to the rebellion then captures and hangs them for rewards Sir Kaldor lures victims into the forest ruled by his spider demon lover Sir Tarump boasts about his deeds but actually works with hobgoblin chiefs in secret Sir Marrus joins travellers and shares poison wine with them from his evil cult Sir Erad is a swarthy strange knight with unusual weapons for a knight on a quest Sir Tremour is a beautiful foreign knight that women harass and keep ruining his life Sir Farziv is a foreign knight with spectacular decorations who is rude and superior Sir Kalimar is a strange foreign knight actually a fishman hybrid seeking sea god relics Sir Utilkar is a exotic feather plumed knight with a obsidian sword on a quest Sir Barbar is huge foreign man with sharpened teeth who collects severed heads Sir Kunlun is a strange foriegn knight with a jade sword and spectacular fighting arts Sir Umbra is a dark skinned warrior from far away with odd customs but very noble Sir Sharmar is a strange knight from far away seeking glory in combat and gold Sir Sir Hazran a knight from distant kingdom seeking prehistoric tomb   Sir Kerull is actually a devil in human form seeking escapee criminals from hell Sir Nimeon herding coffle of chained serfs to sell to raise funds for hell Sir Viran with his men rounding up villagers for treasonously avoiding taxes Sir Raddog with secret police and erinyes devil looking for traitors hiding from law Sir Masterman with cultists looking for host body for devil promising superhuman powers Sir Curmdgen looking for a hellmouth so he can deliver gifts to the dukes of hell Sir Tradmere transporting naked criminals to deposit in hellmouth Sir Mortlen seeking relics of hell sealed away by good long ago in dungeon Sir Varan is actually a shape shifting devil trying to grant wishes four souls of knights Sir Orlok a vampire knight sent by hell to killl those trying to get out of serving hell Sir Armelia a lady paladin seeking evils on backwood roads she has heard of Sir Marlok a fanatic paladin seeks to destroy village of possible chaos cultists in area Sir Tirion the paladin looking to challenge wicked knights and cults on the frontier Sir Zabur hunting ogres on frontier who have preyed on villagers Sir Marmad the paladin hoping to keep the peace on the frontier and preventing wars Sir Cordelia a lady paladin who heals the poor and hunts plague spreading evils Sir Curan a paladin seeking lost relics of good and hopes to destroy evil relics Sir Prendal a paladin intolerant of druidry and non lawful cults who tolerate evil Sir Korthal seeks to burn non lawful good holy places and kill non believers Sir Marel the paladin kept busy rescuing maidens from harm Sir Golan wears suit of decorated plate he never removes because he is a iron golem Sir Boran is actually a revenant with cultist servants who work to kill knights Sir Derleth scours the land seeking rival old ones cults to destroy for his master Hastur Sir Baran roams the land collecting treasure for master is actually a dream emanation Sir Viriam is actually a elf in disguise with druidic disciples as servants on elf quests Sir Orlando is a ancient immortal knight who changes gender occasionally   Sir Mortis is a flesh golem and his servants are really necromantic apprentices Sir Perimore a famous musician and courtly lover but really he drains the life of his mates Sir Grendan the Sea knight is actually a fishman hybrid serving dark sea god cults Sir Vetrin is a imortal seeking a relic so the gods will finally let him die
Table: HeraldicColours a single colour two coloured halves split [|vertically|horizontally] two colours, [|divided into quarters|checkerboard pattern] three colours in [|horizontal|vertical|diagonal] bands four colours divided into quarters
// Sometimes heraldry seems to fit knights character sometimes it is a problem. My friends family coat of arms had three severed negro heads which family rightfully embarrassed by. // Feel to pick something that suits the knight though. Pick a colours that seems to suit the knight. Poses of beasts all have names and a easy way to distinguish between knights // with same beast or you might have two or three of the same beasts on one design.
Table: CreatureDepiction4 head only, facing [|front|left|right] lying down standing on all fours standing on all fours, facing front standing on all fours, one leg raised standing on all fours, one leg raised face front on standing on hind legs, forelegs in air standing on hind legs, looking behind -- two of them, standing on hind legs, facing each other
Table: CreatureDepiction2 head only, facing [|front|left|right] lying down standing, facing [|front|left|right] standing, looking behind -- two of them, standing, facing each other
Table: CreatureDepiction0 head only, facing [|front|left|right] lying down risen up, facing [|front|left|right] risen up, looking behind -- two of them, risen up, facing each other
Table: CreatureDepiction3 \z
Table: HeraldicCreatureDesigns Dog (for loyalty) Cat (for the crafty) Lion (for the brave) Wolf (for the fierce) Deer (for lord of the woods) Boar (for savagery) Bear (for might) Fox (for cunning) Goat (for resilience) Bull (for might) Falcon (for alertness){legs==2} Owl (for wisdom){legs==2} Rooster (for protection){legs==2} Puffin (for fidelity){legs==2} Raven (for cunning){legs==2} Peacock (for splendour){legs==2} Finch (for industry){legs==2} Swan (for beauty){legs==2} Duck (for intuition){legs==2} Eagle (for freedom){legs==2} Beaver (for hard work) Mole (for destiny) Rat (for survival) Otter (for creativity) Weasel (for cunning) Bat (for fearsomeness){legs==2} Shrew (for savagery) Hare (for craftiness) Hedgehog (for protection) Squirrel (for preparation) Snake (for fertility) Toad (for longevity) Frog (for opportunity) Newt (for magic) Turtle (for patience) Crocodile (for devouring) Lizard (for regeneration) Raptor (for ferocity) Triceratops (for defence) Tyrannosaur (for might) Dolphin (for helping){legs==0} Shark (for savagery){legs==0} Pike (for alertness){legs==0} Whale (for might){legs==0} Swordfish (for aggression){legs==0} Barracuda (for warlike){legs==0} Catfish (for longevity){legs==0} Narwhale (for nobility){legs==0} Lobster (for inscrutibility){legs==0} Crab (for determination){legs==0} Octopus (for cunning){legs==0} Basilisk (for lethality) Wyrm (for wisdom) Dragon (for wealth) Wyvern (for determination) Salamander (for invulnerability) Drake (for cunning) Naga (for mystery){legs==0} Amphisbaena (for eternity ){legs==0} Cerastes (for steadfastness (Ram horned snakes)){legs==0} Unicorn (for purity) Yale (for preparation) Cateoplas (for awfulness) Gorgon (for fearsomeness) Peryton (for deception){legs==2} Leucrotta (for duplicity) Manticore (for mean spirited) Chimera (for versatility) Sphynx (for mysterious) Lamia (for attrition ) Ogre (for brutishness){legs==2} Satyr (for fertility){legs==2} Mermaid (for duality){legs==0} Minotaur (for guardianship){legs==2} Goatman (for virility){legs==2} Cyclops (for single minded){legs==2} Centaur (for ambiguity) Giant (for appetite){legs==2} Gigantes (snake legged giants) (for strength){legs==2} Apkallu (fish man sage) (for wisdom){legs==2} Harpy (for revolting){legs==2} Siren (for charming){legs==2} Phoenix (for immortality){legs==2} Cockatrice (for destruction){legs==2} Griffon (for ferocity) Hippogriff (for loyalty) Hippalectryon (half rooster and horse) (for alertness) Stymphalian Birds (for steadfastness){legs==2} Pegasus (for loyalty) Winged snake (for healing){legs==0} Elemental (for magic){legs==0} Hag, [|washing|holding a broom] (for terror).{legs==3}// 3 means no positions Ankou (robed skeleton with lamp and scythe) (for death) Vampire (for eternal hunger){legs==2} Werewolf (for savagery){legs==2} Hellhound (for ferocity) Hellcat (for duplicity) Demon (for evil){legs==2} Devil (for domination){legs==2} Angel (for holiness){legs==2} //Bees, snails, rabbits, eels, kingfisher and anything really depending on climate, local industry and taste
Table: HeraldicObjects Holy symbol Book Grail Scales Eye Sword Axe Mace Severed head Bottle Bunch of grapes Head of wheat Poppy head Flower Tree Apple Hammer Waves Crown Sceptre Spear Horn Harp Drum Skull Armoured knight Candle Lantern Scroll Fish hook Anchor Quill Acorn Mistletoe Turnip Onion Tankard Helmet Bound faggots Burning faggots Noose Coil of rope Pick Spade Wheel Tower Castle Crossbones Open hand Heart Gem Barrel Ship Anvil Flail Cat-o-nine-tails Pitchfork Portcullis Needle and thread Smoking pipe Boot Gauntlet Chest Chain Hourglass Star Ring Key Sausage Mortar and pestle Wheat sheaf Cauldron Beehive Snowflake Teardrop Seashell Fist Bell Oakleaf Pinecone Arrow Crescent Full moon Sun Mountain Volcano Mushroom Treestump Sickle Scythe Shears Comet Jaws Compass Gate Birdcage Shepherds crook Chariot [|Hood|Domino mask] [|Chef's|Papal|Mayoral] hat
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largando · 7 years
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EMO_Psychon_Settlements
Header: <a style="font-family:arial; font-weight:normal" >Planet Psychon's Settlements<br><br>Areas with extreme weather will have a shelter for emergency such as a cave or tunnel complex or an ancient bunker or some kind of panic room. Monsters make this a good practice too. Larger settlements include battlements and a secure roof rather than open courtyards. This requirement has limited settlement sizes. Most areas have a local stable population that is isolated but friendly enough to travelers who dont hang around.<br><br>from Elfmaids and Octopi<br><br><a style="font-family:arial; font-weight:normal; font-size:75%">elfmaidsandoctopi.blogspot.com/2013/05/planet-psychons-settlements.html</a><br><hr></a>
use: common/nbos/Tools.ipt use: EMO_Psychon_Senses.ipt
set: maxHom=20
table: MakeASettlement <style>ul \{margin-top: 0px; margin-bottom: 0px; }</style>& <style>table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}</style>& <table><col width="250"><col width="1000">& <tr><td>Settlement Type</td><td>[@SettlementType]</td></tr>& <tr><td>Total population</td><td>[@Commify with {pop}]</td></tr>& [when]{pop}<1000[do]{maxHom==17}[end]& <tr><td>Racial makeup</td><td>[#{1d{maxHom}} SettlementHomogeneity]</td></tr>& <tr><td>Ruled by</td><td>[@SettlementRule]</td></tr>& <tr><td>Aggression</td><td>[@SettlementAggression]</td></tr>& [when]{numRel}=1[do]<tr><td>Religions/Magic</td><td>[@SettlementReligionMagic]</td></tr>& [else]<tr><td>Religions/Magic</td><td>Several different faiths and practices:<ul><li>[!{numRel} SettlementReligionMagic >> implode <li>]</ul></td></tr>[end]& ;<tr><td>Religion/Magic</td><td>{numRel}</td></tr>& </table>
table: SettlementHomogeneity 1:[@SettlementStock], hostile xenophobic racists to all others 1:[@SettlementStock], hostile, actively kill outsiders 2:[@SettlementStock] believe in their own superiority, but are not malicious 2:[@SettlementStock], suspicious, but willing to trade if no trouble 1:[@SettlementStock] wary but making money comes first 1:[@SettlementStock] open and friendly and curious to others 2:Two equal communities, [@SettlementStock] and [@SettlementStock] 1:Two competing species; [@SettlementStock] have greater power but are benevolent to the weaker [@SettlementStock] 1:Two competing species; [@SettlementStock] have greater power and [|enslave|hunt] the weaker [@SettlementStock] 1:Two species, [@SettlementStock] and [@SettlementStock] integrated harmoniously 1:Several races in a caste system:<ul><li>[@{1d4+1} SettlementStock >> implode <li>]</ul> 1:Several races in constant flux and power struggle:<ul><li>[@{1d4+1} SettlementStock >> implode <li>]</ul> 1:Several races in a peaceful co existence:<ul><li>[@{1d4+1} SettlementStock >> implode <li>]</ul> 1:Several races in a comfortable profitable relationship:<ul><li>[@{1d4+1} SettlementStock >> implode <li>]</ul> 1:Many races in a complex caste system:<ul><li>[@{1d10+4} SettlementStock >> implode <li>]</ul> 1:Many races in a cooperative egalitarian mixed society:<ul><li>[@{1d10+4} SettlementStock >> implode <li>]</ul> 1:[@SettlementStock] rule over many races:<ul><li>[@{1d10+4} SettlementStock >> implode <li>]</ul>
;village gets one roll ;citadel gets 1d3 rolls ;city gets 1d4+1 ;Or just roll as per biggest settlement and spread over hex
table: SettlementType 1:Crossroads{pop==1d5}{maxHom==8}{numRel==1} 1:Farmstead{pop==1d20+5}{maxHom==8}{numRel==1} 2:One village{pop==25d6}{maxHom==13}{numRel==1} 2:Two villages{pop==50d6}{maxHom==13}{numRel=={1d2}} 2:Cluster of {numVill=1d4+1} villages{pop=={numVill*25}d6}{maxHom==17}{numRel=={1d{numVill}}} 2:Citadel and {numVill=1d4+1} villages{pop=={numVill*25}d6+100d10}{numRel=={1d{numVill}}+{1d3}} 3:Lone Citadel{pop==100d10}{numRel==1d3} 2:Citadel plus a hidden community of outcasts{pop==100d10}{numRel==1d3[||+1]} 1:Subterranean village in [|cave|ancient bunker]{pop==25d6}{numRel==1} 1:Floating citadel, inaccesible to most without force drawbridge or rope {pop==100d10}{numRel==1d3} 1:Hidden citadel, [|under water|in mountain|in secret valley|on island]{pop==100d10}{numRel==1d3} 1:Subteranean city built into [|mine|cliff|caverns]{pop==1000d10}{numRel==1d4+1} 1:Rare city with some kind of aerial defense and shelters{pop==1000d10}{numRel==1d4+1}
table: SettlementStock shuffle: PsychonColors [!PsychonColors] [@SettlementStockB]
table: SettlementStockB 6:Humans 1:Eldren ([|Elves|Eloi]) 1:Morlocks ([|Dwarves|Gnomes]) 1:Halfmen ([|Halflings|Hobbits]) 1:Tako (Octopus folk) 3:Beastmen 1:Kobolds 1:Goblins 1:Hobgoblins 1:Bugbears 1:Orcs 1:Ogres 1:[|Mutants|Mongrelmen]
table: SettlementRule 3:Assembly of [|male|female] elders 3:Assembly of elders of both genders 2:King selected by random [|lottery|selection process] 4:King selected only when at war or in danger 5:Priest king, selected by divine signs 6:[|Fearsome|Benevolent] wizard in tower 6:Ritual king chosen from strangers then sacrificed to the gods 2:King [|proven to be the best athlete|who won a contest] 3:King, a [|warrior|wizard] who acquired [|his|her] position [|in a contest|by force] 2:[|Robot|Android|Small AI] is king 4:Democracy with votes[||; only [|[|male|female][|s| landowners]|landowners] can vote] 1:King who was decreed to be so by messages from space via an artifact of the gods 4:Overseer with a network of thugs up to the boss 2:Programmers selected by god to relay its orders 2:Directly instructed by [|god|gods] 1:Infiltrated by hostile species in disguise as: \a [#{1d41} SettlementRule >> lower] 1:Ruled by hostile species in disguise as: \a [#{1d41} SettlementRule >> lower] 5:Benevolent despot rules according to alignment philosophy 3:Richest get to buy kingship when last king is poisoned 4:Local mob boss is the real power, using force and commanding the legitimate law, nominally: \a [#{1d41} SettlementRule >> lower] 5:Cult community led by [|preacher|elders|charismatic leader] 5:Inherited monarchy with feuding clans and bloodlines 3:Charismatic war monger in power at the moment 2:Revolutionaries have taken over, out to keep the common people poor and the rich out 3:King who was judged by the church to be from the purest bloodline 3:Ruled by a council of undead elders from a tomb in secret 1:Ruled by a living minor god from the local area 1:Ruled by an elaborate process of divination calculated by experts (astrology) 8:A foreign despot and his thugs - [@SettlementStock] - have ruled here a while 1:Ruled by strange beast with the aid of its followers 1:Minor other planar being rules according to alignment 1:Elemental cult chooses leader from those the elements approve of 1:Heroic outsider, \a [|astronaut|time traveller] makes the rules
table: SettlementAggression 1:Always on the warpath 1:Frequently hostile 2:Willing to trade if no trouble 1:Friendly to outsiders 1:Peaceful
;Religion and magic d100 ;village gets one roll ;citadel gets 1d3 rolls ;city gets 1d4+1 ;Or just roll as per biggest settlement and spread over hex ;Roll below, if magician class uncertain replace with your choice table: SettlementReligionMagic 4:Single God talks to high priest via an artifact in a shrine 4:Single God talks to high priest via an artifact in a temple 6:Artifact picks up garbled static from many gods which is interpreted by shrine priests 2:Astronomer interprets the will of heaven by some arcane theory 4:A shaman cares for the community, communing with the spirits 4:A druid cares for the community and dealing with nature 4:A sorcerer leads a cult with active membership and vice 4:A witch performs services to needy villagers and lives near 3:Religion is entwined with state cult such as a city god cult 2:A wizard in a tower preaches philosophy and science, educates common folk 3:Peasants left alone and follow local petty gods, [|priest|shaman] acts as interpreter 4:Ancestors worshiped [|by communing with|as undead], [|priest|shaman] acts as interpreter 4:Music, poets and bards are the holy folk here 2:Monastery serves the locals 4:Lone hermit cave services the community 6:A monster near the community takes sacrifice for favors 3:A [|dryad and her grove|naiad pool] is the local cult 1:A dark well is a night hag pit and she may accept sacrifice and defend her people 1:An elemental node has a being of some kind the locals give thanks too 2:A creature that lives in a [|barn|stove] acts as the village defender and sage 2:A psion [|school|teacher] is in these parts 1:Materialist philosophers, different sects teach different magic 1:Religion here is a sham run by [|sorcerers|rogues] for profit and abuse 1:Religion here is a sham run by fake priests with no special powers 1:Fake potion making racket has community fooled 1:A death cult ruled by \a [|necromancer|evil priest] 5:Alignment-fanatic church here to wage cosmic war for [|Law|Chaos|Good|Evil] 3:A warrior [|order|school|fighting style] 2:Mercantile fraternal brotherhood run everything financial and have rituals like processions 1:Sincere but insane cult, [||waiting to be] exploited by [|a monster|wicked men] 1:Charismatic cultist destroying community and plans to move on to next with lies 2:A different race acts as a spiritual adviser with strange results 1:Locals appease goblinoids with sacrifice, they may protect their investment 1:Witch hunters control faith, power predicated on persecuting rival faith 1:Inquisitors hunt those who commit heresy against ruling gods law 2:Templar order following military god on a crusade 1:Monster hunter club with hunter shrine 1:Adventurer HQ usually based around pub, multiple shrines of adventurer gods 1:Imperial Missionaries spreading faith and trade and language, shrine 1:Megalith and earth mound builders protect gods sacred places and use for ceremonies 1:Cannibal cult practice eating enemies and unwelcome visitors and make undead with scraps 1:Community predicated on magic monument building cult with promises of great reward 1:People here directly in psionic communion with god, all networked with temple
0 notes
largando · 7 years
Text
Hashes
# To declare a hash... don't do anything. # # However, to *use* a hash, you must first ensure that the program knows what hash you're referring to. # If you're only working with one hash, it's easy.  Near the start of your ipt file, do this: # # set: currHash =myHash # # If you're going to be working with more than one hash, then whenever you want to change the current # hash do this: {currHash=='myHash'} before you use the hash functions.  The single quotes are quite # important.  Also, of course, "myHash" can be pretty much whatever you want. # # THE FUNCTIONS # # To add a key-value pair to a hash (or change an existing key's value): # [@HashSet with key, value] # # To get a value from a hash: # [@HashGet with key] # # To remove a key-value pair from a hash: # [@HashRemove with key] # # To get a count of hash keys: # [@HashCount] # # To loop through the keys of the hash: #   (in this example, using the keys to get the values, and comma-separating the values) # [@[@HashCount] HashKeys >> each HashGet >> implode] #
use: common/nbos/Tools.ipt
table: HashSet {{currHash}{$1}=='{$2}'}& [when not]{{currHash}KeyList}[do]{{currHash}KeyList=='|'}{keyCount_{currHash}==0}[end]& [when][{{currHash}KeyList} >> at |{$1}|]=0[do]{{currHash}KeyList=='{{currHash}KeyList}{$1}|'}[@Inc with keyCount_{currHash}, 1][end]
table: HashGet {{currHash}{$1}}
table: HashKeys [when not]{tempHashKeyList}[do]{tempHashKeyList=='[{{currHash}KeyList} >> substr 2 0]'}[end]& {pos==[{tempHashKeyList} >> at |]}& {returnKey=='[{tempHashKeyList} >> substr 1 {{pos}-1}]'}& {tempHashKeyList=='[{tempHashKeyList} >> substr {{pos}+1} 0]'}& {returnKey}
table: HashCount [when not]{keyCount_{currHash}}[do]0[else]{keyCount_{currHash}}[end]
table: HashRemove {pos==[{{currHash}KeyList} >> at |{$1}|]}& [when]{pos}>0[do]& {halfHash1=='[{{currHash}KeyList} >> substr 1 {pos}]'}& {halfHash2=='[{{currHash}KeyList} >> substr {{pos}+1} 0]'}& {pos==[{halfHash2} >> at |]}& {{currHash}KeyList=='{halfHash1}[{halfHash2} >> substr {{pos}+1} 0]'}& {{currHash}{$1}==''}& [@Inc with keyCount_{currHash}, -1]& [end]
table: HashEmpty [@[@HashCount] HashKeys >> each HashRemove]
table: HashIncrementBy1 {keyval==[when][@HashGet with {$1}][do][@HashGet with {$1}][else]0[end]}& [@HashSet with {$1}, {{keyval} + 1}]
table: HashIncrement {keyval==[when][@HashGet with {$1}][do][@HashGet with {$1}][else]0[end]}& [@HashSet with {$1}, {[@HashGet with {$1}] + {$2}}]
table: HashGetOneRandomKey {hashcount==[@HashCount]}& [when]{hashcount}=0& [do]\z& [else]& {getkeynum=={1d[@HashCount]}}{keyCount==0}& [@[@HashCount] HashKeys >> each HashMaybeGetThisKey]& [end]
table: HashGetAndRemoveOneRandomKey {theRandomKey=='[@HashGetOneRandomKey]'}& [@HashRemove with {theRandomKey}]& {theRandomKey}
table: HashMaybeGetThisKey {keyCount=={{keyCount}+1}}& [when]{keyCount}={getkeynum}[do]{$1}[end]
table: DynaTable {table=='{$1}'}{separator=='{$2}'}{picks=='{$3}'}& [when]{$4}[do]{filter1==' >> [ {$4} >> lower >> replace /htmllt/\</ >> replace /htmlgt/\>/]'}[else]{filter1==''}[end]& [when]{$5}[do]{filter2==' >> [ {$5} >> lower >> replace /htmllt/\</ >> replace /htmlgt/\>/]'}[else]{filter2==''}[end]& [when]{$6}[do]{filter3==' >> [ {$6} >> lower >> replace /htmllt/\</ >> replace /htmlgt/\>/]'}[else]{filter3==''}[end]& {oldHash=='{currHash}'}{currHash=='DynaTable_'}& [@HashEmpty]& [@MakeHashForDynaTable]& {DTProc=='HashGetOneRandomKey'}& [when][{picks} >> left 1]=![do]{DTProc=='HashGetAndRemoveOneRandomKey'}{picks=='[{picks} >> substr 2 0]'}[end]& [when][{picks} >> left 1]=@[do]{picks=='[{picks} >> substr 2 0]'}[end]& [@{picks} {DTProc}{filter1}{filter2}{filter3}]& {currHash=='{oldHash}'}
table: MakeHashForDynaTable {sepPos==[{table} >> at {separator}]}& [when]{sepPos}=0& [do][@HashSet with {table}, 1]& [else][@HashSet with [{table} >> left {{sepPos}-1}], 1]{table=='[{table} >> substr {{sepPos}+1} 0]'}[@MakeHashForDynaTable]& [end]
0 notes
largando · 7 years
Text
Tools
table: test [@Nth with 1]\n& [@Nth with 2]\n& [@Nth with 3]\n& [@Nth with 4]\n& [@Nth with 5]\n& [@Nth with 6]\n& [@Nth with 7]\n& [@Nth with 8]\n& [@Nth with 9]\n& [@Nth with 10]\n& [@Nth with 11]\n& [@Nth with 12]\n& [@Nth with 13]\n& [@Nth with 21]\n& [@Nth with 22]\n& [@Nth with 23]\n& [@Nth with 24]\n& [@Nth with 25]\n
table: Mod {numerator=={$1}}{denominator=={$2}}& [when]{denominator}=0[do]0[else]& {{numerator}-floor({numerator/denominator})*{denominator}}& [end]
table: Split ; input variables are "string to split" and "string to split on" ; output variables are splitCount (number of items split out) and splitItem1, splitItem2, .... {splitString=='{$1}'}{splitChar=='{$2}'}{splitCount==0}& ;\n>>{length({splitString})}& [when][{splitString} >> Length]>0[do]& [@SplitGetNextItem]& [end]
table: SplitGetNextItem {splitCount=={splitCount+1}}& {pos==[{splitString} >> at {splitChar}]}& [when]{pos}=0& [do]{splitItem{splitCount}=='[{splitString} >> trim]'}& [else]{splitItem{splitCount}=='[[{splitString} >> substr 1 {pos-1}] >> trim]'}{splitString=='[{splitString} >> substr {pos+1} 0]'}[@SplitGetNextItem]& [end]
table: Inc {{$1}=={{{$1}}+{$2}}}
table: UCFirst {UCFletter1=='[{$1} >> left 1 >> upper]'}& {UCFletter2=='[{$1} >> substr 2 0]'}& {UCFletter1}{UCFletter2}
table: UCFirstEach {UCFphrase=='[{$1} >> replace / /YAYUCFIRST/]'}& ;  added this "lower" stuff on 5/29.  remove it if it stops working for some reason. {UCFpos==[{UCFphrase} >> lower >> at yayucfirst]}& [when]{UCFpos}=0& [do][@UCFirst with {UCFphrase}]& [else][@UCFirst with [{UCFphrase} >> left {{UCFpos}-1}]] [@UCFirstEach with [{UCFphrase} >> substr {{UCFpos}+10} 0]]& [end]
table: GetInitials {GIphrase=='[{$1} >> replace / /YAYGETINITIALS/]'}& #{GIphrase}\n& {GIpos==[{GIphrase} >> lower >> at yaygetinitials]}& [when]{GIpos}=0& [do][{GIphrase} >> left 1 >> upper]& [else][{GIphrase} >> left 1 >> upper][@GetInitials with [{GIphrase} >> substr {{GIpos}+14} 0]]& [end]
table: FixPronouns {basePronoun=='|[{$1} >> lower]|'}{FPprefix=='{$2}'}& [when][ |he|him|his| >> at {basePronoun}] > 0[do]{basePronoun=='SM'}[end]& [when][ |she|her|hers| >> at {basePronoun}] > 0[do]{basePronoun=='SF'}[end]& [when][ |it|its|| >> at {basePronoun}] > 0[do]{basePronoun=='IT'}[end]& [when][ |they|them|their| >> at {basePronoun}] > 0[do]{basePronoun=='PL'}[end]& [when][ |you|your| >> at {basePronoun}] > 0[do]{basePronoun=='SP'}[end]& [when][ |i|me|my| >> at {basePronoun}] > 0[do]{basePronoun=='FP'}[end]& [#{basePronoun} PronounLookup]
table: PronounLookup type: dictionary default: {{FPprefix}they=='XXX'}{{FPprefix}them=='XXX'}{{FPprefix}their=='XXX'}{{FPprefix}theirs=='XXX'}{{FPprefix}are=='XXX'}{{FPprefix}were=='XXX'} SM:{{FPprefix}they=='he'}{{FPprefix}them=='him'}{{FPprefix}their=='his'}{{FPprefix}theirs=='his'}{{FPprefix}are=='is'}{{FPprefix}were=='was'}{{FPprefix}themselves=='himself'}[#singular PluralSingular] SF:{{FPprefix}they=='she'}{{FPprefix}them=='her'}{{FPprefix}their=='her'}{{FPprefix}theirs=='hers'}{{FPprefix}are=='is'}{{FPprefix}were=='was'}{{FPprefix}themselves=='herself'}[#singular PluralSingular] IT:{{FPprefix}they=='it'}{{FPprefix}them=='it'}{{FPprefix}their=='its'}{{FPprefix}theirs=='its'}{{FPprefix}are=='is'}{{FPprefix}were=='was'}{{FPprefix}themselves=='itself'}[#singular PluralSingular] PL:{{FPprefix}they=='they'}{{FPprefix}them=='them'}{{FPprefix}their=='their'}{{FPprefix}theirs=='theirs'}{{FPprefix}are=='are'}{{FPprefix}were=='were'}{{FPprefix}themselves=='themselves'}[#plural PluralSingular] SP:{{FPprefix}they=='you'}{{FPprefix}them=='you'}{{FPprefix}their=='your'}{{FPprefix}theirs=='yours'}{{FPprefix}are=='are'}{{FPprefix}were=='were'}{{FPprefix}themselves=='yourself'}[#plural PluralSingular] FP:{{FPprefix}they=='I'}{{FPprefix}them=='me'}{{FPprefix}their=='my'}{{FPprefix}theirs=='mine'}{{FPprefix}are=='am'}{{FPprefix}were=='was'}{{FPprefix}themselves=='himself'}{{FPprefix}themselves=='myself'}[#singular PluralSingular]
table: PluralSingular type: dictionary plural:{{FPprefix}have=='have'}{{FPprefix}s==''}{{FPprefix}es==''}{{FPprefix}ies=='y'}{{FPprefix}a==''}{{FPprefix}ves=='ves'}{{FPprefix}sNOUN=='s'}{{FPprefix}esNOUN=='es'}{{FPprefix}iesNOUN=='ies'}{{FPprefix}vesNOUN=='fe'} singular:{{FPprefix}have=='has'}{{FPprefix}s=='s'}{{FPprefix}es=='es'}{{FPprefix}ies=='ies'}{{FPprefix}a=='\a'}{{FPprefix}ves=='fe'}{{FPprefix}sNOUN==''}{{FPprefix}esNOUN==''}{{FPprefix}iesNOUN=='y'}{{FPprefix}vesNOUN=='ves'}
table: ClearParameters [@DoNothing with ,,,,,,,,]
table: DoNothing \z
table: TableSize ; called by "[@TableSize with 1, tablename]" {value=='[#{$1} {$2} >> length]'}& [when]{value}>0[do][@TableSize with {{$1}+1}, {$2}][else]{{$1}-1}[end]
; called by "[@TableSizeDistinct with 1, tablename]" table: TableSizeDistinct {num=={$1}}{tbl=='{$2}'}& {value=='[#{num} {tbl} >> replace / /_/]'}& [when]{currHash}<>tszHsh[do]{currHashOld=='{currHash}'}[end]& {currHash=='tszHsh'}& [when][{value} >> length]>0& [do][@HashSet with {value}, 1][@TableSizeDistinct with {{num}+1}, {tbl}]& [else]{tscount==[@HashCount]}[@HashEmpty]{currHash=='{currHashOld}'}{tscount}& [end]
table: NameNum {numToBeNamed=={$1}}& [when]{numToBeNamed}=0[do]zero[else][@subNameNum][end]
table: subNameNum {buildNumName==''}& {numLen==[{numToBeNamed} >> length]}& {numSections=={ceil({{numLen}/3})}}& {numToBeNamed=='[ xxx{numToBeNamed} >> right {{numSections}*3} >> replace /0/x/]'}& {currSection==1}[@{numSections} NameNumEvalSection]& [{buildNumName} >> trim]
table: NameNumEvalSection {numSection=='[{numToBeNamed} >> substr {({numSections}-{currSection})*3+1} 3]'}& {numPosHund=='[{numSection} >> left 1]'}{numPosTen=='[{numSection} >> substr 2 1]'}{numPosOne=='[{numSection} >> right 1]'}{numLastTwo=='[{numSection} >> right 2]'}& [when not]{numPosHund}=x[do]{namePosHund=='[#{numPosHund} NameNumSingleDigit] hundred'}{hundTenLink==' '}{specialHundTenLink==' '}[else]{namePosHund==''}{hundTenLink==''}{specialHundTenLink==''}[end]& [when not]{numPosTen}=x[do]{namePosTen=='{hundTenLink}[#{numPosTen} NameNumTens]'}{tenOneLink=='-'}{hundTenLink==''}[else]{namePosTen==''}{tenOneLink==''}[end]& [when not]{numPosOne}=x[do]{namePosOne=='{hundTenLink}{tenOneLink}[#{numPosOne} NameNumSingleDigit]'}[else]{namePosOne==''}[end]& [when]{numPosTen}=1[do]{namePosOne==''}{namePosTen=='{specialHundTenLink}[#[{numLastTwo} >> replace /x/0/] NameNumTeens]'}[end]& [when not]{numSection}=xxx[do]{buildNumName=='[when]{currSection}<{numSections}[do], [end]{namePosHund}{namePosTen}{namePosOne}[#{currSection} NameNumSection]{buildNumName}'}[end]& [@inc with currSection, 1]
table: NameNumSingleDigit type: lookup 1:one 2:two 3:three 4:four 5:five 6:six 7:seven 8:eight 9:nine
table: NameNumTens type: lookup 1:ten 2:twenty 3:thirty 4:forty 5:fifty 6:sixty 7:seventy 8:eighty 9:ninety
table: NameNumTeens type: lookup 10:ten 11:eleven 12:twelve 13:thirteen 14:fourteen 15:fifteen 16:sixteen 17:seventeen 18:eighteen 19:nineteen
table: NameNumSection type: lookup default \z 2: thousand 3: million 4: billion 5: trillion 6: quadrillion
table: NameNumNth {nameNumResult=='[@NameNum with {$1}]'}& {nameNumResultX=='[{nameNumResult} >> replace / /*/ >> replace /-/*/]'}& {nameNumLength=='[{nameNumResult} >> length]'}& {lastNumWordPos=='{{nameNumLength}-[{nameNumResultX} >> reverse >> at *]}'}& [when not]{lastNumWordPos}={nameNumLength}[do]{lastNumWord=='[{nameNumResult} >> substr {{lastNumWordPos}+2} 0]'}[else]{lastNumWord=='{nameNumResult}'}[end]& {lastNumWordNth=='[#{lastNumWord} NthVersion]'}& [when]{lastNumWord}={nameNumResult}[do]{lastNumWordNth}[else][{nameNumResult} >> substr 1 {{lastNumWordPos}+1}]{lastNumWordNth}[end]
table: NthVersion type: dictionary default:{lastNumWord}th one:first two:second three:third five:fifth nine:ninth twelve:twelfth zero:zeroth (?) twenty:twentieth thirty:thirtieth forty:fortieth fifty:fiftieth sixty:sixtieth seventy:seventieth eighty:eightieth ninety:ninetieth
table: Nth {numToNth=='{$1}'}& {ultimateDigit=='[{numToNth} >> right 1]'}& [when][{numToNth} >> length]>1[do]{penultimateDigit=='[{numToNth} >> right 2 >> left 1]'}[else]{penultimateDigit=='X'}[end]& {nthSuffix=='[#{ultimateDigit} NthSuffix]'}& [when]{penultimateDigit}=1[do]{nthSuffix=='th'}[end]& {numToNth}{nthSuffix}
table: NthSuffix type: lookup default: th 1:st 2:nd 3:rd
Table: Commify {newnum==''}{inc==1}{num=='[{$1} >> replace /0/*/ >> reverse]'}{numlen==[{num} >> Length]}& [@CommifyLoop >> reverse >> replace /*/0/]
Table: CommifyLoop {inc=={{inc}+3}}& {newnum=='{newnum}[{num} >> substr {{inc}-3} 3][when]{{inc}-1}<{numlen}[do],[@CommifyLoop][end]'}& {newnum}
table: IsNumeric {num=={$prompt1}}& {cnt==0}& [{num} >> EachChar CheckForNumber]
table: CheckForNumber {cnt==cnt+1}& {thischar==$1}& [#{$1} CheckForNumber2]& [when]{err}[do]no[else]yes[end]
table: CheckForNumber2 default:{err==yes} -:[when]{cnt}>1[do]{err==yes}[end] .:[when]{alreadyFoundDecimal}[do]{err==yes}[else]{alreadyFoundDecimal=='yes'}[end] 0:\z 1:\z 2:\z 3:\z 4:\z 5:\z 6:\z 7:\z 8:\z 9:\z
table: Andify set: destTable={$1} set: numRolls={$2} set: rollType={$3} set: andOr={$4} set: oxfordComma=[{$5} >> lower] [when]{oxfordComma}=y[do]{oxfordComma==','}[else]{oxfordComma==''}[end]& [when not]{rollType}[do]{rollType=='@'}[end]& [when not]{andOr}[do]{andOr=='and'}[end]& [when]{numRolls}=1[do][@RollOnTable][end]& [when]{numRolls}=2[do][@RollOnTable] {andOr} [@RollOnTable][end]& [when]{numRolls}>2[do]{numRolls=={{numRolls}-1}}[@{numRolls} RollOnTable >> implode]{oxfordComma} {andOr} [@RollOnTable][end]& {rollType==''}{andOr==''}{oxfordComma==''}& {$1==''}{$2==''}{$3==''}{$4==''}{$5==''}&
table: RollOnTable [when]{rollType}=@[do][@{destTable}][else][!{destTable}][end]
Table: Roller ; parameters: 1) Dice, 2) Number of Reps, 3) Number of low rolls to drop, 4) Number of high rolls to drop, 5) Number to add or subtract from the final total Set: Rdice={$1} Set: Rreps=[when]{$2}>0[do]{$2}[else]0[end] Set: Rdroplow=[when]{reps}=0[do]{Rdroplow}[else][when]{$3}>0[do][{{$3}*10+1} >> trim][else]1[end][end] Set: Rdrophigh=[when]{reps}=0[do]{Rdrophigh}[else][when]{$4}>0[do][{{$4}*10+1} >> trim][else]1[end][end] Set: Rextraplus=[when]{reps}=0[do]{Rextraplus}[else][when]{$5}>0[do][{$5} >> trim][else]0[end][end] [when][{Rdice} >> at d]>1[do][@NewRoller][else][@oldRoller][end]
Table: NewRoller [when]{Rreps}>0& [do]{[[[@{Rreps} SubRoller >> each Pad >> sort >> implode + ] >> reverse >> substr {Rdrophigh} 0 >> reverse] >> substr {Rdroplow} 0]+{Rextraplus}}& [else]{{Rdice}}& [end]
Table: SubRoller {{Rdice}}
Table: Pad [[000000000{$1} >> reverse] >> substr 1 9 >> reverse]
table: RollExplode {dice=='{$1}'}& {minToExplode=={$2}}& ; the following two lines allow sixes and twelves to be rolled, but will result in lower explode totals.  If that's not desirable, leave parameter 3 empty. {skipNoNumbers=='{$3}'}& [when]{skipNoNumbers}[do]{totMod==1}[else]{totMod==0}[end]& {roll=={{dice}}}& {totalSoFar==totalSoFar+roll}& [when]{roll}>{minToExplode-1}[do]{totalSoFar==totalSoFar-totMod}[@RollExplode with {dice}, {minToExplode}][else]{reportNum==totalSoFar}{totalSoFar==0}{reportNum}[end]
table: NaturalLog {e==2.718281828459}& {tgt=={$1}}& {prevLow==0}& {prevHigh==-1}& {exp==10}& {newTry==e^exp}& [@40 subNaturalLog]& {round(exp*1000000)/1000000}
table: subNaturalLog {diff=={(newTry-tgt)*1000000000}}& [when not]{abs(diff)}<0.001[do][#{diff/abs(diff)+2} subNaturalLogTryAgain][end]& {newTry==e^exp}
table: subNaturalLogTryAgain 1:{prevLow==exp}[when]{prevHigh}<0[do]{exp==exp+1}[else]{exp==exp+((prevHigh-exp)/2)}[end] 2:{prevHigh==exp}{exp==exp+((prevLow-exp)/2)}
0 notes
largando · 7 years
Text
EMO_OSR_AfterDeath
Header: </style><a style="font-family:arial; font-weight:normal" >Death is only the Beginning<br><br>Dying really sucks most of the time. In some genres real death is rare like with superheroes. Modern espionage agent probably not. In Cthulhu, if you're lucky you just die in ignorance. Being resurrected in Cthulhu is not so great. Fantasy and mythology have stranger options and D&D and RuneQuest have always had a few direct options. I could envision a party TPK where they awake in underworld and fight their way back to the land of the living and restore their own lives, which is pretty legendary stuff.<br><br>When you are killed, hopefully your chums will recover your body and take it to the church for <i>raise dead</i> or at least a sanctified burial in a ghoul/necromancer-free graveyard.<br><br>Sometimes this does not happen and the party leaves your corpse in a stinking dungeon. Imagine finding fallen friends body in a dungeon a few days later, the joy!<br><br>You may think being undead and your soul being in heaven presents a difficulty but Egyptians and Tibetans have elaborate theologies of souls where different parts do different things after death.<br><br>from Elfmaids and Octopi<br></a><a style="font-family:arial; font-weight:normal; font-size:75%"><br>elfmaidsandoctopi.blogspot.com/2013/09/death-is-only-begining-part-one.html<br>elfmaidsandoctopi.blogspot.com/2013/09/death-is-only-begining-part-two.html</a><hr>
use: common/nbos/Tools.ipt
prompt: Show me: {What price doth the reaper charge?|What price does the healer pay?|What happens to your soul on death?|A funny thing happened to my corpse|What price is your life?} What price doth the reaper charge? prompt: Soul happenings modifier {|-9|-8|-7|-6|-5|-4|-3|-2|-1|0|+1|+2|+3|+4|+5|+6|+7|+8|+9|+10|+11|+12|+13|+14|+15|+16|+17|+18|+19|+20|+21|+22|+23|+24|+25|+26|+27|+28|+29|+30|+31|+32|+33|+34|+35|+36|+37|+38|+39|+40} 0
;table: x ;a--{mod==10}[@GetRoll with SoulAfterDeath2, yes, 0]\n\n& ;b--{mod==10}[@GetRoll with SoulAfterDeath2, no, 0]\n\n& ;c--{mod==10}[@GetRoll with SoulAfterDeath2, yes, -50]\n\n& ;d--{mod==10}[@GetRoll with SoulAfterDeath2, no, -50]\n\n& ;e--{mod==10}[@GetRoll with SoulAfterDeath2, yes, 50]\n\n& ;f--{mod==-40}[@GetRoll with SoulAfterDeath2, yes, 0]\n\n& ;g--{mod==-40}[@GetRoll with SoulAfterDeath2, yes, -50]
set: judging=no
table: Start <style>ul \{margin-top: 0px; margin-bottom: 0px;}</style>& [when]{rep}=1[do]{showdesc=='yes'}{showtitle=='yes'}[end]& {choice=='[@GetInitials with {$prompt1}]'}& {mod=='{$prompt2}'}& [#{choice} ChooseTable]
table: ChooseTable type: dictionary WPDTRC:[@ReaperPrice] WPDTHP:[@HealerPays] WHTYSOD:[@SoulAfterDeath] AFTHTMC:[@CorpseHappenings] WPIYL:[@HealerPrice]
table: ReaperPrice [when]{rep}=1[do]& Resurrection for me is the ultimate; it restores life for the long dead and even the undead. But raising the dead has a cost. I've seen a few different versions in play but possibly different cults, relics, or machines could have varied side effects. Also make them age 1d4 years if they fail a CON roll.<hr><br>& [end]& [@ReaperPrice2]
table: ReaperPrice2 Muscles atrophy and seize up - lose a STR point Nerves and reflexes dulled - lose a DEX point Lose a CON point (finite number times for most, might lose HP) Not all there anymore, brain damaged - lose an INT point Part of inner self gone - Lose a WIS point Grow darker inside and aged - lose a CHA point Lose a level (not usable on zero level types like commoners or children) Lose 1d4 HP permanently (might kill the weak all over again) Otherworldly beings (demons?) will cause mischief every game Given a Quest by the power source Given a curse by the healer's power source (possibly a taboo thing) Shift alignment one step towards the healer.  If already equal, reroll.
table: HealerPays [when]{rep}=1[do]& Just to make life harder, make the priest feel some reason to not raise the dead. Perhaps when you raise an idiot or enemy just to question them or for some trivium the god gets mad. An Item with a cost like this could be handy.<hr><br>& [end]& [@HealerPays2]
table: HealerPays2 Must battle the dead spirit that tries to resist life Must fight the spirits or demon that took the spirit to the beyond Rebuked by god, given an atonement Quest Responsible for raised person's conduct and behavior Priest is rendered unclean and needs purification from peer Lose a year of your own life Cannot raise the same person more than once Take 1d3 damage per level of the raised person Halves STRl, for a duration of one hour for each level of the raised person Lose one level, for a duration of one hour for each level of the raised person In a coma, prayer or ritual, lasting of one hour for each level of the raised person, required [#{1d11} ReaperPrice2]
table: SoulAfterDeath [when]{rep}=1[do]& <style>table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black;\}</style>& You can apply the following modifiers with the "Soul happenings modifier" prompt:\n\n& <table><col width="50"><col width="1000">& <tr><td>+1</td><td>per 2 levels, or per 1 level if priest</td></tr>& <tr><td>+1-3</td><td>for each matching alignment step\n(eg each part of compound alignment like lawful evil)</td></tr>& <tr style="border-bottom: none;"><td>-1-3</td><td>if total jerk or mismatched alignment step</td></tr>& </table>\n& You could also roll here for what a raised character experienced while dead<hr><br>& [end]& [@GetRoll with SoulAfterDeath2, yes, 0]
table: GetRoll {oldTableName=='{tableName}'}& {oldPct=='{Pct}'}& {tableName=='{$1}'}& {useMod=='{$2}'}& {Pct=='{$3}'}& {thismod==mod}& ;{tableName} {useMod} {Pct}\n& [when not]{usemod}=yes[do]{thismod==0}[end]& {ts=='[@RevisedTableSize with 1, {tableName}]'}{newTS==ts}& [when]{Pct}<0[do]{newTS==floor({{ts}*{Pct}*-1/100})}[end]& [when]{Pct}>0[do]{newTS==floor({{ts}*{Pct}/100})}{newTS=='{newTS}+{ts-newTS}'}[end]& {roll==1d{newTS}+thismod}& ;ts{ts}  newTS{newTS}  mod{mod}  thismod{thismod}  {roll}  & [when]{roll}<1[do]{roll==1}[end]& [when]{roll}>{ts}[do]{roll=={ts}}[end]& ;{newTS} {tableName}: {roll}\n& [#{roll} {tableName}]& {tableName=='{oldTableName}'}& {Pct=='{oldPct}'}&
table: RevisedTableSize {tname=='{$2}'}& [when]{{tname}_Size}[do]{{tname}_Size}& [else][@TableSize with 1, {tableName}][end]
table: SoulAfterDeath2 Absorbed into the bosom of chaos Slowly digested, helpless, in the belly of an outer god for aeons In the underworld, fused into a huge mass of screaming tortured souls Turned into a [|tool|weapon] used by beings of evil to inflict suffering Turned into a helpless pool of liquid filth that demons bathe in Turned into a wailing, starving ghost begging for dung and dust to eat Turned into a wandering shade, mad with loneliness Local ghost lord claims dominion over you and sets you to haunt a location Turned into an invisible speechless phantom, wandering the world, seeing all, missing out on in life Bullied and beaten by other spirits in spiritworld In the underworld, become a human-faced worm being tortured in the pit In the underworld become an imp, bullied and enslaved by greater powers In the underworld become a small familiar monster feeding from the scraps of others In the underworld become a minor devil or demon in army waging eternal pointless war Reborn again and again as cattle of the underworld and butchered daily Tortured constantly by devils in a pit with pitchforks Tortured constantly by toad devils molesting you in every way Tortured by [|imps|worms] living inside you and biting you constantly Tortured constantly by devils boiling you in [|oil|blood|sulphur|water|tears] Tortured constantly by devils using mockeries of your vices Tortured constantly by devils with illusions and temptations Tortured constantly by devils using dungeon torture equiptment Tortured constantly by devils with execution and dismemberment daily Tortured constantly by devil lord as his special plaything and slave Tortured constantly by devils locking you in dungeon madhouse Demons of darkness torment you in an eternal void of dispair Demons of putrescence swim around you in a quagmire of vomit and excrement Demons of [|fire|ice] strip your body of flesh then rebuild you daily Demon succubi/incubi abuse you and raise your demon spawn to torment you Demons hurl you into the great abyss of madness and chaos Servitors of the outer gods use you as fuel for a machine in agonizing process Servitors of the outer gods dine on you alive and refine your pain into rare wines Servitors of the outer gods warp your spirit into a monster then send you back to the world Servitors of the outer gods use you to feed their parasitic offspring in a nest Servitors of the outer gods experiment on you in multidimensional space Trapped in tavern of lost souls with other miserable adventurers and drunks Trapped in city of despair on the bottom social rung in a city of the dead Trapped in the citadel of a great underworld lord as a bottom-rank house servant Trapped in the stable of an underworld being as a mount, ridden hard Trapped as a hunting beast and used to hunt wayward souls, led by hunt master Sent as a [|spirit|devil] to claim the souls of mortals Become a formless spirit in a ethereal infinity Trapped like an insect in amber, frozen in a block of pure Law but maddeningly aware Placed in a queue for processing in a formless void Trapped in a formless void to be judged at the end of the world 20:[@GetRoll with Reincarnation, yes, 0] 5:[@Judgement] 10:[@GetRoll with Paradise, yes, 0] 5:[@GetRoll with GodHalls, yes, 0] Given a job in celestial bureaucracy in the underworld Given a job in celestial bureaucracy monitoring a natural process on earth Given a job in celestial bureaucracy under the sea in the court of a sea lord Given a job in celestial bureaucracy monitoring adventurers on earth Given a job in celestial bureaucracy in the heavens, among the stars 5:[@Offer] Gods affronted by your death, return as undead Gods affronted by your death, return in a new body Gods affronted by your death, return in the body of a different species Gods affronted by your death, not part of their plan, return to the land of the living Apotheosis - gods make an example of you for better or worse; become a minor divine being
table: Offer [when]{judging}=yes& [do][#{roll[|+|-]5} SoulAfterDeath2]& [else]{judging=='yes'}[@Offer2]& [end]
table: Offer2 Offered a chance to pass to paradise if an obstacle is overcome: [@OfferResults] Offered a chance at life if a quest on earth is fulfilled Offered a chance at paradise if a quest on earth is fulfilled: [@OfferResults] Offered a choice:<ul><li>Return reincarnated (DM: [@Reincarnation >> lower]), or<li>[@GetRoll with SoulAfterDeath2, no, 20]</ul> Offered a choice:<ul><li>Reincarnation-free annihilation, or<li>Be reincarnated (DM: [@Reincarnation >> lower])</ul>
table: OfferResults <ul>& <li>If you succeed, [@GetRoll with SoulAfterDeath2, no, 20 >> lower]& <li>If you fail, [@GetRoll with SoulAfterDeath2, no, -50 >> lower]& </ul>& {judging=='no'}
table: Judgement [when]{judging}=yes& [do][#{roll[|+|-]5} SoulAfterDeath2]& [else]{judging=='yes'}[@Judgement2]& [end]
table: Judgement2 1:Judgement from the first ancestor: [@JudgementResults] 1:Judgement from ferryman: [@JudgementResults] 1:Judgement from the reaper: [@JudgementResults] 1:Judgement from lord of dead: [@JudgementResults] 1:Judgement from the great beast of the pit: [@JudgementResults]
table: JudgementResults <ul>& <li>If positive, [@GetRoll with SoulAfterDeath2, no, 50 >> lower]& <li>If negative, [@GetRoll with SoulAfterDeath2, no, -50 >> lower]& </ul>& {judging=='no'}
table: GodHalls 20:Admitted to the halls of the gods to be their plaything and object of amusement 20:Admitted to the halls of the gods, get to be a servant of a god 20:Admitted to the halls of the gods, get to care for the pets of the gods 20:Admitted to the halls of the gods, get to be a god's champion in games and contests 20:Admitted to the halls of the gods, shrines on earth bear your name
table: Paradise 10:Admitted to a minor paradise of your religion, put in army for eternal cosmic war 10:Admitted to a minor paradise of your religion, put in administrative position 10:Admitted to a minor paradise of your religion, get to be a messenger for a divine being 10:Admitted to a minor paradise of your religion, get to study and train eternally 10:Admitted to a minor paradise of your religion, get to feast and party eternally 10:Admitted to a minor paradise of your religion, live a happy family life forever 10:Admitted to a minor paradise of your religion, where a divine being takes you for a lover 10:Admitted to a minor paradise of your religion, where divine lovers attend your need 10:Admitted to a minor paradise of your religion, see friends and family 10:Admitted to a minor paradise of your religion, become divine being
table: Reincarnation 5:Reincarnated as a [|tiny creature|bug] 5:Reincarnated as a small creature 5:Reincarnated as a plant 5:Reincarnated as a [|monster|goblinoid] 5:Reincarnated as a medium farm animal 5:Reincarnated as a medium wild animal 5:Reincarnated as a large animal 5:Reincarnated as a huge animal 5:Reincarnated as a peasant 5:Reincarnated as a well pampered pet 5:Reincarnated into the body of an adult in great crisis 5:Reincarnated as an elemental being 5:Reincarnated as one of a minor outer plane race, which one depends on alignment 5:Reincarnated as anewborn [|elf|dwarf|gnome] 5:Reincarnated as a monk 5:Reincarnated as a [|nymph|satyr|nature spirit of the forest] 5:Reincarnated as a [|nymph|mermaid|nature spirit of water] 5:Reincarnated as a member of the aristocracy 5:Reincarnated as a minor divinity, living a life of otherworldly pleasure for aeons
table: CorpseHappenings [when]{rep}=1[do]& Mostly bodies rot or are eaten but this could be handy alternative if abandoned in a dungeon for any period. Roll again if you think ending not enough or definite.<hr><br>& [end]& [@CorpseHappenings2]
table: CorpseHappenings2 Infected by horrible parasitic worms Infected by rot grubs Infected by flesh boring snakes Infected by kyuss grubs Infected by giant maggots Dragged into lair by giant invertebrate for food Dragged into lair by giant invertebrate to feed young Covered in cocoon and dessicated by giant arachnid Covered in cocoon and dessicated by giant arachnid Dessicated and used as bait by giant invertebrate Eaten by humanoids, scraps left Gnawed on by humanoids, tastiest bits missing Mutilated for fun and collectibles by humanoids Head collected by humanoids or monster Humanoids have corpse on a spit, being roasted Flesh removed in gory heap, skeleton animated Become a zombie Become a ghoul Become a wight Become a shadow Become a phantom or haunt Become a angry spirit seeking body to possess for vengeance Become a poltergeist Become a greater undead type for inept disguise or ritual Parts used in a flesh golem or other construct Humanoids turn into sausages and cured meats Humanoids skin and make into human suit Humanoids use for bizarre puppet show to entertain kids Humanoids use as bait to catch monsters Humanoids use to feed monstrous pets Necromancer students abuse body for perverted fun Necromancer students loot certain organs or fluids Necromancer students perform public dissection Necromancer students turn into revolting tools, equipment or instruments Necromancer students turn into hideous artwork Gnawed by rodents Gnawed by dogs or wolves Gnawed by lion or bear or similar creature Gnawed by gremlins or goblins or kobolds Gnawed by wildcat or hyena Pecked by ravens, crows or dungeon chickens Torn apart by vultures or giant bats Eaten by ghouls Occupied by evil spirit on a mission Eaten and replaced by mimic Dissolved by gelatinous monster Covered in toxic mould with dangerous spores Infected with green slime Covered in giant shrieking fungi Covered in giant explosive fungi Covered in chaos mushrooms that cause mutations Covered in fungus that turns into mushroom zombie Covered in poison fungus Covered in hallucinogenic fungus (possibly magic visions or crazy illusions) Covered in magic fungus gives spirit sight, healing or other effect Humanoids flay skin and turn into throw rug or nail to wall Humanoids crucify, mutilate and cover in graffiti as warning Humanoids cut off head and stick on pole or spear as warning, roll again for rest Humanoids burn body and scatter ashes Humanoids dismember body in series of party games Buried in ditch and looted by other adventurers or demihumans Buried with full honours and most stuff by other adventurers or demihumans Taken to nearby settlement by adventurers or demihumans Looted and dismembered by adventurers or demihumans who fear undead Taken and dumped by roadside by adventurers or demihumans Found by clergy who bury in sanctified location Head or other part removed to claim a bounty or reward from someone Cremated by clergy to prevent rising as undead Found by clergy, beheaded, staked and buried under rock or sealed crypt Found by peasants chucked in lime pit Found by weirdo taxidermist (possibly not human) Turned into zombie for use as slave or in sweatshop Found by maniac who chucks in a well Thrown in river or sea, roll again Thrown in river or sea, eaten by fishes Thrown into peatbog as sacrifice Thrown into sea or lake or well as sacrifice Thrown into pit with monster as sacrifice Thrown into ghoul pit as sacrifice Exchanged with local humans for monster or humanoid bodies for burial Crushed into bone meal for ogres bread, flesh scraps eaten Thrown in mass grave with other victims Necromancer keeps to study decay Thrown in acid pit Erected in standing position with weapons as grisly guardian (possibly undead) Cultists collect and perform ritual to feed soul to otherworld masters Dismembered and sold as fake relics Dismembered and sold in pies or sausages or cured meat Turned into jerky for monster rations Mummified or Embalmed for practice or teaching by humans or monsters But in a sack for later collection Bricked up or put under foundations for ritual Taken to local morgue to await collection Cooked in a big pot for monsters dinner Taken to have spirit questioned by some spell casters Raised by monsters or villains so they can torture and question you Raised by demihumans - given quest Raised by clergy - given quest Resurrected by clergy - given quest Resurrected by divine beings - given quest
table: HealerPrice [when]{rep}=1[do]& When a priest or god return you to life they dont just do it to be nice. Most demand some price if not from the recently deceased then from whoever partitioned them for help. Some may not suit some faith so reroll till something more appropriate if DM deems it.<hr><br>& [end]& [@HealerPrice2]
table: HealerPrice2 Convert to the faith of the god if not already a member (if so re-roll) Donate 10% of everything you make, for life Donate 10,000 gp Donate 100,000 gp Donate 1,000,000 gp Reclaim a lost [|temple|shrine] Find a lost [|priest|missionary] Find holy scriptures Find a holy relic Find a holy artifact Find the remains of holy person Free an imprisoned holy person Free an imprisoned outer planar servant of god Free a petty god ally of the faith Slay an enemy of the faith Recover stolen goods of the temple Slay a traitor to the church Burn a rival church Build a temple in a new territory Guard a shrine from harm for one year Cleanse the local [|village|graveyard] of meanacing undead Guard worshipers on pilgrimage Guard missionaries in new lands Rescue a holy person from imprisonment Cleanse a town of a vice frowned on by the religion Accept a [|brand|tattoo] of the god on your [|face|hand] for life Abstain from an action or vice frowned on by the religion Donate land to church Spend a year as a hermit in prayer Make peace with a traditional enemy Must devote spare time to charitable acts and deeds Must concvrt 100 persons to the faith Must convert 1000 persons to the faith Every monster you kill, do so in name of the god in public Must always protect members of the faith Dedicate souls of the slain to the god Must marry a member of church Must raise your children as church members Give one of your children to the church Go on a crusade killing enemies of the faith until released from service by the church Explore and find new lands for missionaries Kill monsters that will not convert to the faith Find long lost outpost of the faith Preach to carry faith into the hearts of nonbelievers Reclaim a holy site [|occupied|built on] by another faith Commemorate holy days with substantial feasts, donations and charity Sponsor yearly [|missionaries|pilgrims], [|1000gp if possible|10% total wealth] Scourge self with flagellation, scarification and self-harm Free slaves whenever possible and insist they adopt the faith Offer enemies a choice to convert or die in battle
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largando · 10 years
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1. South down Abrams
2. A bit past Whole Foods
3. Left on La Vista
4. Right on Grand Avenue
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