Monday, 2 December 2024

Ice Ice Kobold


























Some bits and pieces:

Ice Ice Kobold
As the Chagrinspire is so high and kobold-infested, I needed to detail the icy slopes. 
Also these kobolds can tolerate high altitudes and lower oxygen than humans.
The Icefang tribe are more dog-like and furry and worship air/cold elementals
Some use gliders to get to lower areas fast especially to get ahead of fleeing enemies.

All are skilled climbers and take wild leaps across chasms humans wouldn't try
Their size and weight is an asset vs many hazards

The kobolds on the top levels are different again and adapted to near vacuum and require access to the pressurised areas inside to resupply air. More on them later.

d12 Kobold Ice Traps
1 Icicle drop
2 Ice slick into a pit of icicles
3 Thin ice over the icicle pit
4 Avalanches of snow triggered by triplines 
5 Ball of ice rolls down the passage or slope
6 Snow packed over crevice into the deep collapses if crossed by a certain weight
7 Water dunk, designed to make intruders wet in extreme cold
8 Slippery icy pole or bridge over a chasm small critters use easily
9 Hibernating creatures awaken if they sense enough body heat or exhaled breath, planted by kobolds at key locations they can avoid
10 Walls of thin ice seal the area of pressurised gas
11 Snow over icicle pit with rolling ice ball to drive victims into a trap
12 Waterfall if crossed a white dragon, other monster or a spell caster freezes solid with victims trapped inside

I imagine some ice critters would sense some of these traps
living ice statues might be cool
above kobold weight is a good trigger
I need this for kobolds living on a 16km high building exterior

d12 Frozen Slope Encounters
1 Kobold hunting party or war band 2d4+8
2 Mountain Goats 3d6
3 Giant Eagle or snow owl - will try to knock ppl to fall
4 Wooly horned giant python will ambush
5 Zombie mountain troops 4d4 + zombie pack mule
6 White apes d4+4 or lone yeti
7 Frost sprites can be kind or cruel 3d4
8 Winter harpies harass climbers  d4+2
9 Living Ice or snow statue
10 Winter Wolf
11 Ice drake or frost salamander
12 Ice Elemental

d12 Frozen Slope Hazards
1 Snowdrift hides true terrain
2 Climb required d6 x3m
3 Slippery ledges
4 Whiteout blocks sight
5 Strong winds make movement hard
6 Avalanche
7 Falling ice or icicles
8 Gap in ledge needs climb or jump
9 Fragile ice crossing
10 Dead end or harsh climb
11 Chasm in path
12 Waterfall of warm water

d12 Frozen Slope Finds
1 Frozen dead explorers or mountain uniformed troops
2 Shack where a lone hunter or trapper lived
3 Wreck of flying machine or kobold hang glider 
4 Lost kobold sledge dog or broken dog sledge
5 Climbing ropes with iron spikes leading off the trail
6 Nest of cold monstrous eggs, a parent close?
7 Metal pipes could be climbed
8 Vent with smoke pouring out from deep inside a mountain
9 Metal service hatch or iron-barred pipe entrance into the mountain
10 Carved tunnel entrance where someone mined into the mountain
11 Metal vault door into concrete bunker and pillbox with a machinegun
12 Metal walkways and stairs

Saturday, 30 November 2024

Some common Law vs Chaos Weapon Mods





































Some bonus features for petty magic weapons
One feature for every + seems right

d12 Chaos Tech
1 Face and can talk and fires at own will, encourages base desire and lawlssness
2 Living slimy creature requires food
3 Cyborg part machine part creature, requires fuel and food)
4 Vegetal, fungal, cacti or root-like, wrapped in vines, likes some water
5 Leaking boils or weeps disgusting smelly fluid constantly
6 Eyeballs all over that move
7 Has a tentacle or tongue as long as the weapon and use it to crawl like a leech, hold the wielder so it cannot be dropped, and other helpful tasks
8 Spikes all over +1 Melee damage, knuckleduster spiked grips or stock with spikes
9 Grows 2d6 shots ammo per day if not normally a missile weapon as light crossbow
10 Weapon leaps into your hand if dropped or thrown at end of round
11 
Item vibrates in the presence of law within 10m +1 vs law
12 Weapon blazes with a +d4 damage of a random element or damage type

d12 Law Tech
1 Face and can talk and criticise your actions and offer unwanted advice
2 Shiny chrome, gold or bronze or anodised coloured shiny metal finish
3 Has brass cogs, dials and gears visible working inside, buzzes or ticks in fight 
4 Plays unearthly music in battle that nobody will forget
5 Glass vessels and tubes with strange alchemical fluids pumping inside
6 One in six shots is created by the gun, if not a missile weapon can fire bolt as a light crossbow
7 Seems to have formed from crystal or glass that might glow in use
8 Blade glows and +1 damage (pick cold or fire or lightning)
9 Item vibrates in the presence of chaos within 10m +1 vs chaos
10 Weapon always inflicts minimum of average damage for dice
11 Weapon blazes with light as a lantern at will up to a 10m circle
12 Weapon gains an extra dice damage if rolls a natural 20

Thursday, 28 November 2024

Ye Olde Style Living Statues, Gargoyles & Golems





































So over various editions of D&D my fave was the Bronze Golem. Possibly the Sinbad film minotaur golem inspired me and the Argonauts film version of Talus. Reading up on the Bronze people in Greek myth as a race is kind of fascinating.

This is a compilation of the basic Automatons, golems, living statues etc
Actually, pathfinder has some good ones

Rust monsters dod 6d6 with a touch vs magic metal beings and they can save to resist

MM1 says you need to have Lv = HD of the golem to damage it which is weird and I've never noticed. I like the BX system a * means a + required to hit

These are all neutral and don't detect as hostile or living if not self aware.

Some with lower morale may flee to get help or repair themselves or mount a counterattack, but most fight to destruction.

Basic Defences
All of these constructs have full saving throws and these resistances
They do not require air and are immune to poison and disease
Repair and craft skills can perform first aid, golems healing like a living creature
Immune to magic that affects the mind but once awakened fully have all the mental problems of a living being and a fully formed soul. 

Living Statues
Created by ancient magicians as guardians. They have a semblance of life when they awake, mostly they stand rigid awaiting certain conditions and rules to activate them. Some may perform other labours. Once created they are cooperative and less prone to becoming feral. They may roam wild on some planes and elemental worlds and seem more independent. They are remnants of prototypes for life bade by gods. The secrets of creating them is rare and valuable. Most kingdoms only have a d3 types mostly. The lack personality and are limited to basic instructions like labour or guarding.

1 Bronze (M) AC+7 HD 6 Attack By weapon 3d4 Morale 11 Mov 6
-exhale fire as a burning hands spell every three rounds instead of the standard attack
-used as guardians and labour and able to use tools

2 Clockwork 
(M) AC+6 HD 4 Attack Light Musket d6 Mov 9
-mechanical possibly clockwork infantry soldier, some have better d8 guns

3 Crystal
 (M) AC+6 HD 3 Attack Punch or Shard d6 x2 Morale 11 Mov 9 
-punch or throw crystal shards range 6
-weapons strikes make loud musical ringing sounds
-used as attractive guardians by elves and magicians

4 Glass* 
(M) AC +4 HD 3 Attack Punch or shard d6 Morale 8 Mov 12
-immune to non-magical weapons, punch or range 6 shard 
-transparent ones can become invisible
-red immune to fire and fire range 9 2d8 burning ray once per four rounds
-cyan immune to cold and fire freezing ray range 4 30-degree cone   
-magenta can cast phantasmal force each round as an action
-violet can cast a violet ray range 9 causes confusion for a d4 rounds 
-made by alchemists as spies and assassins, smarter than most statues

5 Ice AC+4 HD 4 Attack Punch or Icicle d6 Morale 11 Mov 9 
-grow an
 (M)  icicle in hand per round to club, stab or throw 6 range
-Immune to cold, non magical ice or blizzards
-if destroyed explode for d4 damage to all in 3 area who fail save
-guard frozen places

6 Iron (M) AC+8 HD 4 Attack Punch d8 x2 Morale 11 Mov 3 
-absorb metal non magic weapons that fail to save
-clumsy clanking guardians but also labourers 

7 Ivory*
 (M) AC+15 HD Attack Horn 2d6 (x2 with charge) Morale 12 Mov 18
-require magic weapons to hit
-if destroyed without fire type damage remains worth 2d6x100gp
-humanoid or a quadruped horned or tusked beast, intricate 
-make excellent guardians, some can fire a light crossbow bolt as an attack

8 Jade* 
(M) AC+6 HD 3 Attack Punch d6 x2 Morale 11 Mov 6
-immune to non-magic weapons and + damage from magic weapons
-immune to spells and magic
-guardians of sacred places or magical goods

9 Magma 
(M) AC+5 HD 5 Attack Punch d6+d6 fire x2 Morale 11 Mov 6
-fire lava bolts range 6 2d4 save for half instead of attack but cant also move
-when killed form a 3m wide burning mass 2d4 damage to cross (save halves) lasts ten min
-start grey or black and heat up in a round, guard underground places 
-guard elemental and underground volcanic places

10 Marble* 
(M) AC+7 HD 6 Attack By weapon d10 Morale 12 Mov 12
-immune to non-magic weapons, non magic weapons shatter
-may use any weapons or sheilds or missile they are built with
-highly lithe and athletic capable, skilled in any weapon or athletic skill, tactical fighters
-decorative statues in temples, public places 

11 Meat 
(M)  AC+3 HD 3 Attack Ram d6 or grapple Morale 12 Mov 6
-running into enemy flailing aimlessly is main attack then will grapple and crush each round
-some instead have punch d4 x2 attacks instead, all will grapple 
-taxidermy clumsy monstrosities built by madmen or vat grown in vats

12 Porcelain 
(M) AC+4 HD 2 Attack d6 Morale 9 Mov 15
-use touch or may use weapons including bows, will skirmish and retreat and use missiles
-uncannily silent and alert (some have faces that seem blank or can adopt other faces)
-if killed shatter all in 3 range 2d4 save for half, other living statues or golems are unharmed
-beautiful delicate figurines some like articulated dolls with graceful ease, tattooed all over
-often guard the rich or defend their tombs and appear as grave goods or used as assassins

13 Rock 
(L)  AC+6 HD 5 Attack Punch 2d6 x2 Morale 11 Mov 3
-immune to non-magic stone weapons
-crude lumbering carved statues often in caves or outdoors or even look like monoliths

14 Silver (S) AC+6 HD 12 Att Bite 2d6 Morale 11 Mov 12
-immune to non-magical weapons, half damaged from metal weapons
-often in the form of a small humanoid or quadrupedal animal guardian

15 Slime 
(M) AC+1 HD 3 Att Acid Slap 2d4 Morale 9 Mov 6
-dissolve non-magical weapons that hit them
-unarmed enemy attacks like fist or bite take 2d4 acid damage
-jiggly gelatious living viscous material, squeeze through bars and doors
-can throw a handful of acid 3 range d4 if it can't reach a foe
-made from dead slime and ooze creatures gelatinous flesh by chaos wizards

16 Snow 
(S-M) AC+4 HD 4 Attack Punch or snowball d4 Morale 11 Mov 9 
-Immune to cold, non magical ice or blizzards
-half damage from non magical weapons
-double damage from fire or heat
-outdoor frozen wilderness creations, created by winter spirits

17 Steel 
(M) AC+8 HD 5 Att Fist d8 x2 Morale 11 Mov 6
-absorb non-magic metal weapons used to hit it and heals a d4 (arrowhead heals only 1)
-fighting statues used by ancient millitary

18 Stone 
(M) AC+7 HD 8 Att Punch by weapon d12 Morale 12 Mov 6
-can heal self if in contact with stone floors or walls a d4 a round with an action
-common guardian statues in palaces or temples

19 Terracotta 
(M) AC+6 HD 5 Att Weapon d12 Morale 12 Move 9
-immune to fire and non-magic edged weapons only inflict 1pt damage
-carry with a weapon and a bow
-some have a Terracotta Horse AC+6 HD 5 Att Bite d4 Kick d6 x2 Morale 12 Move 15
-often tomb or palace guardians but in same lands they have armies of them

20 Wood 
(S-M)  AC +4 HD 3 Att Punch d6 Morale 9 Mov 12
-immune to non-magic wood weapons, half damage other non-magic weapons
-wooden lumbering idols or may be concealed in wooden structures

Gargoyle
Stone guardians to protect temples or fortifications. Sit inert for years until conditions activate it. They mostly think about the buildings they protect. Some over ages develop personalities, relations with each other and conflicts over the best perches. Some were even turned to flesh with magic and breed nut we are mostly referring to the construct type here. Not all have wings. Basic ones mostly don't speak, but the older ones might. Living ones have their own language. A stone carving is animated by an earth spirit in their creation. They are quite smart and use their abilities to ambush or escape if needed. If you turn a gargoyle into a living being it is vulnerable to magic like living creature and can speak and may change alignment over time

Tiny
*  (T)  AC+3 HD d4 Unarmed d4 Morale 6 Mov 12 Fly 30 +1 to hit
Small*  (S)  AC+4 HD 2 Unarmed d6 Morale 7 Mov 9 Fly 24 +1 to hit
Medium* (M)  AC+5 HD 4 Att Claw d3 x2 Bite d6 Horn d4 Morale 8 Mov 6 Fly 15 +1 to hit
Large** (L)  AC+7 HD8 Att Claw d4 x2 Bite d8 Horn d6 Morale 9 Mov 6 Fly 12 +2 to hit
Gigantic*** (H)  AC +9 HD16 Att Claw 2d4 x2 Bite 2d8 Horn 2d6 Morale 19 Mov 3 Fly 9 +3 to hit

Juggernaut
These huge wheeled vehicles are bigger than an elephant and have a wooden structure on the top for an operator, leader or a shrine. They are terrible weapons of war. Som develop personalities over time usually not very nice ones if used for war. Some are mostly in royal or temple processions. They follow simple instructions and in war most are directed by a commander. In a dungeon with limited space, they follow simple preset instructions fine. Some include d4 1=shrine 2=treasure vault 3=throne 4=siege weapon

Stone 
(H)  AC +10 HD 30 Att 10d10 crush Morale 12 Mov 9 6-9m wide
-save to evade can avoid crush if you have movement left
-immune to non-magic weapons, immune to fire and cold  
-some have a battering ram or a catapult 3d10 or a siege tower

Wood 
(H)  AC +4 HD 25 Att Crush 8d10 Morale 12 Mov 12 6-9m wide
-save to evade can avoid crush if you have movement left
-immune to non-magic missiles, but can be harmed by fire
-some fires volleys of arrows from the main structure possibly a siege tower

Iron 
(H)  AC +10 HD 40 Att Crush 10d10 Mov 3 6-9m wide
-save to evade can avoid crush if you have movement left
-immune to non-magic weapons, immune to lightning, fire and cold  
-cannon variant 6d6 black powder cannon and two 3d6 swivel guns on the sides fire every 3 rounds
-some can carry half a squad or soldiers into battle
-artillerist 10d6 and a machinegun 2d6 x10 burst, belch smoke
-some have one or two articulated iron pincers 3d10 or can grapple and a basket for prisoners or will use the prisoners for biofuel. A few of these have a 6d6 heat ray range 100

Golems
Golems are created from base material and brought to life with a limited version of how mortal life was made by the gods. The magical inscriptions draw a spirit into its shell and is a replica of life. The spirit's minds are blanked on creation but some golems are prone to instability. A golem guarding a tomb is understimulated and safer. A personal servant golem can be overstimulated by contradictions and self-questioning every time they kill. The ancients used many golems and used the motive power of golems for technology like indoor plumbing, toilets, stoves or industrial uses. Those ancient civilisations fell and golems are now rarely made. Priests consider druids of their religion as great but might be hostile to rival religions or wizard creations. Free-willed golems are sometimes called soul golems and their behaviour can vary as wildly as a human. Free-willed golems might craft offspring or inferior living statues but their offspring made with the normal golem process take time to develop free will. Riddles can be dangerous to use on golems.

Spells and magical effects seldom work against a golem and each has resistance to various attacks and spells. They cannot be polymorphed, teleported, disintegrated or have their matter altered except by spells mentioned in their description. Most don't breathe, some use fuel or seldom move. 

Only free-willed ones are vulnerable to mental spell effects or level draining.
They also may speak and be more intelligent and flexible to innovate

Instability Saves 
lasts for d10 hours
get an extra save to calm down if left in peace at least an hour

Save if...
incongruent or contradictory instructions or problems
1% chance after any fight for most types
5% chance after any fight for clay, doll, flesh, quicksilver, wood and wax 

d12 Golem Instability 
1 Self-doubt, philosophising and questioning obedience and existence
2 Resentment, jealousy of living beings, especially if shunned or feared
3 Violent berserk rampage against anyone attacking or fearing them until feels safe
4 Sit in deep thought paralysed with decisions and questions
5 Continue as normal but in secret is maliciously contrary. Will betray creator or purpose
6 Freeze in catatonic state, on recovery is free willed
7 Flees to find a safe place where it can be alone to think
8 Flees to find other constructs free of their creators to hide in peace
Flees to find other constructs to plot against living creators who enslave them
10 Tries to destroy itself unable to face the horror of existence
11 Becomes a free-willed being, its soul coding expands to a true human-like soul
12 Damages its magical coding becomes inert, a repair will activate it and it must save from going berserk if made to live (a wonderful puzzle trap fails)

1 Amber* 
(M)  AC +4 HD 10 Att Bite 2d10 Claw 2d6 x2 Mov 18
-move silently, track and detect invisibly, can be harmed by natural fire
-used for hunting or guarding, most are quadruped lions, bears or reptiles

2 Bone* 
(L)  AC+8 HD 6 Att Weapon x2 or x4 Morale 12 Mov 6
-requires +1 magic weapons to damage, immune to fire, cold, and lightning
-four arms d4 1=2x sheilds x2 weapons, 2=4x weapons, 3=2x 2-h weapon 4=2 missile weapons will also carry 4 daggers for close fighting
-pseudo-undead appearance but no effects from holy attacks that harm undead
-made by necromancers sometimes with alternate monstrous forms or vehicles

3 Bronze** (H)  +10 HD 20 Att Punch 3d10 Morale 12 Mov 24
-require +2 magic weapons to harm, fire heals them, magic cold can harm
-if struck by weapon fiery blood cases 2d6 if fail a save
-any in 1 range take a d10 heat damage per round
-made for guardians, labourers and war

4 Brick** (L) AC+8 HD 12 Att Punch or throw brick 2d4 x2 Morale 12 Move 9
-require +2 magic weapons to harm, half damage from edged attacks, immune to fire
-can punch or throw a brick from its body, range 6 up to two times a round
-can remove bricks and mortar from body to build a wall 3x3 wall per day 
-can blend into red brick walls and heal a d4 damage a round by eating whole bricks
-built to aid construction and as a guardian of brick dungeons
-clay tablets variant made of ancient lore clay books and 
cast random spells
-concrete variant instead but lacked missile attacks
-mozaic variant hides in wall and floor art, may appear as creatures or beasts from art

5 Clay* (L)  AC+3 HD10 Att Punch 3d10 Morale 12 Mov 6
-require +1 magic weapons to harm, immune to edged weapons
-earth or stone magic can slow
-haste 3 rounds a day
-made to be guardians or labourers

6 Copper (M) AC+5 HD 6 Att Punch 2d4 or 3d6 lightning Morale 10 Mov 18
-require +1 magic weapons to harm, other metal weapons cling to its body
-electricity heals damage and excess (after fully healed) arcs back to the attacker
-can fire an 3d6 electrical arc range 20 from an antenna on their head
-can draw non-magical metal weapons to its body within range 3, save to resist but cannot use at the same time as firing an electric arc
-often skilled at repairing machines and golems, built by alchemists as servants and guards 

7 Doll* (T) AC+5 HD 4 Att unarmed d3
 Morale 7 Mov 15
-require +1 magic weapons to harm, vulnerable to fire
-many have a concealed stiletto but can punch, bite or grapple or climb a human limb
-they can see invisible and spirits which might increase their instability
-dolls are made to be companions, protectors and friends, made from wood, porcelain, and cloth. Formed in the fashion of the native culture but a variety of toy creatures can be covered. -free-willed ones can be malicious and sadistic and will use poison

8 Flesh* 
(L)  AC+4 HD8 Att Punch 2d8 x2 Morale 11 Mov 8
-require magic +1 weapons needed to hit
-fire and cold slow 2d4 rounds, electricity heals damage
-stitched from corpses or grown from protoplasm in a vat
-made to study the creation of life by anatomists, necromancers or alchemists

9 Iron*** 
(H) AC+7 HD 18 Att Weapon 4d10 Morale 12 Mov 6
-require  magic +3 weapons required to damage
-electricity slows 2d4 rounds, fire heals
-poison breath cloud 1 area every seven rounds 
-weapons of war,  some have other weapons or a cabin inside for a crewman

10 Mirror** (M) AC+5 HD 6 Att Cutting Weapon d8 Morale 10 Mov 12
-require magic +2 weapons required to damage, magic missiles bounce back at the caster
-change from an ornate mirror possibly with a face on a metallic ornate frame to a mirrored humanoid and may mimic the appearance of anyone who passed the golem while in mirror form. Can blend into walls or floors becoming flat if required
-some have a control orb a use can see through the mirror and speak through it
-some act as a scrying device to make them even more desirable and he golems may show visions in its body of enemies lives or family to disturb them
-used for espionage and smarter than most golems 

11 Mud 
(L) AC+3 HD 8 Att Grapple 2d6 Morale 12 Mov 9
-require magic +1 weapons needed to hit, immune to fire, cold slows
-can float, sink or walk on mud or water at will for surprise or with a grappled victim
-guardians of wetlands made by tribal peoples as guardian idols
-some say form from eroded remains of alchemy or broken golems or 

12 Obsidian* 
(L)  AC+7 HD 6 Att Fist or dart 2d4 or weapon Morale 11 Mov 12
-require magic +1 weapons needed to hit, fire hastes them for a d4 rounds, cold slows
-any striking with unarmed attacks takes a d3 damage from spikes
-fire shard of obsidian or use sharp hands or use weapons
-shatter when destroyed, 4d6 damage over a 3 area, save halves, 2d6x100gp scraps remain
-built as guardians often by volcanic peoples

13 Prismatic*** (M) AC +20 HD 20 Att Fist 3-30 x2 or fire prismatic ray Morale 9 Mov 12
-require magic +3 weapons needed to hit, 
-fire a prismatic ray range 30 instead of melee attacks
-create a prismatic sphere around self if does not move in round, will use to block a door
-can teleport once per round within sight range or a known location
-made as the peak of golem technology and super intelligent

14 Quicksilver* (M)  AC+10 HD 12 Att Punch d8 x2 Morale 10 Mov 15
-require +1 magic weapons to hit, fire heals damage, cold slows 2d4 rounds
-change from silver humanoid to a specific person to a liquid glob to pass bars or doors
-haste at will for +1 attack, +2 AC, +3 initiative, x2 Mov, blurry and buzzing in this state
-remains are poison, will pollute the area and are worth 2d6x100gp
-made by alchemists or temples as guardians but also spies, smarter than most golems

15 Rock* 
(H) AC +12 HD 16 Att Fist 2d10 x2 Morale 12 Mov 6
-require magic +1 weapons needed to hit, non-magic weapons shatter on impact
-immune to fire, cold, lightning, rock or earth magic may slow for 2d4 rounds
-made as guardians often may appear as monoliths or architectural features

16 Silver
(M)  AC+7 HD 8 Att Punch d8 x2 Morale 10 Mov 12
-require magic +1 weapon needed to hit
-often carry tools of a craftsman or musical instrument gold, use magic items
-remains worth 2d6x100gp there are more expensive gold variants worth 2d6x1000gp
-made by alchemists for the rich, smarter than most golems

17 Stone** 
(L)  AC+5 HD 14 Att Punch 2d8 Morale 12 Mov 6 
-require +2 magic weapons to hit, rock or earth magic may slow for 2d4 rounds
-stone to flesh removes all invulnerability, mud to rock heals d6/Lv of caster
-can cast slow over 1 area in sight every second round that lasts 2d4 rounds and cumulative

18 Tin* (M) AC AC+5 HD 4 Att punch d4 or by weapon Morale 9 Mov 12
-require +1 magic weapon to hit, can repair selves with tin cans a d4 per round
-most have basic skills for a labouring tool they use or are soldiers possibly with a musket
-used as superior labour of fighters 

19 Wax* (M)  AC+3 HD 3 Att punch d3 or by weapon Morale 9 Move12
-require +2 magic weapons to hit, minimum damage from magic missile weapons
-flammable, can be harmed by natural fire, -2 save vs fire +1 damage per dice
-change appearance to copy another humanoid or a blank sexless form
-made for entertainment or espionage or duplicity

20 Wood 
(S-M)  AC+3 HD 2 Att Punch d6 Morale 10 Mov 12
-half damage from non-magic weapons and ignores non-magic missiles
-flammable, can be harmed by natural fire, -2 save vs fire +1 damage per dice
-also includes wicker, rope, rag, reed, vegetables, cloth, leather and possible others
-often used as labourers or guardians in rustic holy places or woodlands

Variants
1in4 in the shape of a 
pillar holding a roof, a column golem or a killer pillar
1in4 holding a functional weapon or tool
1in4 has gems in construction worth HD x 100 gp in remains
1in6 is a smaller or larger size class than usual
1in6 is quadruped or humanoid riding a beast
1in6 golem is sexually functional but infertile
1in8 extra horns attack
1in8 repaired all damage once per day even if destroyed
1in8 chants or plays music when starts to move
1in10 extra set of limbs and bonus attack 
1in10 has a keyhole in the chest that can be used to control the golem
1in10 golems coding is broken and no longer follows original orders
1in12 elongating limbs can double height or increase punch range
1in12 break into several half-strength and size golems when killed
1in12 golem is sentient and free-willed now
1in20 golem is sentient and has levels as a spell caster
1in20
 functional wings

Monday, 25 November 2024

Secret Sub Levels & What is your dungeon doing here?




































These are for quickly adding sub-levels

If you have some needed player absence, a sub-level might be a convenient quick add-on and call it "scouting"

They can be good if the party is not quite ready to go deeper

Some monsters can hide in these if hit by a disaster like murder hobo bullies 
Then repopulate the dungeon later

Maybe more complex need these

Monsters can use some for storage

Maybe i need to write domain rules for running your own dungeon
I have a knack fo making adventurers occupy dungeons

d12 Secret Sub Levels
1 Hidden caverns - a natural cave system older than the dungeon and prehistoric remnants
2 Sewer system - drains and sewers ideal for giant rats and monsters to hide
3 Creepy catacombs - tunnels used for burial niches or an emergency hideout
4 tomb complex - individual tombs or a large tomb or mausoleum
5 Secret temple - religious complex, for secret cult or sealed long ago
6 Mine tunnels - winding passages of a mine still in use or long forgotten
7 Sapper tunnels - enemies tried to invade with their own tunnels and secret rooms
8 escape tunnels - secret passages for elites or others to flee in emergencies in a panic
9 Hidden prison - oubliette or secret torture chambers or cells for VIP
10 Waterways - natural grotto, underground river or lake but possibly a built cistern
11 Monster burrows - monsters have been burrowing around the dungeon 
12 Magical secret lair - a magic monster or person has secret lair possibly secret to the main level

d12 Special Secret Sub Levels
1 Mythical labyrinth - mysterious moving mazes with threats to protect something
2 Dreamland - a ghostly demiplane of delusion and dreams with trapped souls
3 Wrecked star vessel - from beyond the sky alien beings with strange magic
4 Dungeon Dimension - living malicious infinite dungeon invading this realm
5 Inside a rotting god or kaiju corpse - with parasites, undead and scavengers 
6 Inside a living god or kaiju corpse - with parasites and living ecology inside
7 Roots of the world tree - draws from underworld and other regions of the world tree
8 Xor - a living universe of hungry flesh intruding into this world to devour it
9 Faerie beings demiplane - colony of unique ancient fey folk, remnants of the past 
10 Elemental demiplane - elemental cults and beings drawn to a elemental power node
11 Demonic demiplane - demons stockpiling here to support a cult and spread influence
12 Hellgate to 1st plane of hell or one of its demi planes (library, sewers, boiler room)

-----------
This is for those random dungeons on the frontier

d12 What is your dungeon doing here?
1 Refuge for monster peoples driven from other lands and highly resentful
2 Colony of a larger colony an outpost for expansion, espionage or banditry
3 Criminal enterprise often employing or allied to monsters
4 Cult centre for local weird forbidden religion where they can be themselves
5 Private place for unethical research or illegal magic for profit or power
6 Serving the dark lord, aiding their return, espionage and searching for evil relics
7 Millitary outpost for foreign or non-human nation
8 Robber Barron base to raid local region, possibly supported by enemy lands or monsters
9 Warlord plans to carve out own regional power base and conquer
10 Searching ruins for relics and magic for profit and personal power (monster adventurers!)
11 Murder hobos invaded and took over for profit, they fit in better here than towns
12 Charismatic despot inspire others to violent glory for the master's weird needs

Thinking maybe dungeon-maker spells like this:
3rd Lv - hide door, permanent makes a door a secret door blends into a wall

also more spell for traps 

Saturday, 23 November 2024

Wetland Game Log






















Dogman, Skygiant and the  nameless rogue wanted to scout the wetlands and find ways into Chagrinspire. With followers Chryspasia the lady thief and Rat Sonja an abhuman wearing six bikini tops. The party previous scout through no-mans-land relied on a small party with invisibility to undead and detect traps but only for four persons. The party want a route to the plateau gatehouse where they can get transport and followers and set up a camp.   

The party wanted to also build a trade route to the Mash Folk village. They spent days with the old ferryman of Flatspur building a raft with his three daughters. The party avoided marriage offers and helped improve the ferry wharf.

With their guide, they set off upriver. Saw a canal boat on the canal to the hill forts mountain entrance. Avoided it and saw sea mine and blew it up. Found a sunk boat and a crate of tools. Marked the map and as only the boatmaid could swim considered an engineering solution for salvage. With a rope and weights someone might get down there but were too worried. Filled the raft with fish and went home. Taught the hog and turnip farmers how to dry fish and set off again.

Reached lake and the boatmaid was impressed the party could spot hazards ad they stopped to look at crap on the beach and the alchemical waste sludge the man with no name sampled. The giant and dog man found a fish idol and smashed it and were struck with a curse. The dogman resisted. Found dead monster body parts so moved on.

I found a small rusty oil rig and docked it. The nameless man started sneaking up central stairwell of the structure to the platform level. Others hung back with missiles while the dogman climbed a ladder. River pirate archers came down stirs and started shooting after accidental metallic clanking from party. Party pushed back and pushed through to the platform. The dogman who reached the top and blindsided the gang and attacked their leader. A few pirates after some horrific bloody dismemberment jumped overboard and one escaped. The leader also dived in and got away swearing revenge.

Found some nice treasure and ledgers indicating the river pirate clan a menace on the two southbound rivers were trading with slavers and alchemists guilds. They had held slaves here and the rig was pumping up demon ichor by the barrel. The party considered bringing looters here and destroying the place. Theorised about pumping holy water back down.

Continued and saw a distant monster then into the stream from the Chagrinspire platuau the source of all the quite pure water. Found the marsh folk village and swapped gifts. They spoke of a bulwark of human traders 50 years ago burned by other humans where all the lake folk traded. The druid offered to help party meet friendly fish and frog folk. The fish folk shrine was a ruin from ancient Exilon six thousand years ago. They worshipped the primordial water dragon and the celestial dracomarchy. The heard about the fish folk Bulwark where all the region fish folk trade. The got some magic water weed that lets you breathe water from the fish who want human bread in return for water weed and fish. 

The frog folk seemed simpler and seemed ignorant but showed their sophisticated numeracy with money. The frog folk are clearly selling their magic grog and pipeweed and cultivating huge quantities. Frogs bred bugs and wanted food to grow bugs. Mentioned there was a Dimetrodon pack they wanted gone and a turnip shrine purified and offered magic items as rewards.

First they killed a mud hog and the man with no name filled it with all his cast iron grenades and incendiary bombs. Made a long fuse and party waited for the monsters. The blast killed and frightened all the younger ones and a few medium ones also fled badly hurt. The party finished the largests three and took their skins and the frog folk had a feast. The frogs offer drugs, bugs for metal tools also. 

The frog folk were concerned they had offended Bogrump the Terrible Turnip god. The hoped human-looking people could appease the shrine and let local people grow turnips again which the bugs liked. The stinkroot substitute was just a poorer crop nobody liked.   
The stone turnip shrine was full of tiny turnip headed kobolds, servitors of the shrine bu their heads were worm-infested by the worm god. They slew the critters and saw a glimpse of Bugrump and light inside. Found three glorious giant turnips Bogrump had left them.

Having set up trade with marsh folk, frog folk and fish folk the party rowed home buy raft. Brought back the swamp chief's son to teach coneo building in return for turnip care. Saw a small sailing boat berthed where they saw a canal barge beforeso went to look closer. A guy in the river pirate garb hailed them assuming the party mercenaries or criminals. He explained he was actually a slaver and the namelass man ran him through instantly. The party took the 20 foot sailing boat too. 

Back at Flatspur ferry the heroes returned. The scavengers guild with the three boat women looted the ichor drilling platform taking the buildings from the platform. Nobody knows how to sail, only the women know how to swim and are fighters. The heroes fort top soldiers got dimetradon armour instead of their deserter army uniforms.  

They planted one turnip near the party fort. The wild power of the turnip god are best kept unwalled. The turnip grew and dancing peasants arrived dancing and playing bagpipes. They carved the giant turnip into a shrine then passed out. They were from a religious estate in the south and unsure why here but accepted they were chosen by the turnip god. So the party colony has some real farmers and one has been anointed as a turnip priest. Some of the party tempted to make turnip god oaths as fertility and peasant vengeance they can support. 

I guess when the party cleric player returns to play, they will be surprised.

Most of this is from random tables from Chagrinspire here, vol 1-3 and my salty seaman book of marine tables. All the turnip stuff appears in the Petty Gods book.

Numerous party members considering swim skills or marine skills now. Several plan to change their classes. The dog man wants to be a druid. The nameless man is interested in mutations, especially as he now wears a magic mutant scavenger suit. This player previously had a thief become a mutant centaur that budded off clone offspring constantly. 

Outpost Notes

Party Includes
The man with no name a mysterious thief from shadelport and boss of the outpost in the name of the scavengers guild with Rat Sonja the rat lady and posh Chrysopasia a gang lady followers

Priest of Light with two followers from Southern church

A dog man

A sky giant youth with his jester

Outpost Population
Robert Gulp the porter/gatekeeper with chainmail, maul, backpack and a weird 360 degree vision globe helmet. A big farmer now a fighter.

Balzac the baby flesh golem they hope to reform

Dozen remaining older youths learning trades
(youngest now 8 adopted in the Flatspur, 4 went to templar seminary down Sth)
Help loot ruins with kinder more protective supervision

9 auxiliary spearmen (deserters from the empire) led by karl in dimetrodon armour
3 bandit archers who surrendered early

3 gladiators (warrior 1) in dimetrodon armour +4AC
Sticky Stabhands - has knife hands, now kids help him and smith made non lethal hands
Clancy the woodsman - grim silent stoic outdoorsman
Kaligra the strangler (former circus wrestler and strongman and tattoo artist, loves body oil and his moustache)

4 Abhumans (cultural humans currently)
Barry the ram man (shepherd with staff skill)
Peggy the goat girl (farm girl with clubs)
Tonya the rabbit lady (herbalist with sickle has hatred of dogs)
Egbert the ape man (very angry with axe is learning to frenzy)

12 liberated slaves
-baker and three assistants
-weapon smith, armourer and two assistants
-leather crafter making armour

12 Scavengers from the guild

7 serfs from the south now turnip cultists
-led by a 1st lv priest and a 1st lv bard with bagpipes

Borris Vanderpump - merchant (rogue 1) uses outpost as base
Fanby Klungus - merchant adventurer (rogue 1 warrior 1) runs the store
Jasper Hoop (rogue 1) was going to betray the party but decided to hang around, has been working with Borris and spying on other settlements.

Stores
1000 ration packs a month from trade with undead allied soldiers
1 months worth of gruel and army biscuits
three days of flour and bread making supplies
several good wells
Lots of pots, pans, tools, building materials, chains
Building supplies

Armoury
23 suits of leather armour
12 shortbows
200 arrows
7x shots of the mortar on the tower

Treasury
slavers payroll chest of 3000 silver and 200 gold in chest
20gp ring
bone flute
plush demon doll
goat costume
100gp incence
medal and ribbon 30gp
1586gp in a sack
500gp in a sack
1159gp in a sack
6cp 7sp loose coins in jar
gold rat 25gp
globe puzzle 100gp
rat form potion one hour
4 potions of waterbreathing
resist lightning blue potion
cure disease potion orange
ring cast light per day

Library
ledgers of the bandits dealing with slavers including warehousing prisoners
ledgers of river pirates dealings with slavers and alchemists
wizard's surgical notes on making abhumans
observations of a druid using of yellow musk creepers
ancient treasure map 30gp
manual of miasmas - how to modify the weather with a mortar
worm cult book
astrological chart 30gp
cursed porn book

------------------

I'm very happy with how the hex crawls around the mountain has gone and explorers making trade and new routes in the campaign. Their aiding local settlements and new colonies has changed the region of their first hex. 

Not rellied on villains much.
There is the worm cult and one 5th lv river pirate thief who have a grudge and alive. They know they were surveilled by the black sphere and backed off. Aware the mountain has some active areas and that the golem factory Balzac came from is enormous and growing an army of them is being made and possibly shipped to locations.

Players started with a rumour, and some are interested in finding out if the Spire is active, a threat, or just a 16km high treasure dungeon.

Players picked up on threads of ancient technology and propaganda like archaeologists to develop a view of the past.

By Lv 3 the party had own domain and occasionally issues around their home base.

Other ambivalent factions the party has worked for but don't trust exist and are seen as possible tools and possible threats.

They trade with undead soldiers (cursed to be undying until they win the apocalypse war that fizzled out a thousand years ago). Frog and fish people come in good and evil types and are tradable, so I can imagine players learning their languages. They claim to have destroyed the function of the sphere and to have infiltrated its inner workings by aquatic tunnels. The kobolds claim the tower belongs to them and that they built it so it's theirs.

So no heavy-handed plots and players driving a loaded sandbox.
Exploration, discoveries and events have driven more.
Prepping with some tables and encounters running quite smooth.
They are aware of the coastal civilised kingdoms and none stand out as wonderful choices.

Maybe need some doom tracks to set some events into escalating.

As I'm running this and players are interested in high-level play this might last a while but we chose to use slow progress rules for level gain making it ever slower to improve or requiring significant campaign-affecting deeds. So I can see plenty of content for a while.

Players' stuff like classes are slower projects.

At some point maybe Vol 4 I will work on a revision of all of them. But I also want my homebrew book done by then too. I need hardcopies of my books. Too many huge PDFs having problems. My sea book has been used recently.

Friday, 22 November 2024

Quick Spell Side FX





































0-2nd lv spells > 3-5 lv spells > 6+
Not really sure what to do with this just seemed like an idea
Modern players do this lots anyway but maybe this suggests a range of spectacularness

All fx temporary maybe a d4 rounds or the level lof spell

Players should make their own or choose one for their signature style

d12 Divine Spell Side Effects
1 Eyes change colour > eyes glow > eyes smoke and crackle
2 Booming voice > eldritch chanting > air vibrating and unearthly cacophony
3 Halo or aurora as lamplight > body glows > area bathed in an unearthly light
4 Holy Symbol glows like a candle > hums and lights as torch > chants and lights as lamp  
5 Sparkling particles > globes of light fly around caster > small fluttering planar beings swarm around like cherubim or imps or daimon spirits depending on alignment
6 Vapour comes from caster > fog cloud grows 3m per round > swirling vapours grows 
7 Boom sound > gust of air radiates from caster in a 6m circle > screeching klaxon grates teeth in hearing range
8 Musical note > eerie music of the spheres > single booming drone shakes earth and air
9 Face features change > mask appears over face > appears like a holy supernatural being
10 Holy words form around caster > glowing symbol over caster > glowing phrases fly around the area from the caster
11 Become slightly blurry > buzzing sound and indistinct blurry form > leave a bizarre visual echo trailing behind them of ghost images
12 Skin and hair change colour > clothing changes > body crackles with power 

d12 Arcane Spell Side Effects
1 Eyes change colour > eyes glow > eyes smoke and crackle
2 Sneeze > face swells, nose and mouth running phlegm and foaming > vomits spectacular stream or weird coloured slime
3 Skin sags > appear old and wizened > horrifically skeletal living corpse appearance
4 Hair grows > hair grows a foot/30cm > hair grows yard/metre and is animated
5 Gain temporary minor mutation > temporary major mutation > temporary minor and major mutation
6 Nubbly horns of energy appear > glowing horns grow to 30cm> horns over a metre
7 Become slightly blurry > buzzing sound and more indistinct blurry film > leave a bizarre echo trailing behind them of ghost images
8 Flash of light from mouth > fire blazing from mouth > fiery words fly around
9 Light frost appears on caster > ice and icicles form on caster > area filled with snowflakes
10 Hair alight > body alight > swirling firey sparks swirl around caster igniting flammables
11 Vapour comes from caster > fog cloud grows 3m per round > swirling vapours grows 
12 Shrouded in shadow > jet black shroud > area shrouded in dim light or shadow

d12 Mentalism Spell Side Effects
1 Eyes change colour > eyes glow > eyes smoke and crackle
2 Blood nose > blood from eyes > soaked in blood and dripping
Halo or aurora as lamplight > body glows > area bathed in an unearthly light
Become slightly blurry > buzzing sound and more indistinct blurry film > leave a bizarre echo trailing behind them of ghost images
5 Shrouded in shadow > jet black shroud > area shrouded in dim light or shadow
6 Strane voice barks strange words in alien voice > air pressure increases > everyone in area save or get a blood nose and headache
Vapour comes from caster > fog cloud grows 3m per round > swirling vapours grows 
Skin sags > appears withered > horrifically skeletal living corpse appearance
Muscles bulge and ripple > muscles swell uncannily and spasm > body swells with a scream and gains 30cm/foot height 
10 Small objects rattle > objects shake and rattle around caster > psychokinetic storm of garbage and ectoplasm
11 Extoplasmic dew forms on surfaces > caster dripping with ectoplasmic slime > area showered in slime
12 Seems to move uncannily > seem to move in stuttering motion > everyone in area  feels like moving in slow motion

d12 Nature Spell Side Effects
1 Eyes change colour > eyes glow > eyes smoke and crackle
2 Bestial eyes > bestial face > humanoid beast creature form
3 Sprout leaves or flowers > hybrid plant humanoid > shambling plant or tree figure
4 Fungus sprouts on body > hybrid fungus humanoid > shambling mushroom or fungus figure
5 Crack thunder-like sound > cold winds around caster > storm-like conditions in the area
6 Ground Shakes > walls shake and some property damage > quake over area
7 Caster wet > buckets of water leaks from them > area raining even indoors might rise tide speed at sea
8 FIre brightens in area > fire sources blaze and grow > objects in area spontaneously combust and caster on fire but unharmed
9 Insects and worms appear around caster > swarming bugs fly around caster  > area swarming with flying and crawling bugs 
10 Tiny faces appear on clothes > wee faeries fly and crawl around caster > area full of tiny squealing faeries
11 Tiny light motes form around caster > tiny spirits swarm around caster > swarm around the whole area
12 Draconic eyes > scaly skin > spectral wings and tail and draconic face

I am still thinking about spell components also 
gesture material vocal elements
(i add visual fx like these tables above also you can minimise including these for more stealthy magic)
I think they are kind of fluff but also to limit what spell casters can do
I think making them part of spellcasting is ok 
There were abilities in some games to not require a specific component
But now in the principle of making things rewarding instead of punishment maybe some benefit or reward for doing more

Like
gesture with a hand might require a dance instead of using the whole body
material using extra fancy or expensive ingredients is a bonus
verbal is more shouty or musical maybe use a musical instrument

ill keep thinking

also made a solid way to fix a big mythical problem I was having with my universe

Wednesday, 20 November 2024

River Travel Tables For Chagrinspire




































Marsh Folk - green skinned abjuman fisher folk who live in the swamp. Some have taken up degenerate cults and are inbred mutants but the ones on Marsh Town and found in other wetland communities.

update - Skeplres has a great 8pg tiver boat sourcebook 8 pages now
https://coinsandscrolls.blogspot.com/2024/11/osr-magical-industrial-gunboats.html
seldom has anyone released so timely a pdf 
my game this sat has need of this 

d12 Water Hazards
1 Sea mine - crude black powder and a lit fuse inside or steel high explosive model 
2 Tangled in nets, ropes, sails or garbage
3 Tangled in seaweed often with creatures inside d4 1=giant crabs 2=fish folk 3=giant ammonite 4=giant trilobites
4 Swarm of carnivorous flying fish
5 Aquatic turbulence from something (?) or whirlpool (a drain in deep?) or weather
6 Rocks or ice
7 Underwater wreckage
8 Oil slick or miasma
9 Giant Lake Serpent or marine dinosaur
10 Kelpie or sirens
11 Tentacled abomination (shoggoth?)
12 Other vessel

d12 Waterway Vessels
1 Coracle - circular wicker frame with hide or coiled rope with bitumen 1-8 person versions. 
Used by d6 1=frog folk 2=fish folk 3=marsh folk 4=otter folk 5=beaver folk 6=rat folk
2 Raft - wood or bundles of reeds or frame with inflated animal skins, small 1-4 persons per 3m section. Used by d6 1=frog folk 2=fish folk 3=marsh folk 4=otter folk 5=beaver folk 6=rat folk
3 Canoe - single or larger ones for war or transport, some have outriggers Used by d6 1=frog folk 2=fish folk 3=marsh folk 4=otter folk 5=beaver folk 6=rat folk
4 Rowboat - various sizes 2-12 person versions from a single to a jollyboat. Used by d6 1=bandits 2=pirates 3=cultists 4=slavers 
5 Fishing Boat - with sails and nets for 1-6 crew versions. Used by d6 1=frog folk 2=fish folk 3=marsh folk 4=otter folk 5=beaver folk 6=rat folk
6 Barge - large flatboat used for ferries and transporting troops or livestock or goods. Used by various factions d6 1=frog folk 2=fish folk 3=marsh folk 4=adventurers from Magic Island a camp of foreign mercenaries and wizards sent by universities 
7 Longboat -  for war or trade with oars and sails with animal prows, can be pulled by oxen overland. Crewed by d4 1=barbarians 2=marsh folk 3=orcs 4=chaos cannibal cult 
8 Canal Boat - a long narrow boat for canals over the wasteland including under the wasteland with underground automated locks to reach higher or lower waterways. Most are pulled by a horse or people on shore, and Some are golem-powered. They are comparable to trains and some will tow cargo canal boats. Many varieties d12 1=transport 2=marsh folk nomads 3=merchants 4=scavengers 5=fish folk hybrids 6=funeral barge with undead 7=cultists with beast abhumans 8=adventurers 9=pirates 10=fish folk and hybrid cultists 11=Black sphere automated transport barge 12=Black Sphere automated work barge
9 Gun Boat - with a small cannon or Gatling gun. Crew either serve the Black Sphere and clones or the Allies crewed by the undead. Has a dozen crew to operate and fire optimally 
10 Paddlesteamer - golem boat powered by a wheel, used for freight, war or passengers. One is a travelling market and casino. Have 20-100 crew 
11 Submarine - armoured golem sub-crewed by gnome aquamarines and commandoes. Some are small with 4 but others may have several dozen crew
12 Ironclad - armoured golem boat with cannons, highly resilient, sitting mostly below the waterline. Crew either serve the Black Sphere and clones or the Allies crewed by the undead. Has a dozen crew to operate and fire optimally 

d12 Marine structures
1 Signal bouy with light or fog horn
2 Tethered raft with shack
3 Wrecked cargo vessel
4 Wrecked millitary vessel
5 Floating wood and scrap settlement with boast hulls incorporated
6 Concrete gun bunker
7 Oil platform
8 Observation platform
9 Aquatic habitat surface platform
10 Marine fort
11 Marine airstrip/airship mast
12 Floating islands of debris or aquatic plants

d10 Marine Rubbish
or coastal mimics
1 Flotsam and Jetsam
2 Corpses
3 Organic
4 Boating
5 Castaway
6 Baggage
7 Household
8 Fluids & Continers
9 Odd
10 Magic

d100 Crap to find floating or onshore
01 Broken raft of wood and junk
02 Empty Barrels but 1in6 time is sealed with beer inside
03 Glass spheres or wooden floats and some fishing nets 
04 Eel or crab trap
05 Fisherman's hat
06 Empty crate 1in6 with sealed navy biscuits
07 Damaged fishing nets
08 Item of clothing like hat, coat, scarf or boot
09 Fishing rod
10 Gaffhook on a long wooden pole
11 Dead fish or birds
12 Drowned sailor or fisherman
13 Dead fish folk or frog folk
14 Mash folk remain badly eaten by something
15 Lake monster corpse covered in crabs
16 Severed tentacle
17 Dead goat
18 Floating zombies respond poorly if poked
19 Dead giant bat
20 Dead kobold
21 Lake monster ambergris worth 100gp
22 Huge jellyfish trailing toxic stingers
23 Interesting sea shell
24 Raft of marine vegetation 1in6 hostile
25 Vast mass of slime 1in6 a shoggoth
26 Raft of marine creature eggs
27 Raft of floating worms
28 Lumps of fascinating driftwood
29 Log or tree stump or whole tree
30 Dead horrible slimy rotten thing with eyes
31 Mast of a small sailing boat with a sail
32 Life preserver or flotation vest
33 Part of a broken canoe 1in6 intact
34 A single oar
35 Prow off a longboat often a horse or dragon or humanoid figure
36 Length of rope 1in6 attached to anchor stone
37 Crude raft abandoned 1in6 with a wretched survivor who needs help
38 Rowboat with no oars
39 Broken rudder
40 Flag from a boat
41 Kobold in a box
42 Goblin in a barrel
43 Orc hanging onto a log
44 Unconcious bandit clinging to log
45 Gnome with life-preserver in naval uniform from a submarine
46 Children d4 on a raft with no oars or rudder lost
47 Unconcious flight crew from an airship and a parachute
48 Yelling human in water is really a fish folk hybrid and fish folk underwater await for an ambush
49 Kelpie pretends to be an attractive woman floating in the water
50 Deathguard flesh golem on a raft reluctant to swim (possibly in a transparent transport pod)
51 Trunk of good clothing and grooming supplies
52 First aid bag
53 Wooden box of tools
54 Bag of cook knives and a pan
55 Trunk of old books and newspapers
56 Trunk with portable writing desk
57 Satchel of orders in code and maps of a location in wastes
58 Case of mineral samples and a map of a mine location
59 Sailors sea chest with clothes and a scrimshaw monster tooth worth 2d6x20gp
60 Wooden case with a small hideous mummified mermaid
61 Old sofa or couch crawling in marine bugs
62 Broken chair
63 Intact table
64 Cooking pot or cauldron
65 Rusted toaster
66 Toilet seat
67 Wardrobe (maybe something lives in it)
68 Kitchen sink
69 Gramaphone player, hand-cranked, working
70 Meatsafe with something rotten and maggot-ridden
71 Ship in a bottle
72 Glass or ceramic bottles
73 Note or map in a bottle
74 Bottle of rum
75 Jar of pickled eggs
76 Strange freak creature in a bottle of spirits
77 Glass ampules of ancient drugs 2d6
78 Drum of alchemical waste
79 Slick of flammable oil
80 Slick of blood from some huge creature
81 Wooden display case with small hideous mummified mermaid
82 Block of ice with humanoid inside
83 Coffin 1in6 has an undead inside
84 Cage with a chicken
85 Carved wooden idol of some deity
86 Barometre and aurora warning gauge
87 Barrel of monkeys
88 Mass of fish folk eggs with tiny moving babies inside
89 Mass of snakes writhing in some seasonal gathering
90 Burning funeral boat or raft
91 Carved ancient idol, its spirit curses who discards or harms it thoughtlessly
92 Locked chest with a cursed item and possibly a human hand
93 Box of d6 cursed fish folk gold bars worth 100gp each, that fishfolk all over the world sense if it comes near their waters
94 Glass orb with dark swirling purple vapour inside, a communication orb that lets you verbally contact a master orb holder. The larger master orb can see back through the orb to spy on it's keeper and may have many spy orbs. Popular with dark lords and ancient wizards
95 Box with a magical flare pistol that requires no ammunition and can fire each round without ever reloading
96 Leather soldiers harness with a sheathed magic dagger or small sword, +1 +3 vs anyone under the effect of a magic potion
97 Gleaming Curiass AC+5 resist bullets with full AV, stops non-magical missile weapons as long as there is daylight
98 Cloak +1 protection can turn into a bat for one hour by night 1% chance per use infects user with were bat lycanthropy due to a flaw in creation intended to kill the creator
99 Cavalry helmet with the red brush on top, the wearer has +1 Protection and is immune to fear
100 Crystal key can summon a fragile  crystal ornithopter which will fly up to six passengers to the moon