Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Saturday, 25 July 2020

d100 Rumours About Orks





































"Have you heard what the village is saying about orcs nowadays? Heresy I say. Orcs have souls? Preposterous. Next, you will tell me about orc paladins and don't they dont all deserve to be strangled at birth"

In my game there are a bunch of wizard spells to make orcs. Oldest turns tortured elf into lots of orcs, then they did one with dead elves to orcs then all those wizards died and they made murdered humans into orcs. Nowadays wizards use pits of alchemical mud to make orcs in batches. Orc slave-coaches teach fresh born fully adult male orcs how to be cruel sadists for a month in their spawn pit before sending them to military school.

Nowadays most orcs are sick of wizards and evil overlords and breed like everybody else and have diverse cultures and individualism

Then there is spell where wizard surgically fuses a human and animal into a beast abhuman in 12 hours without anesthetic. Abhumans not so keen on wizards either. Wizards are jerks.

Thanks to those who came and chatted on my FB page

d100
Rumours About Orks
01 Orcs are all male, they don't breed naturally and are made by evil wizards
02 The first orcs were made from elves and orcs say a few elder orcs still live
03 In earliest times wizards made orcs from the recent dead as taught by an evil god
04 Nowadays evil wizards just use alchemical mud pits to make adult male orcs 
05 The wizards who make orcs are careful to instruct them in brutality and cruelty
06 In distant past orc heroes quested for their own women from the goddess
07 Most of orc barbarians hate wizards and any dark lords on idiot crusades
08 Some say orc women are far away making babies and food but what about orc amazons?
09 Some cleric set up a hospice to help orcs widows and now they operate a textile workshop and make best gambesons
10 People say there are half-orcs but usually just a name people who fight with orcs on the same evil crusades and adopt orcish fahions. Barbarians really hate being called half orcs
11 Humans and orcs are the two most recent mortal races and who would win has been uncertain. Both were slaves of evil wizards until the age of darkness ended
12 They say elves hunted and killed those who knew spell to make tortured elves into orcs but some say elves invented the spell to use their own dead against their enemies when it was clear elves would never recover their losses
13 Once you kill off the wizards and evil priests directing the orcs (most always human) they tend to go feral and set up wilderness tribal kingdoms like barbarians
14 Orc and human barbarians fight all the time but have some begrudging mutual respect. Occasionally they unite to destroy some wizard warlord who tries to build a wilderness stronghold
15 Many of those who once used orcs as slaves and magical cannon fodder have abandoned the practice as orcs tend to rebel and fight each other and turn on their masters
16 Many orcs serve hell claiming they get better deals with devils than serving humans or gods
17 Most orcs people see in human lands are mercenaries but some cities have a humanoid district where orcs live and produce cheap efficient tools and weapons. Many humans are wary of cheap competition but the guilds allow it as it meets a part of the market and used to upsell other goods
18 A magistrate hired some orc bailiffs due to local corruption and the well paid orc pair worked to the letter of the law and helped clean up the village but then they returned home
19 Lots of humans don't want to think of orcs as people because they just want to kill and enslave them without guilt
20 Orcs live short and brutish lives they say but not all orcs live lives or war and will live much longer if fed well and dont work the worst jobs
21 Orc gods were beings of darkness and wrath who became more orc-like over time 
22 Orcs and goblinoids have some common physical features but are not direct kin. Orcs will often dominate goblins and consider hobgoblins dangerous rivals and fear bugbears. They have united against humans and elves before but might squabble
23 One thing you can say about orcs is most tend to kill off mutants among them early which more humans should adopt
24 Orcs of different tribes squabble sometimes near battlefields but with their own tribe they demonstrate great teamwork and ingenuity and loyalty
25 Say what you want about orcs but they sure don't shun doing things in new ways and keep up with tools of war like siege weapons and gunpowder. Humans underestimate orc imaginations tend to die
26 When you make a newborn orc the wizards starve them and torment them in pits for a month, educated by turncoat orc slave drivers before they are equipped and trained for battle. You should see what orcs do when they figure out this cruelty
27 Orcs actually feel pain but they stoically put up with it and embrace scars and suffering. Occasionally work themselves to death or ignore injuries to a fault
28 Orc medicine is effective but stings, burns and promotes scarring so plenty of humans are reluctant to use it. Orc first aid is quite good and not just burnt logs or leeches for everything like people say
29 Orcs are not the best at caring for animals but their own breeds of dogs, horses, goats and cattle look hideous to humans but are tough and hardy and more nocturnal. It is nearly always untrue their beast have diabolic features, mostly just leaders pets
30 To orcs admitting weakness or injury is an invitation to be killed or left out 
31 Wolves and orcs get along well even equally and some ride dire wolves with evil intelligence bigger than horses. Many orcs have ordinary wolves as companions
32 Orc shamans change tribe members from male to female or vice versa depending on war or peacetime and that's why you don't see orc women much in wartime. The orcs don't seem to care or think it matters or its our business
33 Orcs nowadays seem to be not just the baby eating brutes of grandpas day. I saw orc clerics in the city. Was a popular orc bard in town a while (who went home as humans too soft). Turns out they are pretty law-abiding and don't want trouble  
34 Having some orc workers is ok, they are stronger and cheaper but don't let them own land and keep them poor for the worst jobs or there will be trouble
35 Dwarves are always crying about humans and orcs stealing their technology and changing it. Dwarves fought a war of extermination on orcs over iron and during it as Dwarves deployed better weapons the orcs copied and even improved designs but cheaper and faster. The dwarves saw they were numerically losing and the orcs numbers just bounced back again and again. Orcs are pretty unimpressed by this and have not forgotten, taking relish in destroying dwarf strongholds intended to last forever
36 Orcs often fraternise with goblinoids, abhumans and beast folk rather than humans or demihumans. They get tired of humans and demihumans looking at them in fear and disgust 
37 Orcs like piercings, tattoos, branding and scarification. Many paint themselves. Prettiness is considered vain, weak, wasteful and useless. Their markings carry complex meanings humans mostly miss unless fluent in the language
38 While bright elves sneer at orcs, dark elves treat them better than most humans do. Orcs often work for them as servants and mercenaries so you see some dark elf trinkets and runes on them sometimes. Dark elves apparently aided orcs and helped them revolt in the past
39 Yea orcs don't like paladins. Too many massacres of orc civilians. Paladins say there are no orc civilians and were even caught burning bodies and encouraging the lie about there are no or orc women or children
40 The orcs that grow up from babies raised in families seem more complete and more complex. I heard of orcs with own druids working to heal their race
41 Some barbarian orcs liberate their own kind enslaved by wizards to recruit ready-made warriors who don't ask questions and quick to prefer orc to human masters
42 Ground orc tusk is an aphrodisiac but orcs go crazy if you mention it and won't just let you grate any off even for a few coins
43 Lots of orcs work in abattoirs as increasingly humans won't do it. Orcs really have a knack for butchery and tanning and have a good nose for spoiled food 
44 I thought orcs only ate rotten meat and bones and leather but I went to a wedding feast, and they had olives, nuts, dried berries, cheese, dried meat, worms, snakes, frogs, eels, larvae, pickled cabbage, eggs, mushrooms, acorn bread and fish 
45 Poorest orcs will eat anything without complaint but those with money seem to like variety and even get fussy complaining about who even touched food in the kitchen. I guess they smell food more than a human does
46 I thought from the war, orcs never bathed but actually, some have enlightened views on baths and sewerage and waste using it as fodder for certain monsters. SOme prefer dust baths to remove fleas
47 You heard stories orcs only steal food and don't have farms but a wizard told me orcs often farm monsters in their underground labyrinths which they trade with each other. Their monsters are well cared for and named so orcs get upset when humans kill their beloved beasts. On the frontier, they release their extra beasts to keep slow human civilisation
48 I knew a scared war veteran who lived with the orcs a few years and he never felt judged for his appearance and war wounds, in fact they were impressed and considered him one of them 
49 Orcs at home like to stage heroic operas about their heroes escaping servitude and betraying their dark lord. They even have contests but not many humans brave enough to try the events that last for days
50 Its perfectly legal to use orc corpses for animal food, leather or golems. But the orcs do get upset. For some reason, people find orc flesh golems less horrible than human ones
51 Orc jerky is delicious just check who they made it out of first 
52 A famous orc Longarm used to protect the forest from chaos mutants and cultist
53 An orc gladiator started a revolt and all the orc gladiators involved had to be put down. Was a shame as I had lots of bets placed
54 I noticed lots of those barbarian orcs really hate whips and slave manacles. They give really dirty looks at them. Though I did see an orc strangle a slaver with a chain and she seemed happy
55 There was a famous archer who married several orcmaids and even became one and everything in a magical orc kingdom in the deep. Eventually, he went into the deep to claim his own kingdom
56 In the wild places of the world where humans can barley survive, you can find tribal orcs
57 Cyclops orcs are pretty strange. Famed as smiths they act like they are smarter than everyone and claim to have made tools for the gods long ago. They seem pretty civilised and even make stuff which looks prettier for non-orc customers
58 One famous orc tribe road huge wild boar, some from the deep ride lizards, others ride huge dire wolves and orc heroes rode wyvern
59 In the war I saw orcs elect a new leader with a dance contest. They said wasting good orcs with violence was helping the enemy
60 Orc tooth tipped arrows can kill and elf if made by shaman of the elf-eater cult. Elves have a bounty on this cult
61 Most of the chaotic orcs you see worship demon cults, adopting their sigils. Over time they come to develop traits of their patrons and specific cult mutations. Mostly orcs tend to law and evil 
62 Orcs treat prisoners wounds and carry them for days. Only when hard-pressed did they eat a few to stop a goblin thrall riot. Orc slaves often earn freedom after years of service and get treated better than goblins. They will also random off well off prisoners keeping them for years
63 Orcs often seem confused buy luxury and they often have been seen destroying statues and masterworks. They dread the softness civilisation brings like it has to humans and elves. Metal items can be traded or recycled but works of symbolic waste disgust them. The art in their palaces and temples are mostly to generate fear and suggest leaders or tribal power
64 Orcs are very canny with money and materials using the least material for the most effective. Items being more uncomfortable to use or with sharp edges doesn't bother them.  
65 When you give an orc crafter materials for a job they will always come out with spare scraps for some other project
66 Orcs frown on waste and comfort. They had nothing for so long and they still don't feel they can afford to squander wealth in a world set on destroying them all. Lots of orcs collect string, pebbles and other scraps "just in case"
67 Orcs have been known to serve giants. Some are slaves but many choose giants over humans and their gods who keep the orc and giant down
68 Some orcs came and sacked a monument of a paladin standing on a pyramid of orc heads. Just rubble now 
69 I had to look after work prisoner labour gangs after the war, and they seemed utterly unaware humans were not made by wizards or the differences between men and women. They thought children were a slave race or sprites 
70 I met an orc shaman who explained many orc ancestral spirits are cursed and mutilated in magical and spiritual warfare in the past. The shaman led his followers to try and free these cursed souls and remove the corruptions of chaos and dark lords so the dead can rest
71 A tavern of war veterans was comparing their orc-ear-necklaces and all of them were found dead poisoned or stabbed
72 Lots of orcs kept being bastards after the war because of all those cursed evil relics the dark lord handed out like honey cakes. If you're not allied to evil many of those relics will turn bad or turn you bad. Also, why give up that magic if it kills better 
73 Orcs can survive in the worst places humans cannot and living in hellish places means humans will not encroach. This makes them harsh and unforgiving and often exposes them to evil influences in such forbidden lands. The humans in the same places are similar
74 Orcs perform secret rituals in wild places with whicker structures covered in flours and vegetation which they destroy after so outsiders never see them
75 The idea there is only one kind of orc and they are bad is a popular view. Many orcs think humans are all mass murderers
76 People say orcs and elves hate each other but they know each other quite well and sometimes share enemies. They have made no direct action on each other for centuries
77 Orc sympathisers are in league with chaos, demons, witches, devils, mutants and cthulhu
78 The real trouble will be when nobility realise orcs are cheaper to feed than humans and put up with more suffering, the common humans will be finished
79 I heard a few tales of orc wizards recently which sounds bad. Probably turn us into frogs then eat us. Some are overcoming their suspicion of wizardry  
80 Orc gods are vindictive and vengeful entities orcs worshipped just to spite humans
81 Ogres sometimes live among chaotic orcs sometimes as bullies or elites or as slaves 
82 Deep under the earth, there are orc kingdoms thousands of years old, civilised with great armies unseen on the surface this age and in eternal unseen war
83 If you know the right gestures and signs you can challenge some orc leaders to battle 
84 Orcs can be dealt with by gift of food and weapons to start a parley
85 To an orc taking a cursed thing and making it work for you is seen as great cunning
86 One of the old elf to orc dark rituals of old could make a single elf into many orcs
87 The towns that ban orc labour have more orc bandits
88 Orcs don't discuss their families or children so no enemies will learn of them and harm them. What seems callous or proof of their lack of family is an actually deliberate reaction to humans massacring orc families
89 Lots of humans are raised by orcs and live as orcs. Especially when orcs can't replace children fast enough they will adopt war orphan humans (but not demihumans)
90 Orcs don't really find humans or elves attractive but some take delight in tormenting pretty things for their evil masters and just spite from evil upbringing
91 Some wizards crossed ogres and orcs to breed sterile bodyguards, not as dumb or big as ogres but big orcs
92 Orcs forearms are slightly longer than humans and have a peculiar gait. 
93 A typical orc is a match for a common guard or regular soldier but the professional arc warriors and especially orc barbarians who were bred by evil wizards as let's troops long ago making them stronger and better in light with powerful leaps
94 Chaos orcs appearance varies more depending on their cult but also carry deformities from diseases and parasites common to chaos warbands and being intimate with demons
95 Long ago there was a tribe of dire-wolf-orc centaurs or perhaps people then had not seen anyone ride animals
96 The orcs of the deep have a pantheon of orc gods who claim other accounts of orc origins are enemy lies. These orcs claim blood from ogres and giants making them frightening but also have heavy infantry and pike formations and crossbows
97 Some orcs worship siege weapons as mobile shrines dedicated to an orc ancestor, devil or demon
98 Druidic orcs seem like many other hidden woodland races and wild forest people and they all intermingle in secret and avoid humans
99 Orcs have been seen in legions of hell and in service to demon nobility on their floating realms in the maelstrom
100 Orcs have offered some humans to come and live among them for a year or even come to a feast to help peace. So far nobody is willing to go as everyone knows orcs are just useless cannibalistic sadistic fiends with no culture or individuality



Eat your bone too or Drizzzt will come and murder everyone you know

Next: how all dwarfs are really bearded women
and how only 1% of elves reach puberty ever

Wednesday, 15 July 2020

War Against The Dark Lord 3: Gossip & Treasure
























The Dark Lord what a jerk. All that propaganda and teaming up with the biggest a-holes in the multiverse and outside of it makes him even more appealing. Unlike other wars, the dark lord knows what evil lurks in the hearts of men and so he has evil bards to slander and lie and misinform rulers. Also, treasure if you can call it that is frequently cursed and mostly benefits evil people. So if you sell cursed stuff only evil people buy it so mostly it is illegal and most people break it or throw in a volcano or wave it in front of an angry dragon. It would be disappointing to hear about the dark one tracking heroes but not you.

This isn't for authentic middle earth. Its kind of a parody or a way to give your world some dark look shenanigans for a while. It doesn't have to last. There will always be yet another dark lord rising.

d20 New Laws in Face of Evil
- You heard the new crier it's the Law!
-Hang on we are the goodies right?
-Another psyop from the dark lord dream scheme team?

1 Any spies serving the enemy even unknowingly will be executed without trial
2 Anyone with orc, koblin, kobold or ogre slave is to hand them over to the military
3 Anyone knowingly selling cursed devices of evil shall be burned alive as a witch
4 All tainted with illness or mutations is to report to civic authorities
5 None on common land must wear a hood or robes fully covering the body unless part of recognised religious devotions. Any such garbed persons meeting in secret by night are henceforth witches
6 Any villain giving false counsel to their lord's enquiries in this time will be given 100 lashes
7 Anyone about their business who sees any orcs or goblins must report them to the authorities or be blinded and tongue cut out
8 All fit and able-bodied boys and men of 14 or older are to report to local headman and lord for military service, those caught evading service will be flogged and sent to the frontline with penal troops. Those claiming illness will be taken to a healer to be made fit for service
9 A new poll tax of +10% on all goods, new road and bridge tolls and town entry fees,
10 Local authorities will be stockpiling food and weapons in secure locations, ask you local village head man or woman where you will need to flee and what to take in a mass retreat
11 All spellcasters are to report to a local church authority or lords wizard to be briefed on the upcoming crisis and their new role with the crown
12 Those caught hoarding or profiteering off the war shortages, are enemies of the people and will be placed in stocks or pillory for a week
13 For their protection and the common good all halflings are to report to the civic officials where they will be transported to a place saftey
14 Curfew nobody out after 6pm until further notice
15 Flying undead minions of the dark lord have been seen, lights out after dark until further notice for public saftey
16 All newcomers are to report to civic officials for registration and to record their activities 
17 Church officials will be conducting random strip searches looking for evil signs, witch marks or cult tattoos. Only those guilty of espionage or witchcraft need fear
18 All bards are to report to civic officials and must obtain a permit to perform. Suspicious bards sewing dispair will be tarred and feathered those spreading dark lord propaganda will be burned
19 Looters or food thieves will be getting their hands cut off as a warning for the first offence
20 For the duration of the emergency in these troubled times, women may be put to work in jobs normally only allowed for men and may wear trousers. Wives must manage affairs of households and industry until the war effort is over

d100 Gossip
01 The dark lord was wronged long ago and the gods cheated him, he just wants us to be free
02 The dark lord feeds all those who join them and pays in golden treasure and magic gifts
03 The dark lord just wants to smash all hierarchies so people can be free of gods and kings
04 The dark lord gets a bad reputation, it is all lies spread by those against his rightful rule
05 The dark lord is reborn again and again and will conquer all or destroy it all if he cannot
06 The dark lord is just a title despots give themself to recruit idiots to their cause
07 Past dark lords were independently drawing on old relics and legends to claim the name
08 All dark lords were guided by fate by a single malicious spirit that survived from long ago
09 Many have called themselves the dark lord and all failed and underestimated good
10 The first dark lord was cast down by the gods but drew power from the void beyond 
11 I heard the king will just barricade towns and cities and leave the countryside to orc
12 I heard goblins are swarming again, I guess the lords will drive them off then tax us more
13 I heard the goblins were promised their old lands back on the frontier by the evil one
14 I heard the dark lord has spies and magic scrying pools alert to any against him
15 I heard the dark lord is hunting adventurers in the area just to avoid problems later
16 I heard the army is on the verge of collapse with owed wages, old weapons and the clap 
17 I heard the dark lord just wants all the demihuman scum dead then will leave us alone
18 I heard the dark lord has tainted the coin of the realm to inspire madness and greed
19 I heard not all orcs like the dark lord. Many hate him for his hopeless aeons of failure
20 I heard there are old dungeon ruins in the hill we could move into and wait this out 
21  Monsters are on the march, I'm packing my things and fleeing to a castle in the morning
22 The dark lord often preys on weak or mad rulers, perhaps he already has the king in thrall
23 The nobility have already fled by sea taken the dark lords bribes
24 If we kill the leaders and present their heads, our new master will look kindly on us
25 We should probably dust off the militia armoury and post some guards maybe
26 I have never heard so many wolves in my life howling at night
27 I saw a huge swarm of bats that lasted hours and some were gigantic
28 I saw a goblin on a wolf and I hid till it left, I was so lucky I was upwind
29 I've seen these big thorn bushes sprouting up, big things like hedges
30 I saw mushrooms bigger than my head, but they were the poison kind only goblins eat
31 The dark riders of the evil one are hunting key people the dark lord knows are a threat
32 The agents of the dark lord seek certain relics and old artefacts and weapons
33 Hey has anyone seen any writing in rocks around here? Just asking for a wizard friend
34 I heard some adventurers came by with some gems the other day, anyone know them?
35 I found a dead halfling in the river poor thing, look like had been through hell
36 I heard the fishers quit cos of all the body parts found in the river and feeding the fishes
37 Some local mines had to close because of goblins, looks a pretty bad infestation
38 Ive been hearing goblin drums at night wonder what that means
39 If you are hit by poison orc or goblinoid arrows just get away and try to treat your wounds before the venom kills you, cleaning the wounds quickly can help
40 If you find orc blades they look crude but are very practical and worth a try
41 Some of the evil leaders have magic weapons you can turn against the dark lord
42 The dark lord leaves cursed weapons around to cause trouble and spread evil
43 The magic weapons of the evil one's captains are cursed and best destroyed
44 In these troubled times make sure a priest buries the dead properly or burn them
45 I heard cackling goblin witches riding bats around my house last night
46 A goblin took a dump down my chimney fouling our gruel pot and scared the children
47 My kids say a bugbear whispers to them through the window at night how adorable
48 My children had to hide from goblins the other day playing near the creek
49 All my goats disappeared. Don't know if they knew something or got stolen
50 I've seen distant smoke a bit lately, wondering what all the fuss was
51 The age of humans is over, this is the age of the orc!
52 Even though those frontier barbarians and amazons hate us some have come to fight orcs
53 Why don't the gods just stop the dark lord forever? They really do nothing, don't they?
54 I found this cool orc dagger! Pretty nasty looking eh!, Don't touch or I willl shank you!
55 Better look out, all sorts of men of fighting age have being pressganged into the army
56 Lots of men have been volunteering to fight including lots of women in disguise
57 I'm sending my children away, this nice merchant has offered to take them to a relative in the city for only a few pennies
58 I've stuck a broke farmer but the dark lord will let me take what I want when I want
59 The lords oppressing us for years, was it the dark lord or were they bad on their own?
60 I'm sure some divine miracle will save us we must pray away the dark lord
61 I heard an amazon say every dark lord wipes out so many men that women end up being in charge more often after even though the dark lord hates women
62 Plague has broken out recently nearby, watch strangers and travellers for the pox!
63 If you kill any orc they come back as zombies that never die, we have no hope
64 These bigger barbarian orcs seem mostly after the dark lord's wizards for some reason
65 In the early frontier days people enslaved and hoped out goblinoids and orcs, and people wonder what the monsters beef with us is like we didn't get rich off their dead
66 We raid their dungeons and caverns and villages they raid our farms and roads and towns
67 All kinds of monsters were less horrible before the dark lord was around
68 All the gods and powers lording over humans and twisting us with hatred and impossible standards, one day we will kill them all
69 The good gods love the dark lord, he proves why we need to worship or perish
70 The dark lord in the past depended on artefacts, destroy the key ones and we break him again
71 Even when we drive the dark one back we have to finish him and destroy his form and try to stop his essence escape again to be reborn
72 Wouldnt the real dark lord not admit it and accuse someone else of being him?
73 The lords of hell don't really support the dark lord, he does things to souls they don't like
74 The dark lord was long ago imprisoned in hell if only he could be again
75 You know I've never seen a woman orc work for the dark lord, wonder why?
76 The new dark lord has wizards that make orcs from alchemy and vile muck in great pits, the new orcs all men are armed and trained by brutal veterans to kill and fight in a few weeks
77 Lots of barbarian orcs don't like the dark lords or his wizards and how they "make orcs" and brainwash their creations into slavery under a proven failure
78 When I was lost underground in caves for a few years I met orcs that were as human as anyone
79 The dark lord is anti-life, he hates natural procreation and anything that lives without his consent
80 In the coming age of blood and fire best get on board with the dark lord who will control demons and undeath against his enemies
81 We caught a wizard poking around the graveyard last night, got him while trying some spell
82 Someone tampered with the sanctified area of the graveyard with unholy water and faeces. Hope we can get a priest in before zombies eat us
83 Someone painted bloody symbols of evil on the church door last night and naked people were seen running around the place then into the woods, bloody witches
84 The blacksmith just got some of those black metal weapons the orcs use in the shop
85 Orc goods work fine and put up with punishment but they sure are ugly and sometimes have rough edges. But worse of all its cheaper than anything I can buy locally, they would ruin us in a trade war
86 Orcs mostly fight and goblins act as, mostly skirmishers, archers or labourers. Goblin farmers grow fungus and have many useful domestic animals
87 Orcs don't like hobgoblins or bugbears around much and keep their goblins from changing into them by preventing goblin cannibalism that triggers these changes in times of war
88 I heard there is an orc legion in service to the lords of hell fighting the dark lord
89 The dark lord bound many demons to his will and chose them as the most vicious and willing to turn on each other, hell was to organised and united to let this happen to devils
90 The dark lord seriously cuts into hell buying and selling souls which they dislike 
91 I knew a guy who was a dark lord cultist and gee was he a stupid selfish maniac bastard. Who would join a club like that? Glad I told the inquisition 
92 Lots of those dark lord orcs made by wizards have never even seen a woman, confuses hell outa them. The dark lord didn't tell them any facts of life so old orc mercenaries teach em everything which is probably crap poor bastards
93 Goblins are not so bad in their own lands but they often end up bullied and enslaved by elves and orcs. The more hobgoblins and bugbears the more free the goblins are from other races and in conflict with them. But hobgoblins and bugbears often take over or replace goblins and predate on weaker kin. So they trade one master for another quite often
94 Over the ages, each dark lord has been weaker but the world gets more broken and some things are lost to us forever destroyed by the evil fury
95 There are plenty of other ancient evils and wicked gods out there who are far more subtle and don't die again and again and don't risk losing
96 Werewolves are around again, spread by the dark lord amongst us, look out you might know one
97 Has anyone seen any halflings lately, one borrowed my bucket and I was hoping on finding them again, there is a beer in it for you
98 The dark lord is just a shadow of a servant of one of the old gods living beyond his intended purpose by black elder magic he was never meant to wield 
99 Once incarnated in a new host body the evil one begins to diminish in power. He resists fighting directly using greater fire demons and elementals and dragon
100 The dark lord allied to the tainted bloodline of dragons long ago and most dragons hate him and sometimes they destroyed past dark lords. Shame you don't see dragons no more

d100 Treasure
01 Manbane poison, coats one melee weapon or ten arrows for the first hit, hour later victim saves or takes a d3 poison from septic wounds per wound. Made by goblins 25gp dose 
02 Goblinbread a type of tasty spongy fungus used as rations and keeps fresh or can be dried 1sp a day
03 Berseker potion starts a d4 rounds after drinking lasts one turn, addictive 25gp 
04 Wellbane, pollutes a well with a dose,
 lasts d4 days if water source replenished, drinkers save vs poison+2 or d4 days diarrhoea and vomiting and dose a d3 HP per day 25gp
05 Siege mine 8d6 (-1d6 per yard from centre, save halves) to breach wall or gate by berserk suicide bomber 30lb 300gp
06 Orcsalve heals 1HP but stings enough to make children cry for hours, comes in a wooden box with d6 doses 30gp
07 Firecrackers make lots of noise come in strings 
of 25 and goblins love them for 12gp
08 Blackbriar seed, grows a thick 3m tall and wide bush over a d4 days, experts groom them as they grow to shape into fortifications for 25gp
09 Horsebane seed, planted by goblins to kill horses painfully over a d3 days if they fail a save, a handful of seeds can plant 2d3 patches, 5gp but most people destroy it
10 Catnip is loved by every pussy in the land but also bugbears and it makes them, mellow playful and then sleepy. An ounce of catnip is only one sp
11 Goblin dagger, curved black iron foot long blade +1 on hands of chaotic evil user 250gp
12 Goblin small sword, curved black iron two foot long +1 on hands of chaotic evil user 350gp
13 Goblin shaman sickle all plants and mushrooms cut remain fresh a week 1000gp
14 Goblin Arrows, dozen in a bundle all treated with Manbane (see 01) 25gp
15 Goblin Shortbow +1 on hands of chaotic evil user 600gp
16 Spore grenade 2d4 over 1 area save or choke a rounds 40gp
17 Potted alarm fungus, screams if disturbed by noise or movement for d4 rounds 40gp
18 Goblin lords helmet, a finer than most silver inlay 
with boars tusks small pot helm for small races or a child, +1 Protection and improves reaction with wild boar or pigs by +2
19 Great Goblin Clever, 2d4 damage, hacks off a random limb on a natural 20 roll and causes  1HP per round blood loss until dead or treated, bugbears love these 
20  Goblin spider web net, can only be thrown once over 1 area and all within make a STR save to resist or trapped for a turn or freed with a blade or burned off causing 2d4 fire damage to all trapped 40gp
21 Bats in a box, 3d4 messenger bats in a box can be trained to home in a new location or fly to the dark lord command post, a d4 scrolls are usually with it 40gp
22 Bat swarm in a box, a 1 yard square wood crate containing a swarm of blood thirsty vampire bats who attack anyone in area when released, good for traps or dropping on victims 90gp
23 Giant bat and riding harness, AC+3 HD 2 D6 bite Mov 3 or 18 flying for a small humanoid 150gp
24 Wolf puppy, only a month old with 
1HP and misses mum 12gp
25 Warg wolf puppy, already has a d4 HP 150gp
26 Goblin hound, AC+3 HD 1 d4 bite Mov 15 has night vision and eats bugs and slugs
27 Baby giant spider in a cage, will grow bigger and it is already starting to talk 60gp
28 Orc horses are fierce war horses bred with orcish blood and cruelty, fearless but hard to control and it will eat meat and drink blood if it can or really wants any. Ugly as sin and mange covered AC+5 HD3 Bite & Hoofx2 d6 each 90gp
29 Zombie pony, not very fast, smelly and revolting but obey instructions without fear just half speed. Stats as a zombie just a quadruped and it tramples for a d8 120gp
30 Bone golem horse, used as mounts for heroes of necromancy and undead, AC+5 HD 6 Hoofx2 2d6 obeys first intelligent non-living evil one to mount it once old master killed 4000gp
31 Orc dagger, iron black bladed, serrated and saw-toothed wickedly, over a foot long, +1 +2 vs elves, if wielder not evil save or turn evil once blood spilt 300gp
32 Orc black scimitar, iron curved sword, with vile runes, three foot long +1 +2 vs humans, the wielder becomes paranoid when humans near with a failed saving throw 600gp
33 Orc iron blade, a straight sword over three foot, brittle and shatter on a natural 1 vs metal armour, +1 vs elves, faerie brings or demons 200gp
34 Orc Morningstar as mace but 2d4 +1 vs elves, faerie brings or demons, more durable from the dark lords iron orc blades 300gp
35 Orc black spear, with a black iron head and corrupted wood from an evil tree, d8 +1 vs elves, all wounded by it save vs poison and take a d3 one hour later. Wielder of these die much younger 600gp 
36 Orc Lord Blade, ingenious hight quality and brutal design, praise to the orc gods in old orc runes, grey steel d8+1 all with simple mean names like 
gutbiter, foesplitter, orphankiller  1200gp 
37 Orc Lord Spear, grey steel on a ash haft, dedicated to the orc lord, +1 plus when an elf withing 1 range head ignites with screaming hatred and does a extra d3 fire damage as long as a living elf is near. Only Lawful Evil can weild it or the touch burns for a d3. Some orcs kept a live elf on a chain to keep the spear angry 3000gp
38 Bow of the Orc Lord, a great twisted composite bow that can three times a day turn an arrow to a 2d6 magic flaming arrows 1200gp
39 Mace of the orc lord, a great flanged mace +1 +2 vs elves and demons, on a natural 20 a struck living victim must save or is blinded for a d4 rounds their eyes shrouded in magic darkness, only a lawful evil user gets the benefit of the blindness power dedicated to a orc night goddess 1600gp
40 Shield of the Orc Lord, +2AC and provides +1 to all saving throws, runes evoke a treasure hoarding burrowing orc ancestral demon, 2000gp
41 Silver Star Ring, given to elves as a trick long ago, can cast cure light wounds and light once a day, each use the wielder save or a wizard of the dark lord will begin spythem and inform local minions of the dark lord where the ring is 3000gp (1000gp if dark lord active and curse known)
42 Bronze Heart Ring, 
given to dwarves as a trick long ago, three times a day for ten minutes the ring can detect gold of over 100gp value withing 3 range or only 1 through rock. If over a 1000gp is detected the dark lords wizard minions know where the gold is too now and the wielder must save or develop a mad craving for the gold 2000gp (1000gp if dark lord active and curse known) 
43 The Golden Crown Ring, given to human nobles long ago to curse their lines and a few turn up occasionally and none know the true purpose. The wielder gains +1 CHA while wearing it but if left on the finger of a deadman they arise as a wight and seek to murder their families for the dark lord. 3000gp (1000gp if dark lord active and curse known) 
44 The White Gold Ring, was made to tempt wizards to the dark lord, it can store one 1st level spell and acts as a ring of protection +1, but at the next full moon, the wielder must save or is cursed to turn evil. Each month they get a new save
45 The Red Gold Ring, was given to border lords to ruin frontier defences. The wielder has +1 damage on all melee attacks on foes that bleed. But at the next solstice
, the wielder must save or is cursed to turn evil. Each quarter solstice they get a new save 2500gp (1000gp if someone knows about curse)
46 Cloak of the Wolf, with this pelt made from a dead werewolf in golf from the curse, can be given to a new victim. The cloak and cowl look mighty but anyone claiming it must save at the next full moon vs curse or they will put it on and become a lycanthrope. When a werewolf dies his brothers make a cloak and dark priests curse it and the items sold or left out for unwary to find 200gp (1500gp to a maniac who wants to be a werewolf)
47 Wyvern Rod, iron sceptre with a wyvern design coiled around and a green or violet crystal on top, the wielder can speak to wyverns in their tongue and has 2d6 charges of a charm wyvern ability for a day. Any wyvern once affected is immune the same charm effect rod
 which can get a tamer in trouble if they don't earn the beasts trust in a day 15000gp
48 Violet Wand holds 3d10 magic missiles but if a non-evil person fires at an evil person the missiles strike the wielder instead. When charges expire crystal cracks and a wizards soul escapes 1500gp (1000gp if properties understood)
49 Viridian Staff holds 2d10 charges one charge can cast burning hands and two charges can cast fireball. When the staff expires the gem cracks and a wraith escapes to attack the wielder and the dark lord gets a glimpse of them, If the staff is deliberately broken the wraith is free also 6000gp (or 3000gp if properties realised) 
50 Iron Crown worn by ancient rulers of men who served past dark lords. The wearer gets +1 INT and can cast comprehend languages three times a day. Anyone reading forbidden lore even mentioning the dark lord attract his gaze and he will arrange for them to find more corrupting lore at least once a month requiring a save to resist reading and turning evil 3000gp to most (1000gp if curse known)
51 Manpiercer is a great juggernaut with a magical balistia able to fire a 4d6 bolt +12 to hit every three rounds 20/40/60. The Juggernaut is AC +5 HD 10 and can also run over enemies for 2d10 damage with wooden roller wheels. The machine is filled with the spirit of malice and acts as a shrine to darkness used by evil priests. Anyone selling one who claims they can be controlled is a liar. When the dark lord slumbers they gather dust in hiding. 10000gp would be fair if it was under control, and they are smart enough to lie
52 Doomhammer a great juggernaut battering ram worshipped by orcs as a petty god with its own priesthood. The great engine is fueled with blood and it has been abandoned but not destroyed. Most gates cannot hold against the machine beasts great iron beak. The Juggernaut is AC +10 HD 30 and tramples victims with its rollers for 3d10 but moves only 3. 10000gp was promised to any who could rid the world of it by a past king (I'm sure the heirs will honour this happily)
53 Battle cart is a small wagon with six black powder barrels all fired at once on a 30-degree arc, good for mass combat and defence or could be wheeled into a dungeon. AC+5 HD 6 Mov 6 with men pulling or 12 with ponies or oxen. Within 30 yards everyone takes 3d6 damage save for half, 31-60 yards everyone takes 3d6 damage save for half and 61-100 save or take a d6. The device usually has a 4-6 man crew and takes 15 minutes for four loaders to ready for a shot.  6000gp with 120gp per volley of shot and powder
54 War mine a black spiked metal sphere used to destroy fortifications or natural features. A suicidal operator lights the short fuse and is killed in use. 8d6 reducing 1 dice per yard save for half. 1200gp operator not included  
55 Iron Hand grenade 2d4 
+1 damage vs elves or demons over 1 area save for half, throw after lighting the fuse and run, on a roll of one to hit explodes in the user's hand 100gp
56 Great Gun of Spite, a swivel-mounted gun attached to a waggon or settlement or ship or wall, fires a 3d6 ball once every 10 minutes with a crew of 2 to fire or move it, 10/20/30 range. Goblins like them but need double the crew and blow up on a 1 to hit roll. Good orc crews don't fumble and fire twice as often 2000gp for the gun 10gp a shot, 
57 Brass Beast Cannon, an ancient weapon shaped like a great bellowing beast, requires 6 oxen to pull it and a crew of 12 to operate. Once per hour the great gun fires a 10d6 cannonball mostly at walls rather than troops 20/40/60 range. It can only fire 12 shots a day or risks exploding. 20,000gp 200gp a shot 
58 War mortar, these crude indirect fire artillery pieces that a spotter can see incoming and a save can avoid the 6d6 damage with poor accuracy over half a mile, each require a wagon to move and another for stone balls fired and a care 6 to operate and 6 more to help move and act as spotters. More effective for buildings, than living targets, orcs working on explosive and gas shells bur maybe next dark lord. For now most crews poorly trained (-4 to hit usually), slow (fire ones per 10 minutes) and have fatal accidents on a roll of 1 to hit. 4000gp for weapon and 50gp a shot not including transport wagons or crew
59 Thunder shouter iron cannon, a older crude siege cannon requiring a waggon to move and a team of six to operate. It does 4d6 damage 10/20/30 once per hour and explodes on a roll of 1 to hit. Once assembles of the wagon aiming and adjusting it is very awkward so mostly iyt is used on gates and walls not live foes. 3000gp for weapon and 50gp a shot
60 Trebuchet the ultimate long range war weapon, often built on site by siege engineers it can hurl an ox or a half ton of rubble damaging walls and harming panicked victims, Burning missiles or plague corpses are alternate ammo. a 40 tonne wooden monstrosity requiring a crew of 70 to move it or half that to fire. 10/20/300 range 10d6 damage indirect fire every 20 minutes. 1500gp and half the crew gather missiles. Smaller ones are more common with range 30/60/100 4d6 damage only and a crew of 10 firings once every 10 minutes for 600gp
61 Necromancers sacrificial dagger +1, a victim murdered in a ritual has soul taken by the dark lord, immediately after the necromancers, next undead making or summoning spell calls undead with a minimum of 5HP per HD 1000gp 2000gp to necromancer
62 Necromancers wand each use in a un sanctified burial place revives a skeleton warrior that will serve the maker as long as they serve the dark lord. Otherwise the skeleton attacks. d100 charges  1500gp +10gp per charge
63 Necromancers rod each use in a un sanctified burial place revives a zombie warrior that will serve the maker as long as they serve the dark lord. Otherwise the zombie attacks. d100 charges  2000gp +20gp per charge
64 Necromancers ebon ring from serpent folk in the ancient times before humans, the ring can conjure a dozen 1HD spectral minion once a week for one hour that obey your mental commands. The ring bearer the night after saves and if they fail they are contacted by the elder wizard got Tsath-Thogg-Ark who will visit the user in their dreams. The demon is a second save is failed inflicts a greater curse turning the dreamer turning them Lawful Evil alignment 4000gp 10000gp to a serpent folk wizard or cult
65 The Book of Damned Souls, a primer for necromancers with a spell collection of a 5th level wizards that can be decoded from the poison pages. Every night read save or lose a Point od CON for a month. Full of theory and notes on friendly demons and dragon allies to the necromancer cause in the days of ancient Exilon. The dark lord has been printing copies and helping a ncromantic college thrive under his tutorledge 2000gp but banned by church
66 Necromancers orb used to communicate with a network of evil wizards that were gifts from the dark lord who spies on them all. If touched the dark lord sees you but mostly he won't care. With a turn handling the orb they may message other wizards through their orbs to see who is in. A normal person touching it sees hypnotic lights and if they fail a save stare at the ball for a d6 hours when they get s second save or are cursed with becoming chaotic evil 10000gp to any necromancer or undeath cult and quite a lot of evil customers want it. If the crystal is shattered it releases a hungry wraith bound inside by the dark lord and linked to his will
67 Necromancers staff, made from undead treeant wood with iron strips which meet at the top and hold a violet or green crystal. The staff is +2 and an evil user has protection from good 3 times/day. Once a day it can raise a dozen zombies from available corpses without proper burial by sacrificing a 1HD animal or person. Any touch necromatic spell can be channelled through the staff and added to damage from a successful hit. 3000gp to most people, 4500 to evil people
68 Death Knight Blade, wielded by greatest warrior undead heroes of evil, these +3+6 vs good blades have the following powers: darkness 3 times/day, call lightning once per day, invisible to undead at will, charm undead once per day, ice storm once per week. Each has a name like Soulcutter, Woundmaker, Heartpiercer, Braindasher, Foemaimer. Each belongs to a great deathknight hero who have habit or returning and always know where their blades are. The weapon works for anyone but if a good person draws blood they must save or they are become violent berserker who never let sword leave them and grow to delight in killing with the sword. For an evil user the blade LE spirit advises the user and is in fact a bound devil who escapes if the sword is broken by dragon fire or wizards ray, the demon is free. 10000gp but most sane people would avoid it if they knew what it was, a timebomb
69 Black Iron Crown of The Lich King, allows the wearer to mindlink and see through the eyes of any undead they create while wearing the crown. Enables them to give instructions by remote to minions. For living users it is addictive and the wearer must save each hour of use or suffer the curse of necromancers, obsession with death, immortality and repulsion from life a cancerous weakness. 10000gp to any necromancer or undeath cult and quite a lot of evil customers want it unfortunately and dragonfire is said to destroy it
70 Lich Kings Mace, more like a +4 two-handed d10 maul for a human, +d4 damage on good-aligned victims, on a natural 20 to hit a pulse of ebon energy arcs strike all living in 1 range radius. All victims save or be stunned, under 1HD beings die of shock. Any good person holding takes a d4 damage a round from ebon sparks. Any evil person holding it must save or will devote their life to lichdom as a priest tor wizard and they will kill anyone in their way 10000gp to any necromancer or undeath cult and quite a lot of evil customers want it unfortunately and sending it back to the underworld almost succeeded once
71 Iron ring of the master, +1 ring of protection that drains 1HP each time that single plus makes a difference in success. Older dark lords could reach the minds of luitenants through these but his essence is too diminished to do anymore than sense them in 100 miles now 1500gp to evil or those who don't see problems or 800gp to those who know the risks
72 Dark crystal of the Master, a fragment of a past incarnation of the evil one now a jagged black-violet stone on a black steel chain. The gen can be used to commune with the master once a day at night for ten minutes but you better have something. The master can cast one 1-3rd level spell through the wielder during the communion session. Anyone wearing the gem becomes tainted and gets a save per day or is cursed with becoming evil
73 Curse Arrow of the Dark Lord, +2 arrow if hits victim saves or loses 1HP per ten minutes  for a d12 hours of fevers and halucinations of dark shadows grasping at the victims soul. The victim gets another save after death or becomes a wight. 400gp have a nasty reputation as cruel so assassins all want them. 
74 The Dark Lords Creed, a book of the past dark lords and powers useful to predict him, or find his relics or weaknesses. Sought by his many enemies 1in6 are actually cursed copies that anyone reading for 8 hours must save or is cursed to turn evil, seduced by the evil ones service 2000gp
75 Shadowlords Helmet, summons a d6 shadow mastifs by night once a week who will obey an evil person or just attack any living beings they can catch. One hero would call them shadow hounds then lead them on horseback towards enemies then flee. The wearer can see in nightlight and ignores magical darkness or silence. Silver engraved helm pointy full helm providing +1 protection. Many past wielders died using it a gift for enemies long ago 4000gp breaking it releases a d6 bound shadow masiffs
76 Nightblade, a former gift to mortals from the dark lord, fine silvered steel +2 +3 vs devils and lycanthropes. Drawing blood with the blade awakens a deceitful spirit and the wielder must save of come to love the blade as an extension of their own body. On death the wielder becomes a wight in the service of evil and the sword becomes unholy black metal +3 +d3 damage vs good beings and detects living within 3. The weapons fetch a good price of 4000gp on sight of basic properties but no decent person would knowingly own one
77 Dark Lords Mantle, a suit of evil black plate with a spiked crown, battered and etched in ancient orc runes. Seemingly just a +1 suit, when worn complete the wearer must save, on a success they can pull it off in time with a struggle, with a failure the victim is turned into an orc and cursed with evil alignment 1800gp but orc will pay a bit more
78 Flowers of Malor, jewelled hair piece of ancient elves, corrupted to trick and taint elves. Elves seeing it save or will kill anyone to obtain it for their own elf clan. They will take it home and present it to their leaders to spread the dark lords corruption. Anyone wearing it has +2 CHA and can cast charm person three times a day. 10000gp to elves 5000gp to others
79 Chest of Teeth, a stout chest with 75+d100 necklaces inside made from from teeth, many unidentifiable and some with runes or human hair woven cord. Each necklace seems of approximate same value and in the past many such chests have been found. Chests of ears or finger necklaces was found before. Wearing one gives wearer +1 CHA to evil beings and -1 to good beings. The dark lord gave these to barbarian warlords who divided them amongst their kin and aid in their corruption. The chests mysteriously vanish a few days after being emptied. Each necklace sells for 100gp or more
80 Sceptre of Wrath a +2 Mace that an evil user can cast hold person three time a day, used by evil wight priests who ride undead wyverns. Wielder saves or his whispers of the dark lord and when life near death the dark lord will reach out to them offering aid which includes severing the wielders relation to their god 4000gp
81 Halfling Marsh Weed, comes in pouches for 4+d8 days, induces mild euphoria making user quiet and happy and eat only half as much and march a full day 30gp with a clay pipe
82 Entwater, fluid collected in hollows inside of a treeant for months, drinking it ads +1 Con +1 Str and d3+1 inches. It also makes you +2 save vs any dark lord items or relics, only usable once per person, and needs to be consumed in a d6 months with treants in a ritual if they like you. How any got to market was probably by theft 3000gp potion
83 Elfblade, shortsword glows if orc or goblin within 3 range and +1 2000gp
84 Moon Arrows, +1 silver arrows +d4 vs undead and lycanthropes, made by the elves come in quiver with a dozen 1000gp
85 Light of Vulnavia, bottle of liquid light usable as hole water and protection from evil 1 radius as long as light can touch. Light overcomes all magical darkness in area and shadow or darkness beings or undead take a d3 per round in it's light. Crystal bottle may smash bathing all in 3 radius the effects of the light for a final round as the light is lost to the world forever. 3000gp
86 Iron talisman made from a nail, belt buckle or horseshoe provides protection from evil to the wearer for an hour a day when rubbed and worried. 1500gp
87 Mithril elvish chain, +3 and no encumbrance, 7000gp
88 Curse Eater Fetish, made by wild folk, the idol tricks a curse or evil relic to transferring the evil magic to the idol. Then the idol should be burned or buried or thrown in the sea tied to stones. Ugly wooden idols with hair and stone inserts 600gp
89 Circlet of Sirilon, simple white gold circlet gifted to humans that aided and served elves in ancient wars with the dark lord. Some have resurfaced.+2 protection and a good character can cast light three times/day and cure light woulds three times/day. Each full moon the wearer saves or becomes cursed with good alignment 6000gp  
90 Wolfbane, a silver +2 battleaxe, +4 vs werewolves and detects werewolves in even in human form within 1 range. No effect vs other lycanthropes. 3500gp
91 Starlight Medalion, belonged to a star in the dawn age and only usable by a lawful good being. An evil or chaos touching it takes a d4 per round. Under a full moon once a month you may commune with the star spirit. Each has a separate name written in the angelic LG language on their medalion. The wearer can cast Invisibility to undead three times/day, Create Food and water three times/day. 6000gp
92 Heartstone, shining jewel kept in a lead box that magically hides it from detection. It casts a light 3 radius when opened and all in sight are cursed if they fail a save to more obsessed with alignment and impossible standards of planar perfection. If they are nuetral or non aligned they can roll a random new alignment. The light dims after this effect, the lid closes and the box vanishes. This was created by the spirit of malice to create more conflict in the cosmos 2000gp to those who know what it is, usually some idiot opens it, becomes more fanatic and the stone and box move on
93 Angels Trumpet, a 2 metre long trumpet of brass with runes of law and good. When called it summons a minor fiery cherebim to smite all who are not living to the impossible standards of heaven.If LG you are spread, if evil you are slain, if any other alignment save to think pure thoughs or be destryed. The angel may scan those bowing with ESP for impure thoughts and the mortal may make a save to think pure enough. After it takes the trumpet, 3000gp evil people would destroy but it takes dragonfire
94 Harp of Calmoron, silver harp of the star spirits left on the world as the gift of music. Play the music the owner most desires which often depends on alignment. If Lawful Good or a bard you can cast Comprehend Languages 
three times/day. 10000gp but even divine beings want this thing that all beings find pleasurable 
95 Splinter of Woe, a broken adamantium spike that is shaped like a crude shortsword +4. The blade once tasted blood for the first time in a day screams for a round and animals or normal creatures under 1d8 HD save or flee for a d4 rounds. If it slays the material form of a outer planar being it cannot reform for 30 years 10000gp
96 Sickle of Chaos, adamantium sickle +2 or +4 if a mutant and chaotic. If the mutant wielder kills a mutant they may swap a mutation with the corpse if it fails a saving throw. Mutations must be of same type minor or major. A mutant hero can use this to purge weak mutations and get better ones. Non mutant wielders make a saving throw a month or get a minor mutation a month and if they get more than their level they morph into a mindless shoggoth 10000gp to a mutant ("haha will never happen" sez a merchant) or 2000gp to most people
97 Seed of Alloril, from the first oak tree blessed by old gods and faeries, if planted becomes a full grown oak tree overnight 60 foot tall. Each night a patch of younger 30 foot high trees will grow and over seven days becomes a circular forest a furlong wide (600 yards or metres). Faeiries used these to plant forests in the dawn age. Killing the first tree at any time stops the process. Animals and possibly faeries or a treant will occupy the woods. Druids will sanctify this wood promptly. 5000gp  
98 Stone Witchblade, +2 stone dagger, a splinter of stone broken from a holy place by a prehistoric witch and bathed in blood of a demon. If a 1HD talking being is sacrificed in a ten minute ritual a minor demon is summoned. The first demon is a quasit that offer to make a soul pact and if rejected seeks revenge. Later demons are more stupid more agressive types that the summoner must bargain with. The demons desire permission to be released into the world to do as they please after one service. The dark lord would have witches summon demons all day long 10000gp 
99 Stormkettle, a five gallon cauldron with a lid for cooking if a sheep wool, a bat and a newt are placed in and it is boiled on a fire in a 3 hour ritual the local sky spirit must save or unleash a dangerous storm till dawn. The knowledge of the kettle is a secret of witches and requires three to operate the procedure 5000gp
100 Bone Whistle, if blown near navigable water, at nightfall a ferryman in robes in a small one passenger skiff and offer a ride. Anyone placed in the skiff is feried away to another world as determined by the boatman, often fairyland or hell or whatever. The ferryman demands a coin and the whistle. 10000gp

Tuesday, 7 July 2020

War Against The Dark Lord 2: Dark Lords Encounters & Wonders





































War Against The Dark Lord 2: Dark Lords Encounters & Wonders
So these are to be used as usual as the war is breaking out. Just used a d10 early on and higher dice for increasingly bad stuff. Encounters are the things you meet travelling or camping as war starts. Wonders are things you might witness and not get involved in. Some are just memorable sights to witness, some are opportunities to learn or fight evil. Lots of confused people don't know what is going on at first so characters could easily help out.

I would probably hit a party with a war from 4th level especially when just returning with lots of loot. During the war travel gets worse and fate nudges you into helping. The dark lord targets those who stand out in his great scrying halls where wizards spy on the world with magic. So as you stand out you get more supernatural surveillance and more encounters as enemy sent after the party.

Next will be loot and gossip. Lots of the gossip is dark lord propaganda. Lots of items are cursed or require evil people to use them.

Why does this random mook support the Dark Lord?
01 You get stability with the dark lord, he is just what we need right now  
02 Well one day one of these dark lords is gonna win and 
03 I have a lucky feeling this time, I can just feel this time he will win
04 All these pretty people will all be brought down low with fire and iron
05 Well its always been the same dark lord and he always comes back 
06 My ancestors made a pact to serve the dark lord and I got the call
07 The dark lord really looks out for the little guy, he understands us
08 All that dark lord stuff, its jus to scare the enemies into eternal subjugation
09 All those rich and pretty people stop the dark lords chosen getting what they deserve
10 The dark lord wants you to be free, to kill who you like when you like 
11 The Dark lord says remorse is for the weak while the strong take what they want
12 All this plotting and corruption is weak and slow, the dark lord simplifies everything

Why does this evil hero support the Dark Lord?
01 Was tainted by evil oaths for corrupt unholy weapons
02 Wanted to try and save family ended up killing them all
03 Was granted power in return for an immortal soul
04 Promised immortality among the dark lords chosen
05 Rivals killed by dark lord agents who occasionally show up
06 Once you get on board with the power you learn to stop caring
07 We must reduce the weak with trials of blood and fire every generation
08 Dark lords taint runs in your bloodline and they dream of the lords dark gaze
09 The dark lord represents how the universe works, the strong eat the weak
10 Nobody can defeat the darklord, sooner you join us the better
11 When did the forces of good do anything lately? Made universe then abandoned us 
12 The dark lord draws on unstoppable powers from the void before the universe

War Against The Dark Lord 2: Encounters
01 Goblin bat riders scouting area possibly skirmish but mostly seek food and info
02 Wolf riders scouting area possibly skirmish but mostly seek food and info
03 Area cloaked in webbing  and giant spiders wait in ambush
04 Pack of savage wild dogs menacing area for food
05 Goblin foot scouts with bows mostly want food and targets for other troops
06 Gang of bandits bear the dark lords mark having joined him
07 Gang of thieves in service of dark one ambushing and killing travellers
08 Swarm of rats - breeding and feeding from dead 5% chance carry plague
09 Swarm of bats 5% of them has rabies
10 Swarm of ravens - will mutter about dark lord and say his name "darklord!"
11 Shifty looking robed man watching area from afar, is really an orc scout
12 Squad of hobgoblins out to massacre commoners to spread terror
13 Evil priest raising some people they murdered as zombies to block the area
14 Robed cultists dedicated to the dark lord in robes, led by a wizard many apprentices
15 Dark robed weasly man convincing people to surrender and prepare for the master 
16 An evil bard is spreading gossip and propaganda supporting the evil one in war
17 Wandering mob of zombie peasants on a killing spree
18 A lycanthrope in human form seeks company on the road
19 Doppelganger spy of the evil master friendly to travellers seeks information
20 An ogre with clever sitting on path preparing a serf stuffed with rats for a meal
21 A shadow coalesces as an evil shadow hungry for the strength of the living
22 A group of ghouls bold enough to hide in shadows and overcast hungry for flesh
23 Wight warrior with an ancient black blade of the evil lords forge seeks something
24 A frightful wight knight on a bone golem horse harrases travellers and messengers
25 A dozen goblin archers with a d4 wolf riders an army scout group seeking intelligence
26 Six wolf riding goblins chasing common travellers with a wagon
27 Swarms of evil bats roam the land spawned by the dark lords blood
28 Hobgoblin squad crucifying some caravan guards who resisted led by cruel officer
29 Orc barbarian mob of dozen warriors and d4 berserkers have run ahead of plan to loot
30 Wild hairy naked gang of abhumans from the woods have been duped to unrest
31 Band of feral goatmen from the dark mountain want to harry the ruination of humankind
32 A lone ogre was ditched by his orc handlers and is lost and hungry 
33 Four orc warg riders scouting for local orc commander, will flee and get help
34 A ferocious insane troll from the deep has come to see the sun fall from the sky
35 A lone wounded orc sees trouble coming and with last gasp blows hor for aid roll again
36 Six giant bats each with a goblin archer harry travellers who can't fight back
37 A young 4th level necromancer and his dozen skeletonised serf with farm tools, seeks corpses can carry back to master to make undead, carry a d6 bodies
38 A dozed dark templars led by a 4th level priest of darkness stirring up terror
39 Four orcs commanding a dozen cowardly ill-equipped goblins
40 Hood wearing cultists with burning torches and swords killing anyone not in a hood
41 Hooded cultists mugging a country priest or friar while a d4 scared commoners watch
42 Galloping frightened horse with unconscious cavalry trooper hanging from the saddle
43 The child cries for help, tells of a dozen orc archers attacking homestead near
44 An invisible imp has a mission to molest travellers and keep eye out for heroes 
45 An invisible dark elf follows travellers intending to murder them by night when helpless
46 A robed hidden hobgoblin will fire a single poison arrow then flee to report to command
47 A goblin bat rider flies by if not stopped a turn later hear goblins coming. A d4 wolf riding goblins archers will track party first and retreat if hurt to join dozen goblin skirmishers who hunt the party
48 Hill giant sitting by road with a dead cow and a d4 probably dead farmers busy eating
49 A band of armoured dwarves 3d4 fled underland tunnels to avoid two squads of orcs chasing them each led by rival commander, dwarves seek travelling companions
50 A young elf is being chased by a squad of orcs, has spent spells already and unarmed. Carries a message warning of orcs siege on hidden elf stronghold to elf king
51 Dead man caries a d3 cursed items left here by a giant bat as a trap
52 Halfling in hiding warns of upcoming encounter up road (roll again)
53 Unburied bodies lay by the road and a d4+1 shadows arise to attack
54 A dozen rambling zombies travel in line to nearest settlement and attack everyone they meet on way
55 Wagon of refugees with belongings and wagon struggling to move cart, two squads of orcs are on the way here in ten minutes
56 Lone ranger on horse chased by dozen goblin wolf riders
57 Squad of orc pikemen burning a house while family trapped inside
58 Cult leader priest with a dozen hooded fanatics a chaos flagellant and six 1st level templar priests have captured a local leaders family and taking them to the dark lord 
59 A dozen chaos berserker mutant flagelant monks with war flails on killing frenzy
60 A dozen orc riding giant lizards gallop down road raiding the area
61 four wight warriors leading a dozen skeletons have awoken at the masters bidding
62 Six wight knights riding bone golem horses hunt adventurers the master wants
63 Pack of wolves d8+8 have chased a local person up a tree 
64 Orc barbarians on horseback, six with mounts here to kill minions of the dark lord who does nothing but fail them and lie, tribe dedicated to killing dark lord and his wizards and cults. Stop to ask directions where enemy orcs might be
65 Gang of youths with clubs eager to meet the invaders sure that being human alone will make them win, friendly to strangers and boast of future heroic deeds
66 Bard rider on horseback (dark lord cultist) telling all to flee coming evil armies
67 A dozen bandits of the area unconvinced the Dark Lord offer more justice or prosperity than current regime is helping refugees and wounded soldiers by holding off some goblin archers
68 A dozen barbarian riders here to kill minions of evil, normally they're kind unwelcome 
69 Elves helping some humans on the road with food and blankets (1in6 are dark elves in disguise and blankets carry plague and food is poison)
70 Distant horns and shaking earth as hundreds of orc heavy infantry and a dozen armoured war ogres. A dozen warg riders scout ahead and skirmish with enemies
71 An old knight leading 3 dozen militia hunting monsters, no idea how bad things are yet
72 Nuns with a wagon have heard needy folk need help. Not really helpless as they all carry maces, wear chain under robes and leader is 4th level priestess
73 Knight with his squire and several extra pack horses travelling and no idea of what's happening
74 A dozen knights led by a paladin and her priestess follower on a horse on a mission against a weapon of the enemy
75 A bandit gang of two dozen have been court off guard and escaping area with all their goods and a d6 harmless followers. Could be convinced to fight and earn a pardon but they plant to hide in a distant cave they have heard of
76 A merchant wagon train of fleeing rich with four dozen men at arms. A d3 merchant families and servants are fleeing to a ship to leave the continent
77 Local lord with seventy-five spearmen and six knights and forty archers on the hunt for evil
78 Amazons on horseback, dozen from beyond the frontier here to kill orcs or goblins, possibly meet some women to take home
79 Goblins mostly archers, two dozen killing a wounded d4 1=treeant 2=giant 3=hippogriff 4=cave bear
80 Wyvern is ridden by d4 1=orc hero 2=evil 5th level wizard 3=evil 4th level priest 5th=evil cultist knight
81 A dozen hill giants drunkenly lumbering about commanded by an orc hero and an orc squad of pikemen
82 A dozen orc heavy troops with composite bows, poison arrows, scimitars in chainmail, led by a hero with cursed evil blade and pet warg
83 A dozen lizardfolk warriors serving the dark lord against humans, these use obsidian war clubs and javelins and blowpipes with poison, led by a hero on riding giant lizard 
84 A dozen trolls marching to an orc drummer with a dozen orc pikemen and an orc hero behind them 
85 Goblin skirmishers are busy setting fire to forest or houses or something unwelcome
86 Dozen orcs riding giant boars from distant land led by a hero and druid companion here to kill those serving the dark lord, mostly avoid locals but enemy orcs fear them
87 Evil wizard with succubus or incubus lover trying to get back to dark lords side with espionage documents, if cant avoid others will pretend to be agents of the kind on a mission and if that work might try and lead the party to a command outpost to kill. Outpost will have at least four dozen words, a d4 wards and a 4th level evil orc priest
88 A wraith roaming the woods spies for the dark lord and reports adventurers location to the dark lord who sends six wyverns ridden by 4th level evil priests 
89 A wraith riding a zombie wyvern attacks non-allied adventurers
90 Chaos warband of thirty mongrel monster maniacs not affiliated with dark lord but up for raiding and looting and fighting. Goatman hero leader has harem of d6 chaos shoggoth lovers
91 Drums indicate hundreds of goblins running through area eating everything, most animals hide or flee
92 A dragon flies overhead and will ignore most travellers unless it is tempted by treasure, then it will breathe from the air than land to mell
93 A hundred orc heavy infantry marching and charting war chants led by an orc hero and evil priest adviser
94 A hundred skeletons marching with necromancer lord 9th Lv wizard, some of them play jaunty marching tunes on bone flutes and human skin drums 
95 A hundred corrupted human cultists 
96 A great demon of shadow and fire, flies overhead unseen for an age, a fallen demon angel serving the dark lord and thought all on earth killed by gods long ago
97 A great gaggle of over a hundred chaos tainted mutants shunned by the good and pretty relish the dark lord coming and have started murdering up to demonstrate their support
98 A spectral army of damned souls sworn to serve the dark lord long ago, now a hundred of these spirit warriors march as if they still lived
99 Army of 100 orc pikemen 100 orc heavy infantry 100 goblin archers 40 orc warg riders, 6 Hill giants, 4 megaceratops with cannon platforms on their backs and 80 goblin baggage handlers carry supplies in read and strip land of anything useful or of value. Each group is led by own hero and force is led by a demon who rides a shadow dragon
100 A colossal vessel of the dark lord has arisen, a terrible burning giant that lays waste to all in path with a hundred cultists following all chanting and sacrificing victims to him

War Against The Dark Lord 2: Wonders
01 The day grows shorter as twilight and sunset become several hours shorter
02 A great distant forest fire rains ash and sparks and smoke over a huge area for days. Chokes the air and reduces visibility and local spot fires startup
03 An eclipse long prophecized strikes panicking many peoples and paralysing both sides for a day
04 A great and terrible storm with gale-force winds sweeps over land destroying crops, damaging buildings and terrifying everyone. No forces move a d4 days
05 A volcano erupts surprising many, mostly darkens sky with smoke and makes sunsets more red and orange, but locals report damage and fire creatures spewing from the crater
06 A quake strikes the kingdom seemingly targeting many fortifications 
07 Heavy rain causes flash floods in lowlands and some people lose everything and even lives. Spreads chaos and hardship till giant beavers arrive to save the day
08 Bats swarm over the whole sky, millions upon millions like dark clouds
09 Coastal tsunami damages ports and fishing villages and many ships are lost
10 A plague breaks out in some cities as they prepare defences for war
11  A priest leading hundreds of singing peasants with flowers who are going to prey the evil one away with their love. The priest is mad as his secretly a doppelganger assistant has been poisoning him with madness drugs and mercury. The doppelganger really wants this scam to work and get promoted by the dark lord
12 An evil priest promises listeners life if they serve the dark lord and offers to take those willing to service and life behind enemy lines. Many desperate people are convinced by the promise of food and freedom. "Don't believe the lies, serving the dark lord is great!"
13 Baggage train of supplies in oxcarts heading to troops and needy is held up. An evil bard is trying to convince the quartermaster to take it all to the dark lord for gold and a title
14 A hundred orc spearmen and 40 goblin archers are leading the whole population of a village and several wagons of goods to the dark lord
15 A force of 100 barbarian horsemen from the frontier and a force of 100 knights have met on the road and the leaders are busy fighting about who should command and follow who and where the enemy is, this will continue for hours 
16 A sprawling force of a few dozen militia and several hundred irregular commoners with slings, bows and farm tools has united under the command of a naive young priest who marches to the enemy
17 Thousands of refugees swarm, abandoning heavy goods and broken wagons, some lost children and injured elderly crying for help
18 A wounded demoralised army retreating without any leadership fleeing and abandoning equipment, hundreds of men mostly wounded. Howls of wolves, drums and trumpets are behind them 
19 A priest driven mad by dark lord agents with drugs has assembled a children's crusade of three hundred city urchins with sticks and stones to fight the dark lord. All are hungry and cold
20 A recruitment station ahead has received two hundreds of recruits of all walks of life. Another hundred camp followers and refugees gather here also. Bard criers inform regularly new war and mobilisation news, people seem optimistic
21 A massive orc and goblin force is attacked by a third force of foreign orcs who set the orcs and goblins of the dark lord fighting while they flee. The force breaks up and scatters 
22 A marching army of undead is attacked by a fighting force of priests who route the undead scattering thousands of skeletons over the land all confused without orders
23 A halfling ventriloquist causes a dozen ettins to fight each other leaving several dead and most hurt. Then he starts taunting them again. 
24 Treants and tree spirit folk pour from the woods and route a goblin army 
25 A marching army of orcs halts. A wizard leader receives a message from the master and the whole force change direction to some distant cause
26 A marching army of orcs are repelled by halfling militia in trees throwing rocks
27 A great mighty wizard appears and routes an army of orcs and goblins
28 A hoarde of wildwood folk all hairy and naked and serving the dark lord are met by druids who convince them to change sides
29 An army of works is routed by mostly spells from elvish force who move in to finish off survivors 
30 A barbarian horde on horseback rout an army of orc infantry unprepared 
31 Forests are being infested with webs of giant spiders, some whole woodlands have been consumed
32 A migrating clan of ogres have set up a camp, more than  anyone in this land have ever seen
33 Thick black thorn bushes have sprung up in many places, blocking roads and forming huge hedge mazes meters wide sometimes, small races like goblins find it easier going than humans to cross
34 Millions of black rats swarm over the country spreading plague, eating stored grain and flowing into cities
35 A dark taint has overtaken local nature, evil squirrels and forest animals are hostile and tree spirits are evil unless someone can purify the heart of the forest in a secret druid cave
36 Hundreds of petrified fleeing human statues caught by a basilisk sent by the evil one. The beast still lurks awaiting orders
37 Squadrons of giant bats with goblin archers are attacked by giant eagles, clouds of ordinary bats and tiny birds fight around them darkening the sky, blood and feathers and bodies rain down
38 An abandoned army encampment with a few men hiding some wounded. The camp has been destroyed by werewolves spreading in the barracks now finally they have shed uniforms and destroyed most witnesses they have fled 
39 A wizard of the dark lord with hundred orc pikemen meets a cyclops leader to negotiate unity. Any interference now might ruin the meeting and possibility of the cyclops tribe joining. A dozen fighting cyclops are ready. It might be possible to get cyclops to help humans but this is harder
40 A colossal giant black undead wolf Carnix walks the land with a two dozen zombie wolves. The beast was released from the underworld by the dark lord and it longs to feast on humans
41 An army of orcs moving siege equipment, one of the weapons is worshipped as a minor god with a priesthood who care for it and it is pulled by a team of six megatheriums. The orc army includes 100 siege engineers 100 pikemen and 100 crossbowmen. The cult weapon is d4 1=Ullzauel the god cannon 2=Luran the violet ray apparatus 3=Gorizol a machine with lense to amplify a basilisk gaze 4=Hellspitter a machine that shoots a 20d6 fireball using gems as ammo 
42 Orc sappers have been digging and using black powder to divert a river that could flood all the lowlands. The massive earthworks are visible for miles. Once close see they are using human slave labour and have built a camp where the river diverging will destroy
43 Wizards have made vast black stone walls blocking roads and waterways causing chaos
44 A great string dust cloud is moving among it thousands of zombies moving in a herd to the dark lord's design. This control is based on a relic that might be damaged
45 A vast lake of mud has been created by wizards to block certain road routes and supply lines of the king's army. King's wizards hope to make a path through it by turning mud back to stone but mostly the land is ruined
46 A dark lord wizard unleashed a wind of death causing every 1HD or less humanoid to save or die as spectral death spirits slay those who fail with scythes and carry souls away. Survivors are horrifies 
47 Water is tainted with chaos in the area, strange plants, animals and mutant locals turn evil until taint is stopped
48 A great tribe of forest orcs unwilling to get involved in this age of strife using their druidic relics to all turn into trees for a few hundred years to the dark lord has gone or someone can find a way to revive them or convince them humans would cooperate against other orcs
49 A great barbarian prince with his burning spear Bloodbrand leads his army to attack an orc camp and personally slays a death knight hero of the dark lord
50 A great gathering of naked orcs standing about aimlessly. In the middle in a great muddy pit wizards make new orcs from the mud. Apprentices try to encourage orcs to try weapons and learn evil language commands. In a few days, they will be ready to fight 
51 A comet passes overnight, next day plague has broken out across the world
52 A shooting star crashes actually a greater demon entering the world released by the dark one 
53 A great burning light of the dark lord is seen blazing over the horizon shooting bolts of power into a great dark hole in the clouds above
54 A great spectral projection of the dark lord appears in the sky a supposed portent of his divinity according to the cult
55 A river turns red with blood, choked with corpses and body parts
56 Sixty orcs are digging up a graveyard and assembling skeletons on tables for a necromancer to make into skeletons. Have about 70 so far make a dozen a day, plan to be here a week
57 A giant cyclops orc hero leading a horde of a hundred irregular wild orcs with his great spear Grimsplinter a poison evil weapon used in the dawn age to kill an elf king. Has a personal guard of ogrillion orc-ogre hybrids
58 Great colossal drake Gloomfang unseen for an age plunges from the sky and destroys a town with fire and rages in the flames screaming
59 A vast dark shadow covers the land as armies of darkness advance allowing them more freedom in daylight for many cave born orcs and undead. As the armies advance dark priests plant monoliths that expand the effect, A temple in the dark lord's realm controls this effect with an artefact called the Cradle of Darkness
60 An ice lich riding an undead woolly rhino leads an army of a thousand frost covered zombies, spreading winter like conditions as they advance. The lich carries an artefact brings winter with it and has six living dark elf luitwnants riding winterwolves
61 Evil dwarves explode a cliff face revealing their great garage magical war juggernauts and a few iron golems to roll out over the land and crush humanity for the evil one
62 Dark elves call the great gnawing underworld dragon Nidhog to kill all the crops and fruit with blight overnight. Each night the dark elves affect a new district riding on wolves
63 Goblins call on their great worm god to spawn a plague of maggots that eat any food or crops on the plant then gnaw on wood or animals. Takes a few years to die off
64 Spiders have woven great cables over vast distances they can use like a telegraph system to send messages. The cables can be followed to spider operated stations and a hub connected to the dark lords command
65 A colossal spider monster bursts from the earth with her army of giant spiders
66 Tarrasque has been awoken by the dark lord and is being directed by a gold torc that hurts the beast. If freed it goes for the local dark lord HQ to destroy it
67 A great insect hive of evil tainted termite folk grows towering over area as trees stripped and earth scoured for construction. If the evil tainted queen is killed the colony die
68 Orcs are razing all the trees in a valley to build a gargantuan construct to house the essence of the dark lord if his current body fails
69 Goblinoids are digging a vast pit with slave human labour digging up a giant armoured corpse of a past form of the dark lord they hope to revive (you cant have 2 dark lords right?)
70 A local leader has camp with four hundred refugees, 100 spearmen, 100 archers and 100 horsemen. The king has been confused by his evil bard and is paralysed with indecision and has locked up their heir who dared disagree in a bout of paranoia. Orc scouts know of their plight and dark forces gather
71 Hundreds of forest animals and faerie folk and tree spirits pour from the woods and send a army of monsters fleeing
72 An orc force is under siege by a larger horde of beastfolk united against the dark lord and his wizard scum who tortured and enslaved beast folk in the past
73 A river or stream is polluted and banks fouled. Following upstream is a basilisk lair where the dark lord left an egg to hatch under a toad to poison the area. Stone statues of adventurers and goblins are scattered in the area
74 A sinkhole collapses getting bigger and bigger changing area with a rubble-filled flooded depression. Strange creatures of the deep scuttle out like giant bugs and worms later weird giant fungus sprouts everywhere around the area
75 The giant fungus is growing everywhere rapidly and spore spots develop on trees and plants. This fungus attracts giant bugs and worms and flies to the area and goblins love to forage here
76 An orc hero druid priestess riding a giant stag leads orc barbarians and hopes to liberate deluded orcs from evil and reconnect them with their spirit ancestors. The orc army will grow and the dark lord will send assassins and monsters to destroy her. Eventually leading orcs against the dark lords HQ
77 A black strange castle fades into reality like some phantom, undead winged apes in service of the dark lord swarm out to kidnap victims for the castle. The alien tentacle faced ultraterestrial  wizards from beyond inside drain victims souls to power the castle jumps and the bodies are encased in armour as undead troops. The dark lord only called them out of desperation as they will always betray him eventually
78 A great web structure over hundreds of yards part of a huge cable goes into the sky out of sight. Spiders guard the base and keep a look out for fire they will try to smother out with fresh webbing. The dpiders have tethered a star to the earth and agents of the darklord have invaded a celestial palace of a star spirit and her elf courtiers. The dark lord caught one of her spies and struck first fearing she might gather the stars themselves against him. An evil wizard advises the orc hero with a famous scimitar Moonrazor. The star eas sitting on the fence as stars do but now if freed will reward rescuers and send owls to the other stars and the celestial bureaucracy to get the gods acting. Her influence sheers decades off process. She offers advice on the dark lords artifact locations and weapons that could be used against him 
79 A great tree has been felled and partly burned. Aparently some faerie folk lived inside and in the roots blow. Various local talking animals, spirit folk and faries have gathered to bury friends. Nice cottage decor has been smashed and charred. A good opportunity to recruit a unusual follower. The critters might be motivated to fight or help
80 A winking star has appeared revealing the evil one has released a new great demon to the world and his cause. By day the demon appears in various battles where needed by the dark lord
81 The pole star shine bright larger than ever, a sign evil fears. Polestar sends spirits to the mortal world returning lost hero weapons from thousands of years ago that the dark lord fears. Across world heroes who have heard of the polestar myth look up and wonder if they will receive a gift
82 A great gateway opens in the mountain releasing shadows and zombies and skeletons. Distant chanting of cultists can be heard keeping the gate open. If slain the gate closes. The cult have a relic, special books and magical ingredients required to open this. The head priest of darkness is a famous evil hero and wanted criminal for killing royalty
83 Strange green and violet glows flicker and dance about in the northern sky. Some say this is god battling the darkness to weaken the dark one 
84 A strange luminous cloud passes over area inflicting many with mutations. Some locals are quick to shun or even kill mutants so many are forced to flee unless someone stops theses troublemakers. The condition might be cured with a rare lawful herb
85 An ancient wizard tower is under attack by a hundred orcs who have improvised siege weapons and await some black powder kegs or a cannon. The wizard guards a relic feared by the dark lord that could greatly aid the good forces. A spirit might inform the party of this but the wizard will be reluctant to use the weapon
86 A great crack in the earth opens releasing a d6 dragons and 3d6 wyverns who proceed to cause trouble. Twisting tunnels to the deep may release more monsters
87 A vast area covered in mold where people die from choking spores and the dead arise as fungal bloated undead. A fungus demon noble trapped in a apparatus at the centre held by the dark lords wizards. If freed the demon offers to send minions to aid when released it
88 An army of the darklord has human slaves digging up what seems to be a silver tower that fell and was buried long ago. Strange weapons of law are inside the wizard leader of the expedition hopes to claim
89 A great gathering of wild hairy naked wild folk with burning whicker man idols meeting at sacred stones. They are debating in their rare language which side to join. One who has served the dark lord as a dark hero offers death to the clothed folk and their stupid gods. An older king priest disagrees but is being burned tonight. Various candidates fight to be the next 7 year ruler including the dark lord agent who cheats with his priest and wizard followers. Humans mostly unwelcome but demihumans, beastfolk or halflings might get a say or chance to stop evil plots. Most humans don't know these wild folk exist or ever meet and would fear them
90 A serpant man wizard leading a lizard folk army with veloceraptor cavalry and a war trex. The wizard rides chariot pulled by a triceratops and has a dark elf chariot driver. He is doing a favor for the dark lord just this once an unpopular decision. If he dies the rest will likely return to their hibernation dungeon till the next apocalypse if given the chance
91 The moon changes colour to a strange eerie red and the whole night sky is filled with dim red light, a preview of what will happen if evil wins. Moon cultists determine a certain moon ziggarutt run by amazons in secret is under siege and is key to saving the moon. Inside is a gate to the moons celestial palace where evil has infiltrated
92 An evil star falls actually part of world left from creation demons have inhabited for aeons. The dark lord has brought them here to spread chaos but the demon prince of what is now a huge flaming crater seeks dominion over area. Demon cultists and chaos fanatics begin a pilgrimage here
93 Great burning evil eyes in the evening sky make everyone in world have lower saves by -2 each night until dark lord distracted or the aparatus used is broken. Experts know of the relic from previous use 
94 On the highest point in the land orcs are erecting an ancient design of a wizard defence tower that will be able to shoot burning rays to anything in its line of sight. A great crystal to power it is being moved to the gem in wagons with an escort
95 Ankheg giant burrowing bugs fill the area with hundreds of trenches, tunnels and pits intending it to be a future fortress. Once bugs hold strategic points as guards goblinoids from the deep pour out and man the bizarre fortification choking the area and expanding. Fungus thrives in tunnels with gobbo care and other giant bugs move in. Area will be prone to bugs and giant fungi for a long time
96 Magma pours from volcanic vent with lava forming a great basalt wall blocking a natural chokepoint blocking armies. If stopped quickly by killing salamanders chanting in the rift can be stopped 
97 One of the great dragons of evil is attacking a crumbling fortress with it's orc troops where an important future hero lives. Elves riding griffins appear and drive the beast away with lightning wands. Will anoint the chosen youth with gifts (and for family) and insist child goes to faerie land for training till right moment when needed (child returns as adult knight hero anytime)
98 Somewhere in the world a halfling messes up one of the dark lords infernal apparatus. Flickering lights in the sky alarm experst world wide and various evil relics and communications of the dark lord are crap for a d4 days till fixed. Perhaps the effect can be repeated at right time by good allies  
99 A gigantic dwarf golem the size of a small fort has a defensive force of 40 dwarf inside to shoot crossbows or guns from battlements in the titan. The giant lumbers to the nearest dark lord base to start smashing until eventually a greater demon or dragonfire destroys it. Once war over will march into a door in a mountain to be sealed till next time
100 A major force of the dark lord is camped ready to march. Someone somewhere lures away the wyverns patrollingthe sky away. Grey gnomish airships from a great door in a mountain come out and from extreme altitude drop poison gas, burning oil and black powder bombs on the army horribly burning and melting and blasting the army. Wyverns return confused and think they will get the blame. The next day survivor orcs come out in the plague and the area is diseased for a long time and taints the flesh of local animals for decades

note i am infamous in my crew as not liking flying ships or balloons in anything but my deep gnomes are near victorian tech level scientific murder hobos. Princess ark was probably the best thing in Dragon mag for years but at the time i wanted spells and rules and was getting grittier history gaming. When Known world was Mystara it became unusable to me.