Showing posts with label alien. Show all posts
Showing posts with label alien. Show all posts
Wednesday, 8 April 2020
Day of the Sarsen
Dedicated to
Children of the Stones UK Kids TV
Dro Who Stones of Blood
Susan Cooper
Sarsen Stone elemental guardians, Balanced-Neutral
AC as Plate&shield HD 8* or 16** or 32*** Mov 6 or 3 or 1
Attack 2d8 Crushx1 or Touch, save or sticks to with limb, second attack traps the whole body
Once victim stuck can automatically crush each round or drain attribute points
Each stone drains one specific attribute such as STR , victim drained to zero dies in agony
-8HD=1 drain & cling one victim 16HD=d3 drain and cling two 32HD=d6 drains and cling four
Clerical healers can restore all lost stats with a spell or recover one point a day from rest
Dead arise as wights next full moon who worship and defend the stones by night
Immune to non-magical weapons hits from such weapons save or break
Immune to gas, poison, non-magical fire, paralysis, petrification, charm or sleep magic
These ancient elementals were worshipped and sacrificed to. The beings are intelligent prehistoric petrified earth elementals bound to earth by evil powers. Lives they drink from their victims are beamed to the void beyond the stars to feed their masters. Wizards of those days used standing stones for all kinds of magic so the creation of these was made to hide shrine and temples guarded in the open. The Sarsen sleep for aeons at a time but they can be commanded to await a magical alarm or curse or blood spilling to awaken them. Often they start with animals or loners or homeless. Once awake they become hungry and begin to hunt again more obviously, even destroying a cottage to devour those living inside. Some leave them sacrifices and hide till they sleep again.
Smaller sarsen are most often found toppled over or broken near old cult centres and might even be in a village. Medium ones are on hills or special places often in circles or rows. The largest are great monuments that seem impossible for simple people to move. A sarsen makes the sound of dragging through the earth. A medium stone displaces a ton of earth as it moves 3meters and you can hear rubble. The very largest displace tons and shake the earth while moving which may cause damage in the area.
Later peoples might build on top a fallen sarsen or use a laying one as a foundation. Some find abandoned ones then move them unaware for thousands of years what the stones are. Some might fave some signs or runes one them or be carved into great heads or beasts or giants. Local folk stories warn of them often attributing them to giants or ancient priests.
They are intelligent elementals but think very very slowly and don't speak. They communicate telepathically with any earth elemental based being,
1in6 are magically silent
1in6 can move through the ground without leaving a trace
1in6 when killed HD equal to own by draining emit a red glow and gain +3 Mov
1in6 once a year this sarsen awaken and move but will take animals or sacrifice
1in6 non-magical metal weapons stick to sarsen and become trapped by magnetism
1in8 if killed split into two half-size sarsen
1in8 create ghouls or some other undead type
1in8 form a stone mouth to eat those killed messily might be horizontal or verticle
1in10 radiate intense cold or heat that can be felt
1in10 have beating stone hearts that you can feel coming while moving
1in10 have ESP range 9 that help them predict what they stalk
1in10 can create illusions to draw victims towards them
1in12 when in a group gain an additional centre stone, a petrified greater demon
1in12 has a giant constrictor snake with horns coiled around it as an ally
1in12 has a band of savage goat folk cultists who bring it blood
1in12 can summon shadows once per day 8HD=d4 16=2d4 32=4d4
1in12 regenerate 1hp/round but acid stops it regenerating
1in12 when killed releases something d4 1=druid 2=demon 3=bard 4=warrior
1in12 chant creepily causing fear to all in radius equal to HD
1in12 can levitate at a speed of 9 but makes a crackling and buzzing sound
1in20 can cast call lightning once a day only in a storm
1in20 drain energy levels instead 8HD=1 16HD=2 32 HD=3
1in20 crystalline and speak telepathically to any being demanding blood sacrifices
d12 Sarsen Story Seeds1 Innkeepers children climbing on old witch stone got a scrape and that night hungry stone wants more, at night the inn is attacked, a sarsen smashing through walls
2 Wights have become more aggressive making locals afraid to go out at night. Nobody can figure to where they came from but some say they worship a mysterious stone in the woods
3 A cult have been sneaking into the village disguised as travelling workers and other inn guests and leaving goat blood on local stones trying to awaken a sarsen to worship
4 A local hill had a farmer find a stone door into the hill. Inside the entry, a sarsen pillars hold the roof up at certain points. When they are awakened by intruders and follow them doorways of stone will collapse sealing intruders inside them
5 Locals await the dread night of the stones as there no criminal sacrifices to leave outside. Then they are pleased when guests arrive. They will try and drug and kidnap strangers but will if tables turn and lose beg visitors to catch them some bandits or even fight the bloodstone
6 Locals have seen ghosts and heard voices near the old stones and avoid them but now a cult has come to awaken the stones. Each night the cult kidnap and sacrifice someone till all 13 of the witch stones awake and the cult leader hopes will obey their wishes
7 Near a camping site on a distant road, an awakened sarsen has been murdering travellers. Usually, it takes a guard or a straggler. Now it has awakened and is hungry enough to kill a whole group of travellers
8 A scholar claims local stones were moved since a study made a century ago and locals won't comment. A local drunk has been found ground into mincemeat in an old quarry
9 Dark elves have been awakening sarsen to terrorise locals
10 After blood was found on an old witch stone locals have rounded up an old woman they say murdered the drunken labourer, she begs crowd for mercy as they build a fire pit to burn her
11 A cliff in the woods has four strange carved pillars guarding a cave. Locals say a treasure is inside but nobody ever comes back
12 An evil wizard is served by demon-worshipping goat folk, now he is served also by a black crystal pillar that levitates and has glowing symbols on it as it moves
Saturday, 25 January 2020
Decor in Weird Manor
d10 Decor Types
01 Furniture
02 Ornament
03 Floor covering
04 Paintings
05 Statues
06 Lighting features
07 Water features
08 Wall decoration
09 Mirrors
10 Bookshelves
d100 Decor objects in the Weird Manor
01 Footstool carved with occult sigil, contains a imprisoned lesser demon
d100 Decor objects in the Weird Manor
01 Footstool carved with occult sigil, contains a imprisoned lesser demon
02 Chair with ornate carvings of snakes, enfolds and traps anyone sits for one round
03 Ivory throne anyone sits in it save or possessed by a angry ancient ribal chief
04 Ornamental table if surface touched contents of a secret compartment opens onto centre or table. Snakes are a popular choice or scorpions
05 Ornate gilded chair gives seated telepathy and ESP once each per day
06 Sofa can fly for one turn a day seat 2-3
07 Table of feasting summons a large luxury meal for 12 once per week
08 Bed is heated and plays music and chamber puts in cupboards are magically emtied
09 Dressing table of dark elves with erotic carvings, mirror makes looker +3 CHA to reflection
10 Chair of dreams sitter after one turn has fantastic visions of adventures in dreamland that seem to last days but only last hours
11 Idol of the Frog, golden frog figurine that at night makes sound of chirping frogs
12 Vase with animated scenes of a hero battling dragons wrapped around vessel
13 Clock which if dial manipulated slows time inside so a round seems like ten minutes
14 Music box with animated figurines misx of harp and flute and chimes plays on command
15 Table with two chairs and a chess set that can play against one player
16 Cabinet with gate inside to a secret door in a kobold dungeon maze
17 Cabinet of shrunken heads, if held you can commune with heads spirit, save vs possession
18 Writing desk that can take dictation and write letters, produces sheet of paper every 2 hours
19 Huge urn with stopper, if oppened a ogre magi or rakasha comes out and is displeased
20 Plinth if anything is placed on ot then removed the plinth rings a alarm for ten minutes
21 Hypnosis rug, save or stare at it until vision blocked or dragged away
22 Kidnappers carpet, if anyone stands on for a round save or rolled up tight a prisoner
23 Wolf skin rug if walked over turns into a living were wolf, when killed it returns to wolf skin form and can be returned to guard. Lion, zebra and tiger ones exist too
24 Carpet with magical binding symbol, anyone crossing symbol releases a demon or elemental
25 Carpet covered in eyes follow intruders and send a vision to the carpet owner (if any alive)
26 Reed spirit mat from a far off land undead cannot cross it, often at a door
27 Magical straw stays fresh and any vomit or faeces or dropped food vanish overnight
28 Pile of scented huge cushions that stay clean and smell like roses
29 Carpet with scene of explorers arriving and starting a colony
30 Flayed skin of a planar unrecognisable beast, under moonlight dream or nightmare creatures enter and exit but only if someone sleeps in area
31 Portraits with staring eyes used as part of a surveillance network used by local wizard who has special stereoscopic goggles that control the view
32 Portrait of soldiers that summon 2d6 warrior spectral minions
33 Portrait of a wizard who attacks through small portal in his book in another reality, will demand bribes as he attacks, he can close gate if feels pressured
34 Portrait of a armoured knight that if looked at summons a death knight, it wont attack anyone presenting a holy symbol with sincerity and eventually goes back in, rarely leaving its room
35 Portrait of a evil warlord, if anyone murdered in front of it the murderer swaps place with the warlord. The warlord is also a might wizard and seeks to conquer all
36 Painting of a huge fat cow, summons a d4 minotaurs if crossed without saying "moo!"
37 Painting of a creepy house or castle, if studied you are trapped in the painting with other prisoners and some beast that haunts it and kills some guests
22 Kidnappers carpet, if anyone stands on for a round save or rolled up tight a prisoner
23 Wolf skin rug if walked over turns into a living were wolf, when killed it returns to wolf skin form and can be returned to guard. Lion, zebra and tiger ones exist too
24 Carpet with magical binding symbol, anyone crossing symbol releases a demon or elemental
25 Carpet covered in eyes follow intruders and send a vision to the carpet owner (if any alive)
26 Reed spirit mat from a far off land undead cannot cross it, often at a door
27 Magical straw stays fresh and any vomit or faeces or dropped food vanish overnight
28 Pile of scented huge cushions that stay clean and smell like roses
29 Carpet with scene of explorers arriving and starting a colony
30 Flayed skin of a planar unrecognisable beast, under moonlight dream or nightmare creatures enter and exit but only if someone sleeps in area
31 Portraits with staring eyes used as part of a surveillance network used by local wizard who has special stereoscopic goggles that control the view
32 Portrait of soldiers that summon 2d6 warrior spectral minions
33 Portrait of a wizard who attacks through small portal in his book in another reality, will demand bribes as he attacks, he can close gate if feels pressured
34 Portrait of a armoured knight that if looked at summons a death knight, it wont attack anyone presenting a holy symbol with sincerity and eventually goes back in, rarely leaving its room
35 Portrait of a evil warlord, if anyone murdered in front of it the murderer swaps place with the warlord. The warlord is also a might wizard and seeks to conquer all
36 Painting of a huge fat cow, summons a d4 minotaurs if crossed without saying "moo!"
37 Painting of a creepy house or castle, if studied you are trapped in the painting with other prisoners and some beast that haunts it and kills some guests
38 Painting of the beast, once seen it will appear through the dreams of any who fail to save vs magic
39 Painting of the weeping widow, if crossed without muttering a prayer the gate opens revealing she is a screaming banshee
40 Painting of a dinosaur in front of a black pyramid in a jungle, can open a gate to a prehistoric lost pocket world once used by a cult to contact primordial wizards
41 Statue of a satyr with pan pipes, will come to life if passed without nodding to it. It wants to charm some humans for a orgy
42 Statue of a naked nymph with a stag, if praise not given to hunting goddess they come to life and the nymphs nudity can kill men who see her, the stag just attacks. If enemies flee return to statue form
43 Statue of a owl, can talk and direct you towards best books in area
44 Talking bust of a farmhouse explorer or artist or bard can recant facts about their life
45 Suits of armour animated and will attack intruders
46 Gargoyles in ceiling watching doors
47 Row of living statues of clan founders
48 Golem standing against wall
49 Idol is actually a imp pretending to be a savage tribal fetish
50 Creepy doll golem with real brains inside, delights in stabbing people in a cabinet
39 Painting of the weeping widow, if crossed without muttering a prayer the gate opens revealing she is a screaming banshee
40 Painting of a dinosaur in front of a black pyramid in a jungle, can open a gate to a prehistoric lost pocket world once used by a cult to contact primordial wizards
41 Statue of a satyr with pan pipes, will come to life if passed without nodding to it. It wants to charm some humans for a orgy
42 Statue of a naked nymph with a stag, if praise not given to hunting goddess they come to life and the nymphs nudity can kill men who see her, the stag just attacks. If enemies flee return to statue form
43 Statue of a owl, can talk and direct you towards best books in area
44 Talking bust of a farmhouse explorer or artist or bard can recant facts about their life
45 Suits of armour animated and will attack intruders
46 Gargoyles in ceiling watching doors
47 Row of living statues of clan founders
48 Golem standing against wall
49 Idol is actually a imp pretending to be a savage tribal fetish
50 Creepy doll golem with real brains inside, delights in stabbing people in a cabinet
51 Large ships lantern hanging from roof, magically lights area and exposes invisible things
52 Candelabra inhabited by tiny fairies, they are mostly rude pranksters but can be befriended
53 Magical candles burn forever and release scent of violets, rosemary or lavender
54 Candle holder if anyone touches after dark shoots a burning hands, looks gold with gems
55 Grinning goblin face lantern, if not addressed anyone passes it floods area with fog
56 Gloomy magic lamp which calls illusions to delay and occupy anyone entering room
57 Painted glass lamp if lit it rotates and and projects a horse race that always ends differently
58 Strange green glass lamp with octopus design, if lit it projects the face of elder octopoid sea demon which can telepathically communicate with you
59 A glowing chunk of red yellow or blue crystal held from roof by a chain lights area
60 Bottle of green glowing pulsing slime sealed in a bottle suspended by a chain from ceiling
61 Stone basin with a water weird inside
62 Fountain with a urinating cherub but wine instead of water
61 Stone basin with a water weird inside
62 Fountain with a urinating cherub but wine instead of water
63 Fountain with leaping fish with actual fish and slime inside, eating a fish grants you knowledge of a 1st level spell to use once. 3d4 fish
64 Fountain with live goddess spraying water from her nipples, heal a d4 damage once per day per person
65 Dragon fighting a knight fountain which distils spirits while spraying water if organic matter put in hopper, water in fountain is warm and bubbly for bathing in
66 Fountain featuring death with a scythe, if you drink you get a vision of your afterlife based on your current alignment
67 Grinning gargoyle fountain with a stone trough, water cures disease if drunk from here
68 Fountain of a minotaur with a club standing in a large pool, anyone drinking here and gets in a fight in the next turn goes berserk for a turn
69 A stone pond with attractive magical frogs 2d4 living inside, pond feeds them and runs the fountain and keeps plants thriving, anyone dropping in a copper coin gets a bless spell for one hour70 Stone pool decorated with d6 lotus flowers and a d6 lotus seeds in rotting pots in bottom
65 Dragon fighting a knight fountain which distils spirits while spraying water if organic matter put in hopper, water in fountain is warm and bubbly for bathing in
66 Fountain featuring death with a scythe, if you drink you get a vision of your afterlife based on your current alignment
67 Grinning gargoyle fountain with a stone trough, water cures disease if drunk from here
68 Fountain of a minotaur with a club standing in a large pool, anyone drinking here and gets in a fight in the next turn goes berserk for a turn
69 A stone pond with attractive magical frogs 2d4 living inside, pond feeds them and runs the fountain and keeps plants thriving, anyone dropping in a copper coin gets a bless spell for one hour70 Stone pool decorated with d6 lotus flowers and a d6 lotus seeds in rotting pots in bottom
71 Tapestries of knight galloping, one will leap from the artwork on horse ready for battle
82 Huge cave bear fur comes off the wall and turns into a angry bear but honey will placate it
73 Several dozen macrame owls with beads and wool and sticks, if called on the owls with give you personal advice
74 Bones of monks worked into a artwork hanging on wall, if prayer not given to them 2d6 skeletons jump out for battle
75 A magical food platter that lets you snack with illusionary treats
76 Basilisks head mounted, if walked under without name of the wizard who made it it comes to life, growls and gazes at them with petrifying rays
77 Rack of cursed weapons, lots of them
78 Mural scene of nobles having a feast, if you look at it you can join in for a few hours if you fail a save
79 Mosaic of some colossal beast destroying a city and words of a prophecy
80 Display cabinet of stuffed bugs or birds or other museum collectables
81 Face mirror with demon frame, once a week commune with a demon noble for 3 questions
82 Full body mirror, reflection doppelganger steps out to fight intruders
83 Wide wall mirror with phantoms on other side in the void hoping to break through, if broken 2d4 shadows come out
84 Scrying mirror shows scenes of your loved ones or kin far away a round a day per person
85 Mirror is a gateway to a mirror maze in a pocket dimension with invisible stalkers hunting visitors to guard a treasure
86 Mirror is gateway to the nightmare dimension one way if frame touched
87 Mirror conjures a undead version from another universe through whoever looks and reads text on frame "the mirror that flatters not"
88 Mirror can contact a fire giant imprisoned in underworld who will talk a bit especially if you help him get free
89 Mirror can turn into a map of the world showing the current location when frame touched
90 Mirror if gazed at shows a medusa face turning all to stone who don't save
91 Book case with general knowledge collection of history and geography, if a encyclopedia type subject is mentioned a book partly slides out
92 Book case of evil books, one is a imp offers a soul contract, several have necromancy spells others describe great artefacts and their locations
93 Book rack has each book wizard locked in place. You can read one at a time. Has a wizards spells and research and some recipes whole thing weighs a ton
94 Shelves of books illustration and describing the clan history back to implausible ancient times. Extra text appears as it happens
95 Book case with a door that gates to the infernal black school of wizards connected to hell with devil and changeling teachers
96 Book case if certain books pulled out partly opens a secret door with a stash of potions, drugs, a hookah and wine bottles
97 Book case that can read aloud any books kept in the shelf and can translate it to modern common
98 Book case with many popular books of knowledge that are illustrated with programmed illusions made by an illusionist with a good imagination who read lots
99 Collection of books about wizard crime and punishment of which clan who built house feature in lots. Lots of good tips for witch hunting and smashing cults
100 Research shelves used by a powerful wizard for research with several almost complete high level spells
bonus: Goat legged chair can carry a rider at walking pace for 8 hours
82 Huge cave bear fur comes off the wall and turns into a angry bear but honey will placate it
73 Several dozen macrame owls with beads and wool and sticks, if called on the owls with give you personal advice
74 Bones of monks worked into a artwork hanging on wall, if prayer not given to them 2d6 skeletons jump out for battle
75 A magical food platter that lets you snack with illusionary treats
76 Basilisks head mounted, if walked under without name of the wizard who made it it comes to life, growls and gazes at them with petrifying rays
77 Rack of cursed weapons, lots of them
78 Mural scene of nobles having a feast, if you look at it you can join in for a few hours if you fail a save
79 Mosaic of some colossal beast destroying a city and words of a prophecy
80 Display cabinet of stuffed bugs or birds or other museum collectables
81 Face mirror with demon frame, once a week commune with a demon noble for 3 questions
82 Full body mirror, reflection doppelganger steps out to fight intruders
83 Wide wall mirror with phantoms on other side in the void hoping to break through, if broken 2d4 shadows come out
84 Scrying mirror shows scenes of your loved ones or kin far away a round a day per person
85 Mirror is a gateway to a mirror maze in a pocket dimension with invisible stalkers hunting visitors to guard a treasure
86 Mirror is gateway to the nightmare dimension one way if frame touched
87 Mirror conjures a undead version from another universe through whoever looks and reads text on frame "the mirror that flatters not"
88 Mirror can contact a fire giant imprisoned in underworld who will talk a bit especially if you help him get free
89 Mirror can turn into a map of the world showing the current location when frame touched
90 Mirror if gazed at shows a medusa face turning all to stone who don't save
91 Book case with general knowledge collection of history and geography, if a encyclopedia type subject is mentioned a book partly slides out
92 Book case of evil books, one is a imp offers a soul contract, several have necromancy spells others describe great artefacts and their locations
93 Book rack has each book wizard locked in place. You can read one at a time. Has a wizards spells and research and some recipes whole thing weighs a ton
94 Shelves of books illustration and describing the clan history back to implausible ancient times. Extra text appears as it happens
95 Book case with a door that gates to the infernal black school of wizards connected to hell with devil and changeling teachers
96 Book case if certain books pulled out partly opens a secret door with a stash of potions, drugs, a hookah and wine bottles
97 Book case that can read aloud any books kept in the shelf and can translate it to modern common
98 Book case with many popular books of knowledge that are illustrated with programmed illusions made by an illusionist with a good imagination who read lots
99 Collection of books about wizard crime and punishment of which clan who built house feature in lots. Lots of good tips for witch hunting and smashing cults
100 Research shelves used by a powerful wizard for research with several almost complete high level spells
bonus: Goat legged chair can carry a rider at walking pace for 8 hours
Thursday, 23 January 2020
A Lotus For All Seasons
Lotus Flowers were one of the main currencies of the old monster kings as popular as gold or silver and for it's ability to control addicts. Ancient barges crossed the world selling drugs. Certain drugs are now found on certain continents. The Black Lotus Emperor rules much of the west through these drugs from his secret underground city. Black lotus because wizards and sorcerers crave it world wide is the most well known. Many lands ban lotus resin and some have become dependant on the criminal smugglers and pedlars who lend nobles money for influence.
This is how the Emperor spreads his influence. The drugs were commonly used as alternate spell components in the prehuman monster ruled age. Some say the emperor is a immortal deity from beyond. Many alien wizards are users also. Some areas there are lotus cults who use it in secret rituals and cover up failures. Some of these cults might have own strains. Some say lotus grew in conditions where outer gods were slain from their brain matter. The art of growing them requires a hard gardening roll to cultivate seeds and another to have them grow seeds. Cults might operate a secret garden. Some states operate gardens for nobility and royalty or only allow priests to use it. Natural animals, beast folk and barbarians and many tribal peoples shun them. Wherever you go people have strong opinions for against it.
This is how the Emperor spreads his influence. The drugs were commonly used as alternate spell components in the prehuman monster ruled age. Some say the emperor is a immortal deity from beyond. Many alien wizards are users also. Some areas there are lotus cults who use it in secret rituals and cover up failures. Some of these cults might have own strains. Some say lotus grew in conditions where outer gods were slain from their brain matter. The art of growing them requires a hard gardening roll to cultivate seeds and another to have them grow seeds. Cults might operate a secret garden. Some states operate gardens for nobility and royalty or only allow priests to use it. Natural animals, beast folk and barbarians and many tribal peoples shun them. Wherever you go people have strong opinions for against it.
D12 Lotus Types
1 Pink Lotus
2 Ivory Lotus
3 Golden Lotus
4 Silver Lotus
5 Scarlet Lotus
6 Grey Lotus
7 White Lotus
8 Jade Lotus
9 Amber Lotus
10 Violet Lotus
11 Blue Lotus
12 Black
Lotus
Dosage Effect if Save Effect if fail Cost
Mild Dose Mild Effect (d4 hours) Fail + sick for d4 rounds 10sp dose
Pure Dose Strong Effect Fail + save vs addiction + Mild Effect 40gp dose
Flower Extracts in wine or made into resin for pure doses
Fresh flowers in wine dissolve the narcotic and mixes with wine
Resin keeps for years and comes in pellets or blocks often with a guild symbol in gold
Rest of flower and stems make tea or smokes with only minor effects
Pipes across the world feature dragon designs
Most of these types are rare and seldom would you ever see all of them unless in the stash tin of a god or elf king. Any one big trade city might have 3 available.Some wizards tried to cross breed other types but most are fake
1 Pink Lotus
Fail – grow hideous wattles and dulaps like a turkey, more drugs worse they get
Mild Effect – euphoric, aroused, more sociable and charming +1CHA
Strong Effect – develop a petty mutation, hallucinate being one with all flesh through Xor
Dosage Effect if Save Effect if fail Cost
Mild Dose Mild Effect (d4 hours) Fail + sick for d4 rounds 10sp dose
Pure Dose Strong Effect Fail + save vs addiction + Mild Effect 40gp dose
Flower Extracts in wine or made into resin for pure doses
Fresh flowers in wine dissolve the narcotic and mixes with wine
Resin keeps for years and comes in pellets or blocks often with a guild symbol in gold
Rest of flower and stems make tea or smokes with only minor effects
Pipes across the world feature dragon designs
Most of these types are rare and seldom would you ever see all of them unless in the stash tin of a god or elf king. Any one big trade city might have 3 available.Some wizards tried to cross breed other types but most are fake
1 Pink Lotus
Fail – grow hideous wattles and dulaps like a turkey, more drugs worse they get
Mild Effect – euphoric, aroused, more sociable and charming +1CHA
Strong Effect – develop a petty mutation, hallucinate being one with all flesh through Xor
2 Ivory Lotus
Fail – when you die you arise as a skeletal undead, more drugs more powerful
Mild Effect – icy logic, fearless, analytical, good for research, hear whispers of dead +1INT
Strong Effect – immune to fear and charm magic, seem dead, commune with death d10 hours
Fail – when you die you arise as a skeletal undead, more drugs more powerful
Mild Effect – icy logic, fearless, analytical, good for research, hear whispers of dead +1INT
Strong Effect – immune to fear and charm magic, seem dead, commune with death d10 hours
3 Golden Lotus
Fail – body smoulders on first contact with sunlight losing a d4 HP, effect stronger with more drugs
Mild Effect – confident, warm and powerful feelings +1WIS
Strong Effect – immune to level or attribute drain from negative energy for hour
Fail – body smoulders on first contact with sunlight losing a d4 HP, effect stronger with more drugs
Mild Effect – confident, warm and powerful feelings +1WIS
Strong Effect – immune to level or attribute drain from negative energy for hour
4 Silver Lotus
Fail – go into deep trance for day, second time week, then month then coma
Mild Effect – objectivity, calm, emotionless +1INT
Strong Effect - temporary psionic ability or petty mental mutation
Fail – go into deep trance for day, second time week, then month then coma
Mild Effect – objectivity, calm, emotionless +1INT
Strong Effect - temporary psionic ability or petty mental mutation
5 Scarlet Lotus
Fail – become angry and violent, go on troublesome rampage for hour, temper gets worse over time
Mild Effect – aggressive, confidant, energetic will go berserk if fight starts in next turn
Strong Effect – heart stops, visions of souls destiny, first aid can revive you
Fail – become angry and violent, go on troublesome rampage for hour, temper gets worse over time
Mild Effect – aggressive, confidant, energetic will go berserk if fight starts in next turn
Strong Effect – heart stops, visions of souls destiny, first aid can revive you
6 Grey Lotus
Fail – drool like a idiot, reduced to infant state for d4 weeks, longer each time
Mild Effect – cold detachment, good for analytical skills, limited vision of own past +1WIS
Strong Effect – witness maddening things in past epochs then void hounds persue you
Fail – drool like a idiot, reduced to infant state for d4 weeks, longer each time
Mild Effect – cold detachment, good for analytical skills, limited vision of own past +1WIS
Strong Effect – witness maddening things in past epochs then void hounds persue you
7 White Lotus
Fail – temporary blindness, eventually eyes become white, giggling addicts tear out own eyes
Fail – temporary blindness, eventually eyes become white, giggling addicts tear out own eyes
Mild Effect – heal 1HP
Strong Effect - see in dark, perceive squirming alien beings from beyond everywhere d4 hours
Strong Effect - see in dark, perceive squirming alien beings from beyond everywhere d4 hours
8 Jade Lotus
Fail – develop slimy skin and webbing, eventually turn into frog folk hybrid
Mild Effect – euphoric, gregarious, hungry, elaborate speculation and theories +1WIS
Strong Effect – Visions of frog gods and ancient rites dedicated to them for d12 hours
Fail – develop slimy skin and webbing, eventually turn into frog folk hybrid
Mild Effect – euphoric, gregarious, hungry, elaborate speculation and theories +1WIS
Strong Effect – Visions of frog gods and ancient rites dedicated to them for d12 hours
9 Amber Lotus
Fail – ephoric memory loss as long as keep smoking daily, slavers use this to dominate victims
Mild Effect – visions of some other worldly court drama you don't understand +1CHA
Strong Effect – communicate directly with the unspeakable outsider god, the lord of madness for 3d10 hours
Fail – ephoric memory loss as long as keep smoking daily, slavers use this to dominate victims
Mild Effect – visions of some other worldly court drama you don't understand +1CHA
Strong Effect – communicate directly with the unspeakable outsider god, the lord of madness for 3d10 hours
10 Violet Lotus
Fail – develop a minor mutation, eventually after too much they evolve into a horrible beast
Mild Effect – sense magic in 30 foot
Strong Effect – see magic and identify spells and magical effects on sight d6 hours
Fail – develop a minor mutation, eventually after too much they evolve into a horrible beast
Mild Effect – sense magic in 30 foot
Strong Effect – see magic and identify spells and magical effects on sight d6 hours
11 Blue Lotus
Fail – giggle like a idiot and become very compliant
Mild Effect – numbness, flushes, mild visual distortions +1DEX
Strong Effect – cosmic visions of all reality, immune to illusions d6 hours
Fail – giggle like a idiot and become very compliant
Mild Effect – numbness, flushes, mild visual distortions +1DEX
Strong Effect – cosmic visions of all reality, immune to illusions d6 hours
12 Black Lotus
Fail – haunted by maddening occult dreams, join a cult or several
Mild Effect – incredible dreams of alien realities, disorientation, ranting, foaming at the mouth, recover one spell or spell energy level, mostly used by power level magicians
Strong Effect – communicate with alien wizards beyond time and space for d4 hours
Fail – haunted by maddening occult dreams, join a cult or several
Mild Effect – incredible dreams of alien realities, disorientation, ranting, foaming at the mouth, recover one spell or spell energy level, mostly used by power level magicians
Strong Effect – communicate with alien wizards beyond time and space for d4 hours
Sunday, 19 January 2020
Eldritch Decor
Decorative detail for the ruined city built before the gods by alien monsters long ago...
My net is down a while
d10 Types
01 Sounds
02 Odours
03 Trails
04 Environment
05 Stone
06 Artefacts
07 Living remains
08 Explorers remains
09 Vermin
10 Magical
d100 Title
01 Scuttling sounds in walls as if rats or animals gnawing and scratching
02 Dripping sounds with no trace or water,
03 Fluids under pressure gurgling and draining fluid
04 High pitched annoying sound, barely audible, makes arm hair stand up
05 Sounds of some viscous slime dropping to floor then dragging
06 Distant haunting echoes of somebody chanting
07 Strange choking guttural noises in distance
08 Buzzing like insect swarm
09 Sound of whistling wind through area
10 Something slithering away, sounded large
11 Smell of decay and rotting flesh
12 Ammonia smell burns nostrils and eyes slightly
13 Acid like odour of digestive fluids or vomit
14 Methane and sulphurous odours of decay
15 Smells sterile and lifeless, some chemical odour
16 Smell of smoke and soot
17 Fish like smell with salty iodine odour of the sea
18 Sewerage like smell
19 Acrid ozone smell, as if recent electrical activity
20 Brackish swamp like odour
21 Blood trail goes through several rooms where something was wounded
22 Scratches on floot where something was dragged
23 Dried out slime trail like some huge snail
24 Trail of human bones
25 Black oily residue stains floor in several places
26 Huge sheet of shed skin from something disgusting
27 Bloody boot print trail
28 Blackened soot silhouettes from disintegration weapons used on beings
29 Trail of slimy thick mucous
30 Gelatinous blob trail like some kinds of slimy footprints
31 Are is chillingly cold making breath fog
32 Area is warm and humid
33 Area covered in mist
34 Area has unnatural magical darkness
35 Area damp and dripping
36 Area dry and leaches moisture, possibly some dried our bodies
37 Area lit by dim coloured lights
38 Area overcast like twilight, light sources dimmed
39 Heightened air pressure, ears hurt, save vs nosebleed and headache
40 Walls dripping with water, floor damp with puddles
41 Broken shattered statue, attention to shattering face
42 Statue of alien being looks horrendous
43 Relief carving of beings from beyond enthralling humans
44 Squat green idol of outsider god as if it watches room
45 Stature on a plinth, actually a sleeping being, likes blood
46 Stone altar worn from sacrifices
47 Stone altar with gems set, manipulating it controls lights and climate
48 Stone gargoyles perched up high
49 Petrified corpse of some ancient prehuman being
50 Black stone idols with faces worn smoothly off
51 Wavy bladed meteoric iron bladed knife
52 Jade tablet fits in pocket
53 Large crystal from some console
54 Green metal rod, dimly luminescent like candle
55 Glowing gem stone
56 Stone with carved symbol repulsive to the elder ones
57 Stone with symbol, if seen save or cursed by more random monsters
58 Clay tablet with arcane formula
59 Clay tablet declaring tithes to old gods
60 Dusty strange looking ray gun of elder race with no ammo
61 Muddy nests that stink, with a d6 football sized leathery slimy eggs
62 Remains of a dried foot of some huge prehistoric creature
63 Large tried out length of giant tentacle
64 Fossilised coprolites of some prehistoric beast
65 Skeleton of some huge prehistoric beast
66 Hundreds of large arthropods shells like crabs, bugs, trilobites
67 Midden heap of fish and bird bones and a few larger ones
68 Giant insect remains, might see threatening at first from pose
69 Metal cylinder with living human brain inside
70 Desiccated human body, if examined some other creature was using skin as disguise
71 Wooden crates several years old with explorers clothes, dried food, cooking utensils and blankets
72 Chest with 2d6 cultist robes and a exotic dagger +1
73 Doll effigies left by savages depicting explorers and cultists visitors with real hair
74 Explorers or cultist bodies with journal of travels here
75 Dead cultist with scroll of prayers to welcome gods when they find them
76 Discarded mask for a cultist, depicts monster face
77 Pile of skulls with holes bored through tops
78 Ruined dried human explorer, something burst out from it's stomach long ago
79 Desiccated body in robes of ancient cultist with sword diary left here years ago
80 Decorated shrunken head of a explorer
81 Colony of strange bats of unfamiliar breed, quite large, cheeping and shitting
82 Foot long grubs crawling about larvae of something much bigger
83 Clusters of ping pong ball sized yellow eggs on wall
84 Footlong insect or marine invertebrate scuttling about feeding ignoring people
85 Hideous giant rat thing with a human face looks at you creepily then flees into crack
86 A stony pit crawling with mass of worms for some purpose
87 Organic man sized sacks of fluid hanging from ceiling
88 Giant cobwebs cover area and bundles of remains wrapped in spider silk
89 Hundeds of inch long invertebrate swarming to gnaw some slime on a wall
90 Lichen or algae like slime or moss growing everywhere
91 Room hums and electricity arcs between structures up high, smells of ozone
92 Gravity low and can double jumps but save or lose control and flail about into wall
93 Gravity increases save while moving each round or d4 damage and fall, only Mov 3
94 Time slowed, moving through here slow like pushing through treacle
95 Several figures here trapped in stasis, shiny and impossible to recognise
96 Pits with gibbering mutated immortal horrors made by wizards long ago
97 Mirror here is a gateway to another world or time
98 A pile of dust reassembles into terrified person who turns back to ash in a constant loop
99 An invisible gateway in room, easy to accidentally step through
100 Room is chilly with frozen figures on plinths, most recent are human cultists, further back are ape folk then reptilians snap frozen
Friday, 29 November 2019
Stone Age Adventures
A Stone Age Civilisation Setting
As yet unnamed stone age fantasy setting. After a age of monsters ruling with black magic the world is unclaimed wasteland. Many of the evil races fled to isolated places or underground. (Name suggestions: Bonelands, Slingstones & Sloths, sabretooth!, Frozen Coast). Hoping to write some adventure zines in this setting to play as cave folk of for moderns to discover. One flyer will be a mini setting with map, tribe info and encounters and loot.
A new tribe of survivors of a great sunken land have fled into the frozen northeren lands of glaciers, tundra and mountains. Great beasts dwell here and great hunters can overcome them.The tribe need new skills to survive and friends or the tribe wont last long. Skills the players have will ensure tribes survival.
Initial sandbox area of glaciated chilly coast
huge glaciers reaching into forested mountains
row of mountains forming many valleys to explore
rivers and streams
tribal areas and sacred places
great plateau of megafauna
stone city of ancient wizards
ruins of the monster empire, possibly degenerate survivors
The Tribe
Are mongrels, survivors who as children survived great south land flooding and burning. The last few elders who saved as many abandoned children on the journey north are few now. Having crossed the sea on a raft you came to this new place. The tribe are tolerant of physical differences and appearance and all dedicated to the families survival or you get kicked out if its a problem. They have no sacred places or objects, no links to other tribes by blood and no ancient traditions but a mash of many without context or understanding. The tribes stories are mostly about fleeing the floods and a smattering of childrens tales of old tribes.
Grandmother one tooth cannot walk or see but eats and talks and knows most
-she is also a healer (C3 dedicated to cave ogre goddess)
-mostly advises ruthless cruel action the tribe accept as last resort
Characters
Everyone uses default skill chances to hunt and survive and craft. Having proper skills gives you not just easier time but more advanced. Possibly you are only person in tribe with some skills and are duty bound to teach it preferably to children.
Fighters - mostly hunters and champions who battle in ritual combat or fight monsters. In times of violence these are often temporary or lasting leaders. Sometimes a champion takes over a tribe by continuing their emergency rulership over the tribe.
Clerics - priests of the gods, carry a idol of the They prey too or a bundle of ancestors bones. They claimed the gods freed us from slavery and darkness. There are bad gods too. Priests know about pleasing all kinds of gods and the importance of having a patron god. A priest has a favourite god but will help others with their gods who are kin of their god. Big gods are a puzzle to most peoples but the chanting of a priests stories are welcome entertainment. Some evil priests praise all the bad gods of the monster age bringing dead to walk and cursing others. When you die your god takes you to their house and meet your ancestors
Rogue - rely on craft and cunning, many are experts at scouting or tracking or making things from the kill.They most often act alone and avoid direct conflict. Sometimes they are called upon to kill a enemy or tribe member in secret.
Wizards - use ancient magic in words and writings found carved in stone on walls or in tablets. They crave secrets of black magic used by the monster kings to call forth monsters, nightmares and death. Most shun and fear them but some prove their worth and live with a tribe (or might take over but more likely to use a proxy)
Monks - there are rare tribal fighting schools that train warriors in ancient arts of fighting. Some dedicate them,selves to these schools and fighting cults. They live with very little in isolated places and rely on gifts which limits their growth. Some preserve other skills and languages and ancient lost skills. Most tribes would not support even one unless the order had aided them. Fighting this much is a waste of time you should be getting food say most.
Druid - are priests worshipping nature itself and all the creatures spirits of the land, water, air, trees and places. The most organised religion and popular, they organise calender's, festivals and building monuments like moving rocks. They are wise in healing, lore, poisons, herbs and languages. Druids provide education through story and song. Druids also regulate hunting seasons, where hunters can go, what is in season based on ancient lore to live in harmony with spirits. When you die you are reincarnated but some return as mightier beings or lowlier beings if they struggled against life.
Bard - are those found promising to be druids but drop out of study to be entertainers and artists. Not all tribes tolerate a waste of food so bards best have useful skills and knowledge and magic and popularity. Socialise with all types excelling at manners, customs, diplomacy and even trade. They learn all kinds of skills and lore and language. At big inter tribal gatherings bards will have contests that go on for days. Famous bards are very respected and travel as they please
Sorcerer - natural born spell casters often a result of non human bloodlines from the monster age. Many have dreams and visions which they enhance with fungi and herbs. In such dreams they meet and make pacts with their inhuman ancestors for power. Wizards have actually mimicked and recorded them to research new spells they can write on cave walls. Sorcerers unlike wizards are lazy, self indulgent, more willing to start a fight, enjoy adulation of others. A witch or warlock child if found to be useful with a cantrip might be spared. Problem ones might be abandoned. People who have been wronged by sorcerers are common and many hate them all. Wizards are above scandalous living. A good sorcerer is a tribal asset and respected.
Dwarf - dwarfs too were slaves of the monster empire and are recovering their own lost lore and arts. Currently they work copper and stone and silver and make the best weapons and armour. Bows, atlatl, slings, bolos, lassos and all manner of advanced weapons are known to them. They dream of going into the deep to find secure dwarf civilisation and being welcomed. Actually the elder dwarfs don't want them grubbing up the place with their stench. Every tribe needs a dwarf! Some trap them in caves or cripple their legs so they cannot escape. Dwarves can be sly and cruel and resentful at their value. Many demand beer or lovers or the best meat.
Elf - elves too were slaves of the monster empire and many did not escape too faerie land. Elves did come in to help the empire fall but did not reclaim their lost children. Even the dark elves helped betray the empire at the end. Some elves alone and isolated since savage monsters killed and ate everyone they knew live with humans, often for generations. They help keep lore and magic available to the tribe as well as fighting arts. They use bows and spears and live harmoniously with beasts and plants. Elves kept imprisoned waste away so most people try to keep elves friendly. Elves might long to meet other elves but will be shocked at their prejudice against those without pedigree or bloodlines tainted by mortals.
Gnome - small nature spirit folk who have remained hidden for aeons among nature but did help end the monster empire. Excellent craters usually lagging behind dwarves in many fields but good with precision moving parts. Also gnomes worship nature as kin so are good at arts of survival. They are quite charming and clever and tribes happily adopt them. They always hope to meet a village of their own kind but those who have wandered for centuries find it hard to settle with regular folk.
Halflings - burrowfolk live in holes in the ground. Stout and clever they are able hunters and gatherers and eat constantly in their decorated holes. Their every day comforts are great and their clothes are made from cloth with buttons. Advanced in farming, crafts, food preservation and cooking. They are very amiable and not ambitious mostly beyond creature comforts or food but they are curious. They make good food finders and cooks as well as make beer. They are well liked unless food is scarce.
Abhumans - these are part human part beasts made by gods in the dawn age or wizards in the monster empire emulating them. Many worship nature as do druids or they worship evil gods and demons. The most common in the current are d6 1=Stag 2=Lion 3=Ape 3=Bull 4=Snake 5=Lizard 6=Fish 7=Wolf 8=Frog 9=Bear 10=Crow. Other more exotic types exist too including elemental types, Terror Bird, Dinosaur or mythic creatures like dragons or unicorns. Most live in tribes and have simplest technology, some don't like fire or cooking. A rareley known fact is the monster empire by the end relied on abhuman troopd but human and orc breeds performed the best and became the most common type. Barbarians are modified hybrid humans and are thus abhumans like the strongest breeds of orc.
Giants - some giants as children live hidden among humans until they grow too large or hideous. Their habit of eating far more than any human is a problem for them. Some big tribes like supporting a huge strongman but small ones wont. Thus many end up alone. Giants can be good or evil and are part of a older order who waged war on the gods in the dawn age. Many chaotic giants served monster kings but others serving Cosmic Law helped humanity. Giants are rare but occupy valleys and hidden places hard for humans to reach.
Changelings - spirit folk akin to plants, elements or beast and change into human form. Some come to live with humans but move on as they are immortal and don't want to attract attention with worship. Usually they move if discovered. Mostly they keep their magic and shape shifting powers secret. Most are nature or darkness worshippers. Some dimly remember ancestors telling of being appointed by heaven to protect nature and consider themselves lesser divinities. They live among faerie folk for long periods also. Many of them are still sleeping under the earth awaiting the age of darkness to end but have yet to waken.
Tako - as the seas withdraw, Tako octopus faeries from the sea come exploring to map the new lands for the emperor of the sea. Most are alien to humans and seen as monsters. Mostly tako spy from a distance using hiding and climbing skills. They can be befriended and have many strange abilities that help them aid human friends. Some adapt to land and even cave or forest living. Many Tako have many reasons to not go home yet and will gossip with own kind. Evil wizard Tako serving darkness did explore lands also long ago.
Adventures
In a stone age setting but still usable by later eras.
It is post an age of black magic monster empire ruling overall, most details unclear
-find undead wizard cave
-explore glacier cave
-expose evil creatures pretending to be gods
-sinkhole full of undead with some great prize
-lair of demon bear
-orc village
-werewolf cult
-necromancers tarpit lair
-smoking mountain home of a dread wizard
-robbing a tribal village - steal a dwarf, calf, someones lover,
-hunting animals or monsters
Enemies
Orcs and Barbarians were bred by the monster wizards. Human-orc-ogre hybrids made by wizards in the monster age are abhumans. As were the barbarian hordes who made up the monster empire army at the end time. Barbarians and high orcs have a healthy sense of superiority to weaker natural humans. They wage war on humans for slaves and believe humans owe them everything for liberating the world. They do hate wizards and not too fond of gods. High orcs have been dropping in numbers for centuries unable to breed faster than their battle losses but lesser orcs revere them.
Pliestocene mammals mostly and modern animals few domestic animals
The plateau is a mammoth herd ground tunra rich in megafauna life
Dinosaurs are rare now mostly adapted to caves, islands, warmer climates but undead dinosaurs are favourites of wizards. A few dinos might survive in a valley or a volcano. Serpent and lizard men have domestic dinos which are better adapted to cold but still rare.
Fishfolk are always up to no good!
Beware their half human kin hidden among humans!
Undead are common in ruins often of monster empire races or servants.
Necromancers are evil wizards who seek a new age of rule by black magic
Necromancers seek forbidden lost lore, cultrs of darkness often aid them
Dark Priests are remnants of the monster empire religion taught still. Create undead, curses, poisons and murders by night. They are wicked and must die!
Wizards seek lost lore and forbidden remnants of old magic which is dangerous and drives wizards mad. Necromancers dedicate themselves to immortality, darkness and black magic.
Constructs left by wizards like golems often left as guards
Mutants are exposed to remnants of black magic, alchemical sludge or radiance of the ancients relics. Mutant dinosaurs, undead, dragons, demons, you name it is better mutated.
Tribes are local and do not welcome settlers. Their politics could be played to help characters tribe. About a dozen tribes, interrelated live on coast who live by various means but several hunters on plateau. Peace with some could be found. Some have evil secrets that could be exposed. As players interven and defeat other tribes some defeated may try desperate allegiances outside the human tribes.
Clans are: Stag, Bear, Wolf, Snake, Frog, Boar, Bison, Mammoth, Rhino, Lion, Beaver, Hyena. The newcommers tribe will get a name by the next inter tribe gathering based on characters actions. Until then they are "the stranger tribe".
Several intruder abhuman clans outside the area exist.
A tribe of Icefolk nomads from the frozen wastes come to take slaves back home
A orc tribe Blackbones, an elite of high orcs with their common orc rabble
A tribe of apefolk want to settle in caves and good places, strong and violent
A tribe of barbarians who seek wizards to kill and writing to destroy before moving on
A tribe of chaos barbarians seeking to kill and take corpses to necromancer master
Elves from fairyland are returning and planting forests,thorn hedges, goblin colonies and huge forests.
Dwarves from the deep have interesting things to steal but are vindictive
Halflings in the woodlands are good to trade with but protect hunting grounds
Gnomes live in wilderness and make life hard for hunters by protecting plants and animals
Abhumans mostly animal and elemental in tribes, many serve chaos
Changelings might be opposed to characters and act with magic and stealth and hidden close even in your house
Tako most are hidden but they do spy and steal, some worship elder chaos or sea demons
Alignment
Most people just are not into alignment and the fabulous benefits it brings and fights it helps start. But for those increasingly fanatic about alignment try theses extreme alignment claims.
Cannibalism is evil
Oath breaking is chaotic
Generosity is good
Tribal assembly is lawful
Raw food is chaotic
Cooked food is lawful
Stealing is evil
Keeping stuff for you and your family neutral
Keeping out of others conflicts is neutral
Considering protecting game with seasons balanced
Giving every side a say is balanced
As yet unnamed stone age fantasy setting. After a age of monsters ruling with black magic the world is unclaimed wasteland. Many of the evil races fled to isolated places or underground. (Name suggestions: Bonelands, Slingstones & Sloths, sabretooth!, Frozen Coast). Hoping to write some adventure zines in this setting to play as cave folk of for moderns to discover. One flyer will be a mini setting with map, tribe info and encounters and loot.
A new tribe of survivors of a great sunken land have fled into the frozen northeren lands of glaciers, tundra and mountains. Great beasts dwell here and great hunters can overcome them.The tribe need new skills to survive and friends or the tribe wont last long. Skills the players have will ensure tribes survival.
Initial sandbox area of glaciated chilly coast
huge glaciers reaching into forested mountains
row of mountains forming many valleys to explore
rivers and streams
tribal areas and sacred places
great plateau of megafauna
stone city of ancient wizards
ruins of the monster empire, possibly degenerate survivors
The Tribe
Are mongrels, survivors who as children survived great south land flooding and burning. The last few elders who saved as many abandoned children on the journey north are few now. Having crossed the sea on a raft you came to this new place. The tribe are tolerant of physical differences and appearance and all dedicated to the families survival or you get kicked out if its a problem. They have no sacred places or objects, no links to other tribes by blood and no ancient traditions but a mash of many without context or understanding. The tribes stories are mostly about fleeing the floods and a smattering of childrens tales of old tribes.
Grandmother one tooth cannot walk or see but eats and talks and knows most
-she is also a healer (C3 dedicated to cave ogre goddess)
-mostly advises ruthless cruel action the tribe accept as last resort
Characters
Everyone uses default skill chances to hunt and survive and craft. Having proper skills gives you not just easier time but more advanced. Possibly you are only person in tribe with some skills and are duty bound to teach it preferably to children.
Fighters - mostly hunters and champions who battle in ritual combat or fight monsters. In times of violence these are often temporary or lasting leaders. Sometimes a champion takes over a tribe by continuing their emergency rulership over the tribe.
Clerics - priests of the gods, carry a idol of the They prey too or a bundle of ancestors bones. They claimed the gods freed us from slavery and darkness. There are bad gods too. Priests know about pleasing all kinds of gods and the importance of having a patron god. A priest has a favourite god but will help others with their gods who are kin of their god. Big gods are a puzzle to most peoples but the chanting of a priests stories are welcome entertainment. Some evil priests praise all the bad gods of the monster age bringing dead to walk and cursing others. When you die your god takes you to their house and meet your ancestors
Rogue - rely on craft and cunning, many are experts at scouting or tracking or making things from the kill.They most often act alone and avoid direct conflict. Sometimes they are called upon to kill a enemy or tribe member in secret.
Wizards - use ancient magic in words and writings found carved in stone on walls or in tablets. They crave secrets of black magic used by the monster kings to call forth monsters, nightmares and death. Most shun and fear them but some prove their worth and live with a tribe (or might take over but more likely to use a proxy)
Monks - there are rare tribal fighting schools that train warriors in ancient arts of fighting. Some dedicate them,selves to these schools and fighting cults. They live with very little in isolated places and rely on gifts which limits their growth. Some preserve other skills and languages and ancient lost skills. Most tribes would not support even one unless the order had aided them. Fighting this much is a waste of time you should be getting food say most.
Druid - are priests worshipping nature itself and all the creatures spirits of the land, water, air, trees and places. The most organised religion and popular, they organise calender's, festivals and building monuments like moving rocks. They are wise in healing, lore, poisons, herbs and languages. Druids provide education through story and song. Druids also regulate hunting seasons, where hunters can go, what is in season based on ancient lore to live in harmony with spirits. When you die you are reincarnated but some return as mightier beings or lowlier beings if they struggled against life.
Bard - are those found promising to be druids but drop out of study to be entertainers and artists. Not all tribes tolerate a waste of food so bards best have useful skills and knowledge and magic and popularity. Socialise with all types excelling at manners, customs, diplomacy and even trade. They learn all kinds of skills and lore and language. At big inter tribal gatherings bards will have contests that go on for days. Famous bards are very respected and travel as they please
Sorcerer - natural born spell casters often a result of non human bloodlines from the monster age. Many have dreams and visions which they enhance with fungi and herbs. In such dreams they meet and make pacts with their inhuman ancestors for power. Wizards have actually mimicked and recorded them to research new spells they can write on cave walls. Sorcerers unlike wizards are lazy, self indulgent, more willing to start a fight, enjoy adulation of others. A witch or warlock child if found to be useful with a cantrip might be spared. Problem ones might be abandoned. People who have been wronged by sorcerers are common and many hate them all. Wizards are above scandalous living. A good sorcerer is a tribal asset and respected.
Dwarf - dwarfs too were slaves of the monster empire and are recovering their own lost lore and arts. Currently they work copper and stone and silver and make the best weapons and armour. Bows, atlatl, slings, bolos, lassos and all manner of advanced weapons are known to them. They dream of going into the deep to find secure dwarf civilisation and being welcomed. Actually the elder dwarfs don't want them grubbing up the place with their stench. Every tribe needs a dwarf! Some trap them in caves or cripple their legs so they cannot escape. Dwarves can be sly and cruel and resentful at their value. Many demand beer or lovers or the best meat.
Elf - elves too were slaves of the monster empire and many did not escape too faerie land. Elves did come in to help the empire fall but did not reclaim their lost children. Even the dark elves helped betray the empire at the end. Some elves alone and isolated since savage monsters killed and ate everyone they knew live with humans, often for generations. They help keep lore and magic available to the tribe as well as fighting arts. They use bows and spears and live harmoniously with beasts and plants. Elves kept imprisoned waste away so most people try to keep elves friendly. Elves might long to meet other elves but will be shocked at their prejudice against those without pedigree or bloodlines tainted by mortals.
Gnome - small nature spirit folk who have remained hidden for aeons among nature but did help end the monster empire. Excellent craters usually lagging behind dwarves in many fields but good with precision moving parts. Also gnomes worship nature as kin so are good at arts of survival. They are quite charming and clever and tribes happily adopt them. They always hope to meet a village of their own kind but those who have wandered for centuries find it hard to settle with regular folk.
Halflings - burrowfolk live in holes in the ground. Stout and clever they are able hunters and gatherers and eat constantly in their decorated holes. Their every day comforts are great and their clothes are made from cloth with buttons. Advanced in farming, crafts, food preservation and cooking. They are very amiable and not ambitious mostly beyond creature comforts or food but they are curious. They make good food finders and cooks as well as make beer. They are well liked unless food is scarce.
Abhumans - these are part human part beasts made by gods in the dawn age or wizards in the monster empire emulating them. Many worship nature as do druids or they worship evil gods and demons. The most common in the current are d6 1=Stag 2=Lion 3=Ape 3=Bull 4=Snake 5=Lizard 6=Fish 7=Wolf 8=Frog 9=Bear 10=Crow. Other more exotic types exist too including elemental types, Terror Bird, Dinosaur or mythic creatures like dragons or unicorns. Most live in tribes and have simplest technology, some don't like fire or cooking. A rareley known fact is the monster empire by the end relied on abhuman troopd but human and orc breeds performed the best and became the most common type. Barbarians are modified hybrid humans and are thus abhumans like the strongest breeds of orc.
Giants - some giants as children live hidden among humans until they grow too large or hideous. Their habit of eating far more than any human is a problem for them. Some big tribes like supporting a huge strongman but small ones wont. Thus many end up alone. Giants can be good or evil and are part of a older order who waged war on the gods in the dawn age. Many chaotic giants served monster kings but others serving Cosmic Law helped humanity. Giants are rare but occupy valleys and hidden places hard for humans to reach.
Changelings - spirit folk akin to plants, elements or beast and change into human form. Some come to live with humans but move on as they are immortal and don't want to attract attention with worship. Usually they move if discovered. Mostly they keep their magic and shape shifting powers secret. Most are nature or darkness worshippers. Some dimly remember ancestors telling of being appointed by heaven to protect nature and consider themselves lesser divinities. They live among faerie folk for long periods also. Many of them are still sleeping under the earth awaiting the age of darkness to end but have yet to waken.
Tako - as the seas withdraw, Tako octopus faeries from the sea come exploring to map the new lands for the emperor of the sea. Most are alien to humans and seen as monsters. Mostly tako spy from a distance using hiding and climbing skills. They can be befriended and have many strange abilities that help them aid human friends. Some adapt to land and even cave or forest living. Many Tako have many reasons to not go home yet and will gossip with own kind. Evil wizard Tako serving darkness did explore lands also long ago.
Adventures
In a stone age setting but still usable by later eras.
It is post an age of black magic monster empire ruling overall, most details unclear
-find undead wizard cave
-explore glacier cave
-expose evil creatures pretending to be gods
-sinkhole full of undead with some great prize
-lair of demon bear
-orc village
-werewolf cult
-necromancers tarpit lair
-smoking mountain home of a dread wizard
-robbing a tribal village - steal a dwarf, calf, someones lover,
-hunting animals or monsters
Enemies
Orcs and Barbarians were bred by the monster wizards. Human-orc-ogre hybrids made by wizards in the monster age are abhumans. As were the barbarian hordes who made up the monster empire army at the end time. Barbarians and high orcs have a healthy sense of superiority to weaker natural humans. They wage war on humans for slaves and believe humans owe them everything for liberating the world. They do hate wizards and not too fond of gods. High orcs have been dropping in numbers for centuries unable to breed faster than their battle losses but lesser orcs revere them.
Pliestocene mammals mostly and modern animals few domestic animals
The plateau is a mammoth herd ground tunra rich in megafauna life
Dinosaurs are rare now mostly adapted to caves, islands, warmer climates but undead dinosaurs are favourites of wizards. A few dinos might survive in a valley or a volcano. Serpent and lizard men have domestic dinos which are better adapted to cold but still rare.
Fishfolk are always up to no good!
Beware their half human kin hidden among humans!
Undead are common in ruins often of monster empire races or servants.
Necromancers are evil wizards who seek a new age of rule by black magic
Necromancers seek forbidden lost lore, cultrs of darkness often aid them
Dark Priests are remnants of the monster empire religion taught still. Create undead, curses, poisons and murders by night. They are wicked and must die!
Wizards seek lost lore and forbidden remnants of old magic which is dangerous and drives wizards mad. Necromancers dedicate themselves to immortality, darkness and black magic.
Constructs left by wizards like golems often left as guards
Mutants are exposed to remnants of black magic, alchemical sludge or radiance of the ancients relics. Mutant dinosaurs, undead, dragons, demons, you name it is better mutated.
Tribes are local and do not welcome settlers. Their politics could be played to help characters tribe. About a dozen tribes, interrelated live on coast who live by various means but several hunters on plateau. Peace with some could be found. Some have evil secrets that could be exposed. As players interven and defeat other tribes some defeated may try desperate allegiances outside the human tribes.
Clans are: Stag, Bear, Wolf, Snake, Frog, Boar, Bison, Mammoth, Rhino, Lion, Beaver, Hyena. The newcommers tribe will get a name by the next inter tribe gathering based on characters actions. Until then they are "the stranger tribe".
Several intruder abhuman clans outside the area exist.
A tribe of Icefolk nomads from the frozen wastes come to take slaves back home
A orc tribe Blackbones, an elite of high orcs with their common orc rabble
A tribe of apefolk want to settle in caves and good places, strong and violent
A tribe of barbarians who seek wizards to kill and writing to destroy before moving on
A tribe of chaos barbarians seeking to kill and take corpses to necromancer master
Elves from fairyland are returning and planting forests,thorn hedges, goblin colonies and huge forests.
Dwarves from the deep have interesting things to steal but are vindictive
Halflings in the woodlands are good to trade with but protect hunting grounds
Gnomes live in wilderness and make life hard for hunters by protecting plants and animals
Abhumans mostly animal and elemental in tribes, many serve chaos
Changelings might be opposed to characters and act with magic and stealth and hidden close even in your house
Tako most are hidden but they do spy and steal, some worship elder chaos or sea demons
Alignment
Most people just are not into alignment and the fabulous benefits it brings and fights it helps start. But for those increasingly fanatic about alignment try theses extreme alignment claims.
Cannibalism is evil
Oath breaking is chaotic
Generosity is good
Tribal assembly is lawful
Raw food is chaotic
Cooked food is lawful
Stealing is evil
Keeping stuff for you and your family neutral
Keeping out of others conflicts is neutral
Considering protecting game with seasons balanced
Giving every side a say is balanced
Monday, 15 July 2019
Marvel Log: Heroes in Space Attack Dire Wraiths
so to recap:
Team:
Shockwire bouncer by night living lightning hero by day!
Jack Frost silver age vet hero returned from years unseen
Lotus break dancing giant tree guy
Amp rock and rollroadie with sonic powers, armour and strength
Terra four armed mutant burrowing super strong hero, works for beer and curry
Evac the official hero of World Wide Rescue Service
Bolt Trower the android archer with his robot falcon
Month ago:
Rescue Force battle monster space worm with lizard king!
battled a cult summoning alien being and killed it with a local king lizard kaiju
Recently:
New Hope for Yesterdays Heroes
Frost and Evac took control of a old folks home for super seniors
Former manager was a alien space dragon super villain in disguise, Mandragora
Followed evidence pointed to location on the moon and modded Evac's heavy cargo lifter for a lunar return trip with boosters. Dire Wraith spies tried to sabotage the launch.
Heroes Deny Plot to Flee Dying Earth in Home Made Space Ship!
Went to the moon found alien base in a landing strip on;y seen in classified photos the team heard of. Battled psionic shape shifting grey aliens offering universal cosmic peace. Some of party attacked and others teurned on them. Grey aliens were shape shifting dire wraiths projecting Mandragoras telepathy plus their own shape shifting. Inside base met atractive lady astronauts with metalic bob wigs and tight silver space suits. Some herows attacked and broke illusion over more wraiths. Met Dr Mandragora and he turned into a alien space dragon (a psionic one). Had a chasing psionic battle with him and most party went through a gate made by a wraith witch and went to wraithworld. Bolt thrower left on moon with Mandragora and his arrows couldn't hurt the villain..
Heroes Out Of Control Invade Alien Planet In Other Dimension!
Jack frost got through gate and pulled out his secret trumpcard. Revealed he was carrying Lotus a new tree superhero in his pocket in seed form who grew himself in alien soil from alien plant matter. So he was purple and black here. Shockwire had escaped but joined Frost and Lotus. Amp, Terra and Evac were unconscious and being carried away by wraiths to a distant city. Standing team went to mountains (vs desert or jungle) and contacted by robots. Brought to a secret base of a rare wraith warlock with his science wraith minions. He wants to leave planet and go to Earth with only a few evil shape shifting alien spy comrades. But provided plan to raid wraith witch city labs and prison plus kidnap a wraith with gate powers to pull out her brain. Raid worked and escaped. Tunnels had lots of interesting scenery and mutant cave clams and toad wraiths.
Escape From Dimension X
While jack worked on lab project to turn the wraith brain into a dimensional portal maker. Shockwire contacted a object in orbit they had noticed and used powers to have a radio chat with ameboid alien allies. Their bioship had a starspawn of cthulhu brain for a dimensional warp drive. Made a deal to go with them back to earth via their home planet. Lotus sent the science wraith saucer with a nuke off to the city deliberatley not when plan demanded it. Some sort of darkness void shield ate the explosion but it looked cool. While angry warlock yelled at Lotus, Shockwire jolted him into unconsciousness by surprise. Made a deal to take 2 science wraiths and some other beings found in cryopods. Three frozen wraith heretics who liked earth and family of human parents with mutant-wraith hybrid child (in mobile suspended animation pod). The ameboids gooey inside bio ship was kinda disgusting. Warlock awoke to find his base trashed and minions gone and the gate device Frost built with the witch brain was destroyed.
Heroes Triumphant Return From the Stars Welcome!
Spent a week on alien planet. Heard about their history and wars and links to shoggoths and the crinoid great old ones who made them long ago. Possibly dire Wraiths might return or get up to larks possibly can trace heroes to ameboid homeworld.
Return to moon base to find Bolt Thrower and Joan the dog surviving. Marndragora turned into a space dragon and flew off. Bolt Thrower scratched him and he fled after trashing half the base. Apparently Mandragora cannot leave earth further than the moon. Everyone returned to earth in their vessel with Bolt Thrower jacked in to pilot the ship.
Back on earth got a good reception and went back to regular business. Characters spied on agents of some high tech crime cartel and publicly showboated bringing down a couple of corp agents. Got lots of popularity.
Ive sped up my initiative system to just Intuition count downs
Also +5 spot karma for comic dialogue has everyone quipping or catch phrazing.
Sunday, 30 June 2019
Marvel Session; Lunar Blitzcrieg on Dire Wraiths
So after last game had 3 players i did a new player callout. So we had 2 noobs and everyone make it (bar one) so six players. Changed initiative system to speed and simplify combat which worked mad a couple of docs for group which i will expand and grabbing my own articles and publishing into booklets for use in game. Will share two below:
Character gen
Character Record booklet
Will add city map to character book so they can add workplaces and homes
and remake table so greyscale works better and i messed up the fumble range to not be as ones we use in play as laminated sheets at table.
I met noobs at library to make new characters and both were fast
So got everyone to go round the room and describe characters
Jack Frost, hero of late70s and 80s who returned from retirement and turns into ice or frozen gas, shoots blunt icebolts and clouds of frozen gas. Is a super scientist to who keeps healing horrible genetic abominations of bad guys. Jack works at the space centre and teaches and runs a super hero retirement home which was supposed to be temporary but he likes it.
Amp a sonic super strong wrestling rock and roll roadie
Bolt Thrower the android archer with his high tech bow and robot hawk
Evac the official hero of the world wide rescue service currently working on astronaut training. Flies, strong, armoured, shoots force bolts and has a force sheath defence
Mr Lint a bouncer who can turn into incredible electricity and really liked watching the Tic on tv. Has a pet terrier who keeps turning up.
Terra a four armed super strong wrestling hooligan who has 4 arms and can burrow at 200 mph. He has own gang and a street where he is considered the local law. The city are paying him in beer and curry to help superheroes.
Then as a sample of abilities i gave everyone a quick solo event using personal encounter tables.
Jack Frost found a cleaner was sabotaging the space centre with alien spy tech and he stopped the industrial espionage merc who was hired to do it.
Amp was hanging out with his band in his base after a trip on tour. Decided the night club affiliated with is same as MrLint's.
Bolt Thrower was on his date a journalist who had been writing about heroes planning to build a ship to flee the apocalypse. Was trying to convince her it was just a mission and saw truck back onto ATM. He webbed them and stopped the truck and confiscated a cool concealable hacker terminal that fits on arm with a hud monacle.
Evac was safety checking the WWRS heavy cargo lifter that seemed perpetually in his care and was being modified for a one use moon mission and didn't notice a saboteur escaping. He managed to land safely and found alien bug which being on same base as Jack frost got them together to realises same aliens tech at work.
Mr Lint was grabbing a coffee at his contact's shop and a maniac in a mask with a chain tried to hold up place. Being a awesome martial artist he tussled with guy, took a hit as a human which hurt and chased the guy out. As he is faster he ducked into alley to stash coat and transformed disintegrating his clothes. Tried to stop guy but as he has probability control he gets miraculous fumbles and blew every streetlight in the area but crook cowed in terror. Lint told him to go to the police then went back to put on coat and finish his coffee.
Terra was in his flat drinking beer and eating curry watching soccer when a gang member told him mob had a car on street hassling the garage for money. As his gang only permited crime in area he spring into action with a mob of yobs approaching the armoured mob limo yelling. Frightened mobster fired smg scaring gang off and Terra headbutted him into unconsciousness. He let car drive off and his gang beat the other crook and both prisoners were stripped and thrown in river with warnings to never come back.
So last time party was investigating the old folks home for heroes for signs that the former chief Dr Sinclair was really Mandragora a mastermind genius and could turn into a space dragon. They realised that he had been sending data about old heroes to the moon possibly to sell to aliens? So they started working on modifying the WWRS heavy lifter into a one use return moon vehicle.
Town Mayor and Ape Detective Wally Surface got the team together and introduced new heroes to support their mission. They all went to base to check on the space launchand look for saboteurs. Bolt Thrower jacked into the alien devices and found a network that tried to take him over. He saw there were other devices on the base, resisted control and jacked out. Lint could see EM so he led group after a signal and found a clean lab with airlock all in glass where heroes could see 4 lab techs working. The tech seeing 6 superheroes glare at them were a bit edgy. Then they pulled huge self assembling chrome rayguns out. Bolth Thrower destroyed glass and webbed a tech. Evac flew through a window to do his charge and as usual missed but did not crash horribly which for him was a good outcome. Jack Frost fired a icebolt at one. Lint in electric form teleported across the room and punched one as aliens fired. A few heroes injured and webbed tech turned into a snake and crawled out so Terra grabbed her only to have her coil around him and bite him with no effect. Amp grabbed another one.
One of the techs and his gun turned to ash when shot which was a bit scary. Terra squished the snake and another turned to ash but others turned into their true form as science wraiths, an alien enemy not seen in 20 years. Called Men in Black of APIO to collect aliens and saw their tech was setting off alarms and their network stopped. Bolt Thrower flew over base to check and saw lots of scientists running into a hanger and called gang.
As they approached doors opened and two robot things and 8 science wraiths with big ray guns ran out. Heroes charged. Lint teleported in by ground wires and got into fight with robot that couldn't hurt him and only damage itself as it punched him. Evac got stunned badly and was out. Other nearly stunned and frost injured multiple wraiths with ice blast. Bolt Thrower shot lots and his hawk pulled agun from a wraith that tuned into a pteradactyl thing to chase him but Bolty shot it some more. Another wriath turned into rat and tried to flee but Bolt Thrower got it. Amp was grabbing them while vibrating which was pretty dangerous. Terra tried burrowing under them and getting them to fall in the hole but grabbing them from underground worked better. Wraiths all down and most ash. Robot things had pods with pods of fleshy matter that Frost determined used to be human.
They called extra collection team to put wraiths in freezer. APIO jet arived and rather than wait for other team to arrived offered to just stuff all the wriaths in the two freezer pods as damned dirty aliens dont deserve space. Party loaded in and watched fly off. Then the two ships they actually ordered arrived. Doh. Tracked the wraith controlled prison plane to a closed APIO base and sent law after them. The aliens were mostly working on slowing the party so they just worked on take off.
On launch pad with the World Wide Rescue heavy lifter with extra boosters and engines the heroes loaded up. Amp was worried about his powers without air. During final check for sabotage. Lint used his powers to scan and fumbled with bad luck. He sent his dog to be cared for and fumbled that too. Loaded a couple of supervillain prison robots on board too, MK 3 models the smart ones. As dire wraiths were involved the team were briefed about a few alien types and the wraiths. Notably the so called male science wraiths and the stronger witch wraiths. As they have no genitalia gender seemed a convention they adopted for infiltrating earth and "male" science wraiths pretended to be women often enough.
After lift off Lint found Joan the terrier in his luggage. "Oh you naughty girl!"
Docked at space station for fuel and headed to moon. Amp kept on broadcasting to earth his insights and tried to bring his rock and roll vibe to space travel and failed badly. The world was horrified this maniac was allowed in space and soon the world knew what an Australian bogan was like and it was like Amp. Amp got Evac to speak on air about looking after him and after and relieved everybody.
Orbited the moon and scans revealed there were pilon like spires in location the signals from Earth went to. Bolt thrower was jacked into ship piloting it as his own body which was cool. He landed on the alien runway and scans revealed a large door big enough for a alien saucer but not teams ship. So they suited up and went out. Door opened and glaring light came out. Spindly naked greys walked out offering hugs broadcasting peace and cosmic love. Some saw through this and attacked and the party had to fight the lower psyche team members too, Science wraiths dropped the ruse especially after Amp grabbed six in his arms and ran off to "save them". Aliens defeated went in base and saw a big vehichle bay door and a human airlock. Amp teleported through metal door and explored the base tech wing to find tools left and no crew. The rest went into a 70s space lounge and attractive lady astronauts in skin tight silver suits and metallic pastel hair came to greet them as saviours. Only Jack resisted this time and he blasted them all with cold breath cloud and broke the alien ruse.
Seemed they had all the alien crew taken care of and base looked human made but they united and came to bio science wing that was sealed. Bolt Thrower opened the door and all saw alien biolab and came to another strange larger door that opened on own. A strange non wraith alien green temple with alien writing was here and out came Dr Mandragora as an older man in a suit with a pencil thin moustache. He told the heroes were here just in time and the wraiths were just a test and he needed them to go through a gate to fight a evil ultraterrestrial overlord. A woman in red robes came out and opened a gate of darkness offering them to enter. Bolt Thrower and Jack Frost called bullshit. Mandragora said Bolty and Jack were already under control and the only way to help them was to go throught the gate. Jack tried to block the gate with ice while Bolt Thrower shot Mandragora. The villain ignored this grew into a 20 foot tall space dragon and chased Bolt Thrower singing him with cosmic flame. Bolty never had not been able to take someone out before and ran. Jack tried to block the gate, shrugged off the with and froze her in the gateway. Evac rammed through knocking her in and most of the party went through before the gate closed.
Jack and Bolt Thrower fled in panic from Mandragora who possibly was really a alien space dragon all along controlling the wraith. The others blinked looking at the nightmare land of darkness that was Wraithworld. Violet sky with black stars, alien twitching plants, hideous hounds and pteradactyl things and a ruined stone city. The planet had been plunged into another universe by heroes 20 years ago when they tried to merge Wraithworld and Earth.
End of session.
All worked well. Dire wraiths are the only marvel universe thing I have from comics in my setting and they have been popular villains. This campaign has really taken off. It did take about 9 months to become regular fortnightly game. 6 hour sessions im likeing as get lots done.
Character gen
Character Record booklet
Will add city map to character book so they can add workplaces and homes
and remake table so greyscale works better and i messed up the fumble range to not be as ones we use in play as laminated sheets at table.
I met noobs at library to make new characters and both were fast
So got everyone to go round the room and describe characters
Jack Frost, hero of late70s and 80s who returned from retirement and turns into ice or frozen gas, shoots blunt icebolts and clouds of frozen gas. Is a super scientist to who keeps healing horrible genetic abominations of bad guys. Jack works at the space centre and teaches and runs a super hero retirement home which was supposed to be temporary but he likes it.
Amp a sonic super strong wrestling rock and roll roadie
Bolt Thrower the android archer with his high tech bow and robot hawk
Evac the official hero of the world wide rescue service currently working on astronaut training. Flies, strong, armoured, shoots force bolts and has a force sheath defence
Mr Lint a bouncer who can turn into incredible electricity and really liked watching the Tic on tv. Has a pet terrier who keeps turning up.
Terra a four armed super strong wrestling hooligan who has 4 arms and can burrow at 200 mph. He has own gang and a street where he is considered the local law. The city are paying him in beer and curry to help superheroes.
Then as a sample of abilities i gave everyone a quick solo event using personal encounter tables.
Jack Frost found a cleaner was sabotaging the space centre with alien spy tech and he stopped the industrial espionage merc who was hired to do it.
Amp was hanging out with his band in his base after a trip on tour. Decided the night club affiliated with is same as MrLint's.
Bolt Thrower was on his date a journalist who had been writing about heroes planning to build a ship to flee the apocalypse. Was trying to convince her it was just a mission and saw truck back onto ATM. He webbed them and stopped the truck and confiscated a cool concealable hacker terminal that fits on arm with a hud monacle.
Evac was safety checking the WWRS heavy cargo lifter that seemed perpetually in his care and was being modified for a one use moon mission and didn't notice a saboteur escaping. He managed to land safely and found alien bug which being on same base as Jack frost got them together to realises same aliens tech at work.
Mr Lint was grabbing a coffee at his contact's shop and a maniac in a mask with a chain tried to hold up place. Being a awesome martial artist he tussled with guy, took a hit as a human which hurt and chased the guy out. As he is faster he ducked into alley to stash coat and transformed disintegrating his clothes. Tried to stop guy but as he has probability control he gets miraculous fumbles and blew every streetlight in the area but crook cowed in terror. Lint told him to go to the police then went back to put on coat and finish his coffee.
Terra was in his flat drinking beer and eating curry watching soccer when a gang member told him mob had a car on street hassling the garage for money. As his gang only permited crime in area he spring into action with a mob of yobs approaching the armoured mob limo yelling. Frightened mobster fired smg scaring gang off and Terra headbutted him into unconsciousness. He let car drive off and his gang beat the other crook and both prisoners were stripped and thrown in river with warnings to never come back.
So last time party was investigating the old folks home for heroes for signs that the former chief Dr Sinclair was really Mandragora a mastermind genius and could turn into a space dragon. They realised that he had been sending data about old heroes to the moon possibly to sell to aliens? So they started working on modifying the WWRS heavy lifter into a one use return moon vehicle.
Town Mayor and Ape Detective Wally Surface got the team together and introduced new heroes to support their mission. They all went to base to check on the space launchand look for saboteurs. Bolt Thrower jacked into the alien devices and found a network that tried to take him over. He saw there were other devices on the base, resisted control and jacked out. Lint could see EM so he led group after a signal and found a clean lab with airlock all in glass where heroes could see 4 lab techs working. The tech seeing 6 superheroes glare at them were a bit edgy. Then they pulled huge self assembling chrome rayguns out. Bolth Thrower destroyed glass and webbed a tech. Evac flew through a window to do his charge and as usual missed but did not crash horribly which for him was a good outcome. Jack Frost fired a icebolt at one. Lint in electric form teleported across the room and punched one as aliens fired. A few heroes injured and webbed tech turned into a snake and crawled out so Terra grabbed her only to have her coil around him and bite him with no effect. Amp grabbed another one.
One of the techs and his gun turned to ash when shot which was a bit scary. Terra squished the snake and another turned to ash but others turned into their true form as science wraiths, an alien enemy not seen in 20 years. Called Men in Black of APIO to collect aliens and saw their tech was setting off alarms and their network stopped. Bolt Thrower flew over base to check and saw lots of scientists running into a hanger and called gang.
As they approached doors opened and two robot things and 8 science wraiths with big ray guns ran out. Heroes charged. Lint teleported in by ground wires and got into fight with robot that couldn't hurt him and only damage itself as it punched him. Evac got stunned badly and was out. Other nearly stunned and frost injured multiple wraiths with ice blast. Bolt Thrower shot lots and his hawk pulled agun from a wraith that tuned into a pteradactyl thing to chase him but Bolty shot it some more. Another wriath turned into rat and tried to flee but Bolt Thrower got it. Amp was grabbing them while vibrating which was pretty dangerous. Terra tried burrowing under them and getting them to fall in the hole but grabbing them from underground worked better. Wraiths all down and most ash. Robot things had pods with pods of fleshy matter that Frost determined used to be human.
They called extra collection team to put wraiths in freezer. APIO jet arived and rather than wait for other team to arrived offered to just stuff all the wriaths in the two freezer pods as damned dirty aliens dont deserve space. Party loaded in and watched fly off. Then the two ships they actually ordered arrived. Doh. Tracked the wraith controlled prison plane to a closed APIO base and sent law after them. The aliens were mostly working on slowing the party so they just worked on take off.
On launch pad with the World Wide Rescue heavy lifter with extra boosters and engines the heroes loaded up. Amp was worried about his powers without air. During final check for sabotage. Lint used his powers to scan and fumbled with bad luck. He sent his dog to be cared for and fumbled that too. Loaded a couple of supervillain prison robots on board too, MK 3 models the smart ones. As dire wraiths were involved the team were briefed about a few alien types and the wraiths. Notably the so called male science wraiths and the stronger witch wraiths. As they have no genitalia gender seemed a convention they adopted for infiltrating earth and "male" science wraiths pretended to be women often enough.
After lift off Lint found Joan the terrier in his luggage. "Oh you naughty girl!"
Docked at space station for fuel and headed to moon. Amp kept on broadcasting to earth his insights and tried to bring his rock and roll vibe to space travel and failed badly. The world was horrified this maniac was allowed in space and soon the world knew what an Australian bogan was like and it was like Amp. Amp got Evac to speak on air about looking after him and after and relieved everybody.
Orbited the moon and scans revealed there were pilon like spires in location the signals from Earth went to. Bolt thrower was jacked into ship piloting it as his own body which was cool. He landed on the alien runway and scans revealed a large door big enough for a alien saucer but not teams ship. So they suited up and went out. Door opened and glaring light came out. Spindly naked greys walked out offering hugs broadcasting peace and cosmic love. Some saw through this and attacked and the party had to fight the lower psyche team members too, Science wraiths dropped the ruse especially after Amp grabbed six in his arms and ran off to "save them". Aliens defeated went in base and saw a big vehichle bay door and a human airlock. Amp teleported through metal door and explored the base tech wing to find tools left and no crew. The rest went into a 70s space lounge and attractive lady astronauts in skin tight silver suits and metallic pastel hair came to greet them as saviours. Only Jack resisted this time and he blasted them all with cold breath cloud and broke the alien ruse.
Seemed they had all the alien crew taken care of and base looked human made but they united and came to bio science wing that was sealed. Bolt Thrower opened the door and all saw alien biolab and came to another strange larger door that opened on own. A strange non wraith alien green temple with alien writing was here and out came Dr Mandragora as an older man in a suit with a pencil thin moustache. He told the heroes were here just in time and the wraiths were just a test and he needed them to go through a gate to fight a evil ultraterrestrial overlord. A woman in red robes came out and opened a gate of darkness offering them to enter. Bolt Thrower and Jack Frost called bullshit. Mandragora said Bolty and Jack were already under control and the only way to help them was to go throught the gate. Jack tried to block the gate with ice while Bolt Thrower shot Mandragora. The villain ignored this grew into a 20 foot tall space dragon and chased Bolt Thrower singing him with cosmic flame. Bolty never had not been able to take someone out before and ran. Jack tried to block the gate, shrugged off the with and froze her in the gateway. Evac rammed through knocking her in and most of the party went through before the gate closed.
Jack and Bolt Thrower fled in panic from Mandragora who possibly was really a alien space dragon all along controlling the wraith. The others blinked looking at the nightmare land of darkness that was Wraithworld. Violet sky with black stars, alien twitching plants, hideous hounds and pteradactyl things and a ruined stone city. The planet had been plunged into another universe by heroes 20 years ago when they tried to merge Wraithworld and Earth.
End of session.
All worked well. Dire wraiths are the only marvel universe thing I have from comics in my setting and they have been popular villains. This campaign has really taken off. It did take about 9 months to become regular fortnightly game. 6 hour sessions im likeing as get lots done.
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