Showing posts with label crossing. Show all posts
Showing posts with label crossing. Show all posts

Wednesday, 24 April 2019

Sour Hill Region Notes






































So Ive talked about Sour Hill a bit to use in my 3folds vol 31-40. Ive been making post apoc art for series 3 post apocalypse set. Here Im expanding this region a bit and have played with the maps of both a bit. Might still change some names.

Sour Hill was a former castle town with thousands now on verge of total collapse and a borderline ghost town. Monsters have started walking the streets more. Once the cathedral went everything fell in decline. Grandparents here remember a thriving wholesome town, the jewel of the north. Traders come mostly to scrap buildings for cut stone. Former pop 2000, Current pop 400.

Sourhill is a great circle wall the a gatehouse in each compass point, a great tower, a keep and remains of a cathedral which was mostly removed by the church and eventually destroyed the region. The Quarters are Smakley where pious church folk lived, Grunton where pig farmers lived, Dirton where farmers lived and Clankton where traders, crafters and shopkeepers lived.

One former lord of the town kept monster menageries and believed the right amount of monsters was good for the economy but too many threw out the balance. Once he died monsters all over the region thrived out of control. The Monsterarium ruins are overgrown but still there. A goblin freak show operates here still. Slavers sell goblins, kobolds and orcs to civilization from here.

Murder hobos and cultists walk openly now. No new lord has moved in to manage the region, wars have kept kings too busy to share.

Long ago a thriving Druid cult ruled the area leaving megalthic stones and artificial hills everywhere. Current people fear there ghost haunted places.

Seagrave
is a fishing village but smuggling, fish cults, looting ship wrecks is more what it is known for. Now the law in Sour Hill don't come it is getting worse. 
Current pop 200.

Tinvale was a very old tin miners village. The adjacent mines are almost depleted. Miners often dealt with cave folk ghosts and graves here as the mines were thousands of years older. Years ago someone got the bright idea to bring in a breeding pair of kobolds, these goblin-brownie hybrids quickly took over and now fill the hollow hills. The idea was to get the kobolds to mine in return for food which worked a while until others traded them in secret with iron and the kobolds became well armed. Turnip production is now the main industry but tin miners and smiths still work here. 
Former pop 800, Current pop 200.

Icewater was settled by viking mercenaries by a king needing mercenaries over 400 years ago. They don't feel kinship with outsiders and mostly fish. Still barbarians with a old storm god cult they are wary of civilization that betrayed other settled clans. They still trade with the far north kin and can call on them. The local mountains and forests have trolls, dwarves, elves and other monsters. Berserker cults thrive in the area but are unwelcome in peacetime in village. 
Current pop 400.

The Well Known Ruins are on common maps. Technically some are still settled by hangers on and enjoy a lack of tax collectors.

Eastmoor Hall former seat of knight who was warden of the Eastmoors, now a shunned ruin with a dungeon

Scar Hall
 former seat of knight who was warden of the Eastmoors, now over run with kobolds, stirges and worse

Runtly former village where the undesirables and murder hobos kept out of Sour Hill lived but now most have moved their. A ghost town where bandits still camp and a few desperate locals live. 
Former pop 200, Current pop 40?

Barrow Hill full of burial mounds, standing stones and foundations of prehistoric villages. Haunted by wights and other undead mostly shunned. Druids in the local forest and wild folk come to worship here and other megalithic sites all over the region. They also maintain huge cut turf artworks and rock carvings.

Hobbsville was a thriving village of miners, craftsmen and a traders stop. Now it is mostly empty and the remaining residents are devil worshipers. Traders shun it now but some old maps show it as a good place for food, drink and safety. Former pop 200, Current pop 40?

Squidgate a fishing village in decline as fish disappeared and the remaining residents are now squid demon cultists who worship a kraken in a cliff cave entrance that goes under the village. Very few ever visit. Former pop 200, Current pop 40?

Fogville once a farming village but life was always hard and it was abandoned years ago. Some might live in the ghost town but most have heard the village is haunted and the local moors prowling with evil. 
Former pop 100, Current pop 0?

Crabapple Cove a fishing village now miles inland as sand choked the inlet and smothered the area. Nobody lives at this wind swept sand choked ghost town. 
Former pop 200, Current pop 0?

Skull Camp near the south highway entry to the region is a murder hobo shanty town thriving from local dungeons and is the only growing place. Authorities to the south are increasingly interested, mostly it is run by a thieves guild man now (see my murder hobo book and maps). There are multiple maps detailing from the first few tents to a small fort over many years (need to do one more).

Whitecliff/Whitelake/Whitefalls a huge frozen glacier and iced over lake are here, meltwater forms a waterfall and feeds a small river (Icewater stream). Things live in the ice caves and most shun the area.

Ideas for 3folds on this

Kobold Cull in Tin Mines
Stone age cavern complex
Great barrow complex
Squidgate cult?
Wizard dungeon under Eastmoor Hall
Scar Hall a beginners ruin
vol 7 region detailed
vol 10 Sour hill detailed

Will detail the monster management theory of stewardship sometime.

Tuesday, 29 January 2019

How did you find us in the dungeon?

Lazy table for dungeon drop insHoping I have not done this already....
I looked but it gets harder to find my old stuff for some reason.
Based on a post by Dyson about introducing players into game swiftly.
This one is for meeting the party in a dungeon.
Whole party could start like this if you wanna skip the tavern trope.
Might do a rural one...

Fed up trying to finish my sea beast folk thing after losing two whole races somehow....
Before i could delete it lots of ppl had linked it but it remains unfinished...
Like my mutant book....
It's stopped me doing new stuff so screw that...

d100 
How did you find us in the dungeon?
01 Captured by wandering monsters outside and dragged in as a prisoner
02 Got lost following blood and looted corpses
03 Delirious from fever wandering totally lost
04 Drunk and following what you thought were adventurers in here
05 Drugged by press gang and escaped wandered in here to get away
06 Chased by wandering monsters came in here to escape
07 Chased a valuable lost animal in here for a reward
08 Looking for some lost children who went missing
09 Got sold a treasure map said this place would be mostly empty
10 Humanoid killed someone you liked and fled in here
11 Had a strange dram that showed me the way here
12 Charmed by a evil sorcerer who fled when i broke the spell
13 Asked by local sheriff to see if anything in here
14 Told by a old drunk adventurer they left hidden loot here
15 Saw wandering monsters rob and kill travellers and followed them inside
16 Struck by confusion magic and found self lost in here
17 Escaped captivity from monsters cells
18 Has been a slave for a while to monsters and finally escaped
19 Sole survivor of rival adventurer party and trying to escape
20 Kidnapped by cult who brought you here for a ritual
21 Kidnapped by thieves guild who tried to sell you to monsters for food but escaped
22 Fell into a underground river and crawled out of a well or sewer down here
23 Hid in a crate while monsters attacking, crept out when they left crate alone in lair
24 Possessed by a spirit who used your body, got vengeance on foe and let you loose here
25 Sent to recover item for a church
26 Sent to recover item for a good friend who helped you
27 Monster revived your stolen corpse testing with magic item
28 Sent to prison, governor sold you to dungeon monsters on the sly
29 Mischievous faeries sent you here by putting glamour on you
30 Attractive person invited you home, drugged you and woke up down here
31 Mob accused you of crime, tied you to donkey and chased it into dungeon as punishment
32 Fell down an old mine shaft while on hunting trip woke up down here
33 Knocked out by owlbear who brought you to lair to eat but you escaped
34 Paralyzed by carrion worm which brought you to nest, you escaped but can feel parasites eating you from inside
35 Giant flies captured you and threw you into cesspit with maggots but you crawled out
36 Convinced to come in while dunk on a dare and separated from others
37 Goblins saved you from poison bite and made you work for them for months and just let you free
38 Some guy hired you as a escort but you realised they were a mad dungeon boss wannabee and fled
39 Out one night late home and a crypt keeper in the graveyard teleported you here
40 Offended a minor deity and one of its servants teleported you here
41 Read a cursed scroll which teleported you here
42 Caught a magic fish which turned out to be a spirit who bedazzled you with magic and wound up here somehow
43 Giant grabbed you in sack sold to monsters, you just got out they thought you were dead
44 Bumped angry wizard in street who randomly teleported you with a wand
45 Exploring a crypt and stood on a glowing stone disc and teleported here
46 Found a magic puzzle amulet after playing with it for hours teleported here
47 Church sent you here to atone for a act of blasphemy you accidentally committed, this or a cruel death
48 Blackmailed by a cult to explore this place who have a good friend held hostage
49 Guild have fraudulent documents indicating you are a traitor to the realm and want you to scout this place and bring them a map
50 A charlatan sold you passwords to get past the monster guards so you could rob the place and the first guards let you through a you seemed so confidant
51
 Dungeon boss hired you for something and your on your way out +d100gp
52 Village idiot wandered in here and village folk want their idiot back offer a free cottage for a year
53 Alchemist paid you to test a potion when drunk and woke up here +d6gp
54 Guards let you in thinking you were hired by the dungeon boss but now you realise the story about easy gems covering the walls is probably false
55 A cursed intelligent weapon brought you here, it may try to control you again but it has some benefits despite the black outs
56 Were dragged into a mirror by a demon and wound up here
57 You fell into a shadow and brought here
58 An attractive person in a painting drew you close and dragged you in and wound up here
59 Touched glowing runes on a treasure chest and were teleported here
60 Lured into room of a succubi or incubus who drugged you and brought you here for mischief
61 A wizard teleported you here for revenge for some petty wrong and even now they are observing you with magic to see you die
62 Swallowed whole by a subterranean giant worm who vomited you up here when it decided you taste terrible
63 In another dungeon and you went through a trapped magic door and would up here
64 A mysterious mist swallowed you up and deposited you here
65 A mysterious powerful planar being in human form said you were needed urgently and brought you here with a healing potion and a lit torch
66 You exposed a evil doer who turned out was a disguised devil, nightgaunts took you and carried you here in revenge
67 You insulted an old person in your path who was a god in disguise who sent you here with a wave of their staff
68 A petty god came to visit your lodgings and after days of annoying behaviour you finally insulted them and they sent you here in a puff of smoke
69 Monsters attacked your camp and thought you were dead, awoke in their larder and escaped
70 Found a magic ring and was playing with combinations of dials on the gem settings and teleported here
71 A invisible stalker dragged you from your bed and dumped you here sent by some wizard

72 Goblins paid you to kill a lizard and you got lost on way home d4 magic mushrooms that heal a d4HP
73 A new friend brought you here but after a few days you realised they were a evil dungeon boss and you slipped away
74 Met person in alley with glowing eyes and soothing voice and woke up in dungeon
75 Hired to guard a wizard but they wanted to stay down here and your looking for a way out
76 Sent to infiltrate dungeon and find a hiding criminal but now lost
77 Sent to recover relic by priests but now realise the place is inhabited
78 Heard a friend or loved one disappeared in here  and lost searching for them
79 Looking for a magical goblin market but hopelessly lost
80 Fell into a fairy ring and woke up here thanks to mischievous dark faerie magic
81 A stranger gave you delicious fruit and you fell asleep and woke up here
82 Sent to follow the party by a mysterious patron who gave you a magical tracking wand with no more uses
83 Paid to follow the party by nobility suspicious of party long term goals
84 Given directions and d100gp to get here by a mysterious gnome wizard calling himself the Dungeon Master
85 Man in alley offered you entry into a secret night club through a strange secret door
86 Had a strange dream something evil was stalking you, woke up here
87 Someone nearby was tampering with a magic item that imploded sucking you into another plane and exiting you here
88 An evil knight with supernatural powers killed your friends and you pursued it here
89 Thieves stole your valuables and you pursued them here
90 Cultists murdered your kin and you pursued them here
91 You were told by a priest to find the party and warn them of a great impending peril
92 You followed a giant floating eyeball sent by a enemy wizard to spy on the party

93 A necromancer wants something from the dungeon and paid you 100gp but it is tougher than his warnings indicated
94 A sorceress charmed you into seeking a treasure here but something broke the spell
95 You were polymorphed as a monster and lived here a while before the spell was broken

96 You were petrified some time ago and your party left you, but somehow you were returned to flesh
97 A giant spider snatched you and carried you down here but you escaped the webs and fled. Now you are lost
98 You came as escort to someone meeting the level boss but they argued and your group were all killed but you, now you are lost
99 A mysterious hooded robed being appeared and saved you from near death and brought you here
100 You had a job down here but someone betrayed you and now the dungeon monsters have all turned on you


Friday, 28 December 2018

d100 Fishy Fantasy Folk



As I have a fishy city in my setting i might need this. I might make some more stuff too like fish mutations and sea monster invasion tables....

I would change names for my current setting but will do all my marine stuff for shadel port one day which is where these names would be usable.

d20 Fishy Traits
01 Bulging eyes
02 Big lips
03 Slimy skin
04 Scaly rash patches
05 Gill slits
06 Webbed digits
07 Long clawed fingernails
08 White eyes
09 Night vision
10 Croaking fits
11 Limpy gait
12 Hunchback
13 Smells of fish
14 Hair loss
15 No belly button
16 No nipples
17 Squashed nose with slitted nostrils
18 Long sharp fingernails
19 Green-grey tinted skin
20 Sharp teeth with several rows

d20 Secret Fish Cult Paraphernalia

1 Strange gold nugget shaped like coral
2 Green stone squid god idol
3 Stone fish medallion
4 Wavy sacrificial knife
5 Wax tablet with strange writing
6 Coded map to cult meeting place 

7 Whale tooth with sea demon scrimshaw
8 Several small pearl
9 Strange green sea metal knife for not quite human hands
10 Packet of deep sea weed narcotics
11 Item from missing ship
12 Trilobite or amonite fossil pendant
13 Gold tentacle pendant
14 Tattoos of octopus demon god
15 Tribal tattoos of distant islanders
16 Tattoos of fish cultists trading with humans 
17 Fish cult mask
18 Fish cult robes
19 Magic fish hook catches a fish once per day
20 Barnacles and seaweed rooted in skin 

d12 Fish Cult Plots
1 Breed with humans
2 Kidnap sacrifices
3 Kidnap humans to eat
4 Ruin local economy with fishy gold
5 Peddle fish folk drugs
6 Sabotage sailing vessels 
7 Spread false sea charts
8 Recruit for the fish cult
9 Maintain fish cult holy places
10 Spread murder and vice
11 Spy on humans
12 Make people think the fishman empire was not so bad

d10 Quick Types
01 Vagrants
02 Dock folk
03 Shop keepers
04 Entertainers
05 Old timers  
06 Tavern Characters
07 Sailors
08 Professionals
09 Upper Crust Toffs
10 Cultists

d100
 Fishy Fantasy Folk
01 Stinky Fishgristle a stinking homeless drunk who mutters about bad weather before it starts and eats fish heads discarded at markets
02 Mavis Swamp Weasel lives in a shack of garbage, local say she is a witch and yells at local children
03 Old Man Tucker, sits in alleyways drinking and muttering about terrible things he has seen and how "they wont let me talk"
04 Alfie Chumbucket begs for scraps from fishermen and does odd jobs, children say they have seen him eating raw fish guts
05 Puggle Tacklebox fixes fishing lures and nets for scraps and beer, he has missing teeth and terrible fish breath 
06 Old Willy the Whale, bloated huge pale man who somehow gets enough food to maintain his size, some say he eats other vagrants
07 Old Mother Fishlegs wanders around shore like collecting driftwood and scraps she sell or collects in her shack. She has a collection of strange things from the sea
08 Granny Musselchops wanders the docks muttering with bags of rags and scraps and cages with rats, cats and birds she traps and sells for bait 
09 Orla Canklegrim sits on docks drinking and laughing and cackling and smoking, some say she has a secret fortune and she pays her tabs at the grog shop with gold nuggets 
10 Sally Plum like to sing with her hideous croaking voice until people throw fish heads and tails at her to shut up
11 Big Willy is a dock hand who lives in a tint shack on the docks. He is notoriously idiotic and strong but so far has not killed anybody who taunts him
12 Old Man Bracken sits on docks whittling ivory and driftwood telling stories of horrors of the sea. He knows many strange legends and forgotten lore of the sea 
13 Jimmy Barnacles rents small boats and lends money and goods to other fishermen, many on the docks owe him 
14 Jenny Kelptoungue sells mussels, clams and oysters on the docks she gets from somewhere, and is often heard hawking her wares. Some say she trades pearls to strange outsiders 
15 Fanny McGinty fixes nets and sits by the docks singing strange songs she claims to have learnt from islander slaves from far away
16 Mack Hatchet buys the best catches and ships them off to the rich every day and always has plenty of gold to pay
17 Molly Shrimp sits on the docks selling pipe weed of all kinds, many from exotic distant lands. Especially dragon weed from the sea depths which increases your life span but makes user an addict if not prepared properly which she does not. Most of the dock folk deal with her daily 
18 Gatland Pike hangs around docks unloading goods that come in for small change to buy more grog, he sees all the comings and goings on the docks
19 Greg Bass, a popular leader of dock workers who negotiates pay and has become unpopular with business leaders. He has been meeting workers in a local tavern and increasingly adding ritual elements to his docker brotherhood 
20 Barnacle bill a old peg-legged, hook handed retired sailor sits on docks giving unwanted advice and telling tall tales of treasure which often lead to a fishman temple ambush
21 Salty Pete runs a fishing supply store where he sells strange worms and creatures from the bottom of the deeps 
22 Marek Tule runs a boat yard and mends local boats. He has uncanny knowledge of the sea and boat building methods of many lands beyond a humble local tradesman
23 Muriel Tattersail, repairs sails, sells used cloth and quality all weather coats and cloaks. She occasionally sells goods from lost ships she claims to have found ashore  
24 Elon Clamneck is a fish monger who always has good prices and has extra cheap strange deep sea fish most people think too nightmarish to eat. He eats all kinds of strange fish dishes like pickled eyeballs and sea urchins and jelly fish
25 Teresa Slurm runs a sly grog shop under a tarp by the docks where she sells rotgut grog to the worst kinds of dockland folk. All kinds of strange unseemly creeps gather for her company and awful drinks
26 Marigold Drake sells odd junk and strange things brought by sailors from around the world. Odd creepy idols and mummified mermaids in display cases attract strange clients from far away  
27 Manny Sorecrust taxidermist stuffs and mounts creatures from the sea as trophies and curios. Some poorer samples seem extra horrid and the glassy stares from his stock make children cry. He is always after monkeys to make fake mermaids
28 Lorris Clark sells old maps, charts and books from far and wide. He especially has a good collection of old log books and always keen to by written travellers accounts
29 Borris Lengman runs a small smith repairing mariners tools, harpoons, nails, and other petty items, occasionally he has strange samples of sea-metal
30 Kalis Seageld sells cheap fish meals from her tiny hut including fish head stew, fishtail porridge and eel pie. She also offers other mystery stew items from her cauldron
31 Bordrin Klag is a hunchbacked musician who plays lascivious flute tunes to drunken dock workers. He knows all kinds of gossip and sleeps somewhere on the docks.
32 Old Bill Gull plays popular sea shanties in taverns and knows many old tales of the sea and it's mysteries. He knows of many forbidden elder ruins on the coast
33 Matilda Hollyhock keeps several dancing monkeys she uses to entertain others for coins, she has shows for public, children and bachelor parties 
34 Coral Rockland, a dockland prostitute who sees all the comings and goings on the docks and sells contraception, abortion medicine and herbal treatments on the side
35 Corbyn Ray a bard who travels the coast singing sea songs and also spreading messages (also for fish cultists), he is popular and leaves many lovers
36 Gumpy Talon bites off fish heads for copper coins and various odd jobs and humiliating chores until he can get a job in a big fancy carnival
37 Sammy Crumpkin runs shell and dice games in a shack and preys on freshly paid dock workers and sailors. Carries a huge knife for arguments
38 Gilbert Salt runs carny games like ring toss and coconut stalls and gets into fights often
39 Pearl Shanty a popular tattooed prostitute and singer carrying at least a dozen diseases and parasites she is immune to 
40 Mungo Shank runs a small dockside freakshow in a series of old shacks and tents including a fish boy, a mermaid, a talking octopus, siamese twins, the gill boy, the snake woman and a foreign idiot you can pay to throw coconuts at
41 Drake Dogfish is a ex freebooter scallywag who tells jokes and is a popular barfly who knows all the locals when in town
42 Captain Saltbeard an old trader who tells stories of life with the cannibals of the misty islands
43 Madame Clorakka a mystic elder who tells fortunes using a strange piece of glass she found in the sea
44 Lady Fang a snaggle toothed old woman who sells medicinal herbs and drugs (which she includes in herherbal remedies)
45 Old Betty Butterfish, runs a boarding house and makes famous stews from unwanted fishermen's catches, her house is decorated with all kinds of oddities from her travels
46 Tattoo Lilly, an old toothless woman with strange tattoos from her travels across the seas, some say she can cast spells
47 Old Man Smothers, limps around the docks shambling about ignored by everyone. He is hideous and can barley speak. Most assume he survived diseases and is very old
48 Ginny Jellyfish gathers seaweed and barnacles to eat and is hideous and senile. She often thinks she recognises people and gives wrong information to outsiders
49 Ragmund Knorr a elderly barbarian sea raider who's people modernised when he never did. He tells of all his raids and savage heathen rites of youth but gives lip service to modern faiths
50 Elly Banrnacle a hideous crone people visit for advice and magical advice. Apparently she can remove curses and the evil eye or can inflict them
51 Rolf Stienmann a hideous drunk who seemingly can throw up his body weight in rotten fish

52 Cally Boots is a terrible drunk who begs for free drinks with terrible attempts at using her long gone sex appeal, if she gets drunk she sometimes says too much about local secrets
53 Villi Morgan begs for free drinks and if anyone is kind he will warn them about local cults 
54 Misty Cavern a popular barmaid who leads patrons in song and dance, some say men she leaves with never return, she says they just sailed away
55 Victor Lamprey offer strangers free drinks which he drugs so his gang can press gang his victims and sell as crew to local ships 
56 Captain Stinkeye has a horrible missing eye hole that still leaks puss, he claims to know where a lost treasure is but needs gullible dupes brave young adventurers to help
57 Zebidiah Smilax tells of a horrid cult filled island with titanic giant beasts and strange elder ruins and his narrow escape that cost him a arm and a leg
58 Gor Runkin a musclebound barbarian who harasses any new women who enter his local tavern and is willing to start fights to "impress" his desire, he complains his ungrateful female slaves ran away or died 
59 Karbar Urgan a twisted old yellow toothed man who smokes and coughs up bile, complains about modern people and praises when the fishmen empire ruled the surface in peace and harmony
60 Vazzle Demonblood, talks like he is a edgy demonic cultist and boasts of sexual escapades, really he lives with his mother and his seven bastard children, complains demon worshippers are unfairly treated
61 Nick the Knife, out of work surly sailor who throws knives at anyone he thinks disrespects him
62 Fernando the Handsome, a vain and sleazy liar who will say anything to crack onto any woman even of average appearance, he keeps moving from port to port
63 Old Vinny a ageing sailor who keeps surviving and has not a penny to his name, when not at sea he relies of fish brotherhood for charity
64 Saul Pikeman a gambling addicted sailor constantly chased be money lenders and gamblers and desperate for cash, tries to sell fake treasure maps
65 Loris Gregor is a sailor who was stranded for decades with head hunters and carries a bag of shrunken heads and fetishes he tries to sell
66 Caban Whaler was on a crew of sea monster hunters and has many tales of his travels. He claims to know the lairs of several local creatures
67 Van Gorman a smuggler always looking for gossip and victims who will help him ship untaxed contraband in locked sea chests he claims needs to reach his mother
68 Oola Gonwaa huge native lady with tattoos who works on whaling and sealer crews, on shore she mostly drinks and looks for lovers  and enjoys arm wrestling where the loser submits to her as is the custom of her people
69 Shanky Scrimshore is always carving the teeth of great sea monsters and is keen to stab anyone who spoils his concentration
70 Lonre Seagreene is a old sailor who is very popular with crews so much so many superiors find him a threat. Several ships he sailed on disappeared or turned into cultist pirate crews
71 Doctor Loran is a surgeon always keen to help with amputations (his favourite), treppaning and black lotus based medicine

72 Laura Fingal has come to find outwhere the strange sea gold comes from that props up the local economy. She has been seduced by the gold of the fish cult and instead has joined them
73 Philangas Coram a scholar studying medical abnormalities and always ready with his skull callipers and wild theories, has been seeking to learn local fish cult secrets 
74 Pornas Clag has come to investigate why local fishermen get such fantastic catches on behalf or a fish merchant guild and has become seduced by a fish cult
75 Doctor Lars Brunner has been sent by the nobility to find why so many locals are unfit for military service. While investigating the cult got him hooked on dragon weed from the deep sea and he will do anything to get more 
76 Briana of Tharn has come to make deals for her fish merchant guild and has become enthralled by the embrace of fish men, now she aids them and helps cultists spread 
77 Gordon Feran has come seeking samples of the strange green sea metal people have reported coming from the area. Having asked the wrong people he has become seduced into the cult  promising to show the metals secret origin
78 Lloyd Cutler a clerk from another city came looking for his lost brother and got a  job in a local guild to investigate. He has spent months trying to blend in and join a fish cult. Finally he has been initiated but is still wary and has not had many answers yet
79 Ambrose Voight came to map the local reefs and tides in hope of reducing ship wrecks but came across fish cults on the reef and was inducted into them. Now he is influential in financial circles
80 Christina Demoro came to investigate smugglers, bandits and wreckers on the coast and has been hiring herself as a sellsword to gangs to find out what is going on. She only has an inkling about the cult involvement
81 Madam Bovadore is a wealthy widow who is staying by the sea on her doctors recomendation and has been discovering remnants of the fish people civilisation all along the coast. After some enticing dreams she is obsessed
82 Percy Longilas a effete dandy and noble bastard, expert duelist, came to investigate tax irregularities stayed for cult depravity, has one of best rooms in area with servants and footpad thugs
83 Lorian Carmichael local land owner who allows villagers to perform certain festivals on his lands by the old monoliths, claims to have scholarly interest in cults and history and local law
84 Lady Toffington a widow with limited means teaches numerous local ladies in manners, etiquette, the harp and singing. She is aging but has remarkable looks for her years. She runs a pooirhouse for girls as a charity
85 Lord Cornford a scholar in old customs and stories came here for research and stayed for the cults, vice and carnal fish folk rites
86 Lady Corrington is engaged to a lord busy on a military campaign, so while waiting with her servants she studies natural history. She loves to dissect strange sea creatures and draw them. She has come to know some locals quite well and always has armed guards. Her notes and drawings of a sea serpent found on the shoreline have earned her notoriety in scholarly circles. She has veteran guards and is well liked by local seaside folk
87 Master Holbien is a guild administrator frequently seen in the docklands inspecting papers, tax documents and stamp duties on goods.He is strict and officious working with government, banks, merchants and regulators. He frequently deals with religious leaders of all creeds also in public and private
88 Lord Alderwood a eccentric noble with interests in shipping who's fortunes have made him rich. His business seems immune to bad weather, piracy, wreckers and sea monsters plaguing the coasts. He attributes this to his true faith and charitable deeds
89 Lord Poncenby is a terrible rake from court of the run from debt, scandal, abuse and gang violence. He came to lay low but found kindred spirits able to channel his ogrish behavior in a less public manner
90 Baron Luburich a forign nobleman who has taken an abandoned merchantman manour. Reclusive and rarely seen by day mostly his servants act for him. Locals gossip about him and the coffins he brought in by ship to inter at his new estate crypt. He has had acording to rumour had dealings with various nefarious local characters 
91 Brother Fishbach a a robed pilgrim who tells of the kindly fish mother goddess and her bounty
92 Master Ithcan teaches how to sacrifice to the sea peoples with food and treasure for a lucky sea voyage

93 Gamrock Taarg teaches how the lord of the deep craves human sacrifices or monsters of the briny deep will destroy the colony
94 Mother Tang takes the curious to secret fish cult ruins from long ago to teach the glories of the fish folk civilization that humans are a mere mockery of
95 Sister Thulvia invites strangers to embrace the erotic mysteries of the sea gods and invites strangers to perform rituals with her on a secret reef outcrop shrine

96 Sister Hydra a huge bloated woman in stained rich robes who stuffs her face with food offerings she insists please the sea gods. She craves food, gold and carnal followers
97 Sorlac Grim is always recruiting travellers with promises of wealth and love in the embrace of the sea. Those who learn to much and reject him become targets of cult kidnappers for the next sacrifice
98 Julan Mnar is a sorceress seeking helpers to open a ancient sea cave guarded by minions of the worm god, she offers relics items of elemental water
99 Klorak the Wizard seeks helpers to loot a forbidden temple of the serpent folk with plundered fish cult relics he requires for research
100 Father Krakengeld appears a respectable preacher but his sect incorporates many hidden fishy metaphors, artworks and 

Saturday, 15 December 2018

Morale for EMO




































Morale 
(extra ideas welcome)

Not just for fear, also following orders like 

dont loot
dont break lines if ppl taunting you
dont break lines if enemy seem to be disadvantaged
dont abuse prisoners
dont go native if left alone at outpost, etc
dont get drunk or stuff if bored in camp
dont blab secrets to prostitutes or your mum
dont take a bribe or better pay offer
dont listen to bad omens, propaganda, gossip

Typical Scores

These assume a leader
1 Frightened hopeless cowards
2 Naughty children
3 Angry housewives
4 Teen gang
5 Angry peasants
6 Drunken angry mob, untrained conscripts, bullies, kobolds
7 Green troops, peasant militia, typical predator, goblin
8 Experienced blooded trained professional troops, hobgoblin, bear
9 Veteran troops, bugbear, stirge, owl bear
10 Elite troops
11 Fanatics willing to die for cause
12 Beserkers, honey badgers, wolverine, rabid dog, undead

Roll for possibly panic if

Hero killed
First death
25% killed
50% killed
75% killed

Roll for Confusion or Hesitation if

leader killed or flees
ordered to face overwhelming odds or superior foes
allies or supporters flee
ordered to face cavalry or monsters charge
ordered to face fortification or disciplined shield wall or phalanx
face attack from artillery/magic/flyers and cant attack back same round

Confused troops stand about and spread out and stop moving together
Hesitating troops move slower and reluctant to engage or follow through on orders

Irregular troops
skirmishers, mobs, untrained, barbarian hordes
fight spread out with cloud formation
subject to confusion if fail to obey orders
scatter and flee if morale breaks into panic

Regular troops

fight in tight formation use teamwork
suffer hesitation if fail to obey orders
fighting withdrawal if morale breaks
 into panic first time

break into irregular mob and move away if morale breaks into second time
disperse and scatter or surrender if morale breaks into panic third time

Morale Modifiers

1 is minimum morale score 12 is the maximum
mods max is +4 or -4

Before Battle Mods 

+1+2+3 if have charismatic or heroic leader|
+1 Leader has skill of Leadership
+1 drunk, just fed a feast and very well rested
-1 if hungry or tired or sick
-2 if famished on not paid recently
+1 bonus pay or loot
+1 fresh from victory
-1 recent defeat

+1 listen to good omens, propaganda, gossip
-1 listen to bad omens, propaganda, gossip
+1 or -1 good or bad rep of commander
-1 troops out of condition, not drilled or had recent fights, no plan
+1 drilled and prepared for battle plan before fight with good plan
-1 enemy force equal or somewhat superior
-2 enemy force superior in numbers and ability
+1 enemy force generally inferior and smaller
+2 enemy force hopelessly inferior weaklings



During Battle Mods 
-1 currently hesitating
-2 currently confused
-1 leader lost
-1 champion lost


Leader rolls to

rally demoralized troops or restore lost morale
make formation change promptly/without hesitation
make a confused or hesitating unit obey



Comand Radius of Leaders
Fighter has CHA score
-elves dwarves halflings and gnomes as a fighter only for own race
Everyone else gets CHA bonus in battlefield inches
some skills can assist in this
-command skill adds level in battlefield inches

Thoughts
so far a mob of drunken cowards with a good leader telling them lies about good omens and promising cash and giving them a slap up feast could make them get a moral up enough to face sick starving soldiers who have not been paid and have a incompetent leaser

the soldiers would probably still win but morale might let the drunk mob win

i want to make a hybrid war game with simple unit tokens then some kind of narrative tables for heroes to help decide battle outcome from players view. Might not involve any actual of tokens or movement

Quick problem types

1 Unruly Allies
2 Officers
3 Camp Drama
4 Supply Troubles
5 Crime & Corruption
6 Rude Rumours
7 Holy hassles
8 Nature revolts
9 Monsters
10 Supernatural

d100 Things that go wrong before battle

01 Mercenaries or allies don't show up
02 Mercenaries or allies change sides
03 Mercenaries or allies demand a better deal

04 Minority among troops revolt at mistreatment from majority
05 Troops murdering commanders and threaten revolt
06 Troops riot and fight each other damaging camp
07 Troops get drunk and disorderly
08 Troops get horrible vd rendering many too sick to fight
09 Troops deserting out of control every night
10 Some of troops hopelessly undisciplined and overconfident
11 Officer sold commission and a useless one takes place
12 Incompetent delusional noble demands command roll in battle
13 Leader is ill and not on top of game, needs help to see battle and stand
14 Rival officers take unreasonable risks and ruin plans
15 Officer blabbed plans to a lover
16 Officer is a cultist or witch
17 Officer dies of plague
18 Officer has been struck with madness
19 Officer serves a foreign power in secret
20 Officer panics at bad omen
21 Plague outbreak on camp
22 Mascot dies or runs away
23 Mascot is an imp up to sabotage
24 Banner accidentally ruined or soiled shamefully
25 Musicians die or run away needing incompetent replacements
26 Bad omen panics the camp
27 Good omen makes camp over confident
28 Rain floods camp and ruins defences
29 Animals die from disease or flee
30 Some creature killing personnel inside the camp
31 Fire burns supplies
32 Important equipment fails
33 Food spoiled by mould and vermin
34 Supplies late short on ammunition
35 Supply train ambushed by bandits or enemies
36 Merchants demand advance payment now
37 Supply train has been cut off by disaster
38 Supplies late men and animals hungry
39 Unauthorised camp followers stir up fights and trouble
40 Unauthorised camp followers in trouble are some troops awol helping them
41 Payroll stolen
42 Criminals sold supplies
43 Assassin killed a leader
44 Spies stole plans
45 Raconteur demoralising personnel
46 Officer sold supplies to pay gambling debts
47 Corrupt personnel purloining funds and flee
48 Criminal stole officers personal items, weapons and cash
49 Scandal of corruption causes unrest
50 Thieves guild operating openly in camp skimming everything and peddling vice
51 Rumours that homeland under threat alarms troops

52 Troops believe leaders have planned to sacrifice them for strategic reasons
53 Troops believe support and allies disloyal
54 Troops believe enemy has huge allied force coming
55 Troops believe enemy aided by witches and scared
56 Troops believe their is hidden wealth in area and many plan to go treasure hunting
57 Troops believe enemy has a secret weapon that puts them at risk
58 Troops believe officers are deceiving them about forces they face
59 Troops believe officers want to see most men die to afford payroll costs
60 Troops seem to have sympathy for enemy and might be unwilling to mistreat them
61 Priest declares gods need a special sacrifice to gain their favour
62 Priest needs a few days of rituals to get divine approval
63 Gods require to be appeased with some special action or the army will fail
64 Priest denounces competent officer
65 Priest clamps down on vice in camp upsetting the troops
66 Priests insist on marching out on battlefield and sure gods will protect them
67 Priests spreading gloom and doom demozalizing troops
68 Priests declare food and booze from camp supplies needed for sacrifice
69 Priests annoy officers with omens and warnings and offer their command advice
70 Priests murdered causing unrest
71 Storms for several days delay battle and limit movement

72 Battlefield floods and becomes swampy mess
73 A natural feature helps enemy hide forces from army for a ambush
74 A rock or mudslide or flood divides force
75 Waters rise making crossings harder
76 Local water dries up making supplies limited
77 Mosquitoes and leeches torment troops and spread disease
78 Volcanic vent releases steam and boiling mud alarming troops
79 River breaks its banks during rain and moves
80 Forest fire causes panic
81 Road collapses into sinkhole cave complex
82 Trees vegetation grows supernaturally changing terrain overnight
83 Hills and great stones arise from the earth changing terrain overnight
84 Some monster killing livestock and camp supporters
85 Local dungeon tempting troops to go awol
86 Local dungeon raiding camp and killing scouts
87 Rotgrubs in camp killing troops
88 Giant rats swarm in camp
89 Local cult hostile to army harass camp
90 Non human army offended and suspicious of strangers
91 Lycanthropy breaks out in army
92 Camp is on haunted burial ground

93 Local spirits object to presence in area
94 Doppelgangers among command
95 Dryads lure away troops

96 Vampire preying on camp
97 Rust monsters eat weapon baggage and metal goods then run away
98 Hungry dragon raids camp picking off stragglers by night
99 Camp on slumbering kaiju
100
 Vision of deity witnessed by both sides

Monday, 8 October 2018

d100 Dodgy Ship Passages

You get on a boat. Stuff goes wrong. Classic stuff.
If you don't get good travel trips or take the cheapst ride

d100 Dodgy Ship Passages
01 You are all to be sold to islanders for slaves in return for pearls and gold 
02 You have been shanghaied into crew of a pirate ship
03 You are have been forcibly taken to a colony and abandoned as labour
04 You are sold on a distant continent as slave labour
05 Your crew are cultists and take you to a secret island to sacrifice
06 Crew try to rob passengers then dump them in the sea
07 Crew take passengers to dungeon complex on island and force them to find something
08 Crew mutiny and defect to another nation
09 Crew mutiny and plan to settle on a island and need people
10 Crew are maniacs who sell you to cannibals for gold
11 The ship is wrecked by false signals of wreckers who try to murder and rob survivors
12 The ship is chased by pirates
13 The ship is fired at by pirates
14 The ship has pirates attempt to board 
15 The ship is taken by pirates who strand anyone who wont join
16 The ship is damaged by pirates and limps to port late with everyone starving
17 The ship is sunk by enemy shipping and you escape in a lifeboat
18 The ship is intercepted by military searching hold for fugitives or contraband
19 Pirates try to board one night by surprise
20 Privateer ship of uncertain oragin follows
21 The ship is a plague ship and crew begin to die once at sea
22 The ship is a ghost ship and takes them to distant island dungeon 
23 The ship is a faerie ship and takes party to undersea faerie land 
24 The ship is damned and takes them to the underwater underworld of King Kraken
25 The ship crashes on a rocky outcrop belonging to a sea hag
26 The ship spirit has a mind of it's own and heads for adventure on the high seas!
27 The ship is on a quest and seeks the right crew for a distant journey
28 The ship is damned and is sucked down to the sea of the underworld
29 The ship is sucked up in a whirlpool into a great underland sea beneath the earth
30 The ship is swallowed by a behemoth and becomes interlocked with past meals
31 The ship stops on a Island in fact the tip of a demon whale 
32 The ship is possessed by a demon and directs the ship to the burning south beyond known seas
33 The ship is possessed by a winter spirit and directs the ship to the frozen north beyond known seas
34 The ship is cursed and runs ashore in a distant kingdom
35 Ship is driven by weather into island of prehistoric monsters and cannibal tribes
36 Monsters in ships hold escape
37 Crew member has some kind of lycanthropy
38 Cultist on board summons some unholy entity to kill the crew
39 Wanted fugitives fleeing law onboard attract attention 
40 Madman incites mutiny to start a colony but mostly wants power and murder
41 Ship stops on island of indolent hedonist drug addicts crew want to stay
42 Ship finds faerie paradise island and crew become addicted to faerie food 
43 Ship finds shipwreck and fight a giant octopus looking for treasure
44 Someone on the ship offends the gods angering them
45 Attacked by cannibal chaos cult canoes
46 Giant sea hurtle with crew of marine iguana lizard men pirates
47 Mermaids seduce several crew into jumping overboard
48 Sea Wolves attacked by night taking several crew 
49 Roc picked up ship and took it to island mountain top nest
50 Kaiju attacks ship to take to lair
51
 Ship crew drawn by siren drive ship into rocks with few survivors
52 Sea serpent attacks ship
53 Dragon turtle attacks ship for food and treasure
54 Fish men attack the ship seeking captives for breeding or sacrifice
55 Octopus faerie tako climb aboard looking for grog and love and parties 
56 A minor sea god tries to wreck the ship but a good crew can save it
57 A sea ghost haunts the ship and it must be appeased
58 A famous pirate demands a fee for a safe passage
59 A naval vessel approaches with no flags visible d6 1-3=allied 4-6=enemy
60 Find floating wreckage with survivor of a marine disaster
61 Rescue a jolly boat of starving seamen, one has a treasur
e story 
62 Witness a burning ship with pirate victims
63 Find unconscious person floating in the sea with an amazing story
64 Rescue a island castaway with an amazing story
65 Saw a strange island mad of flsh
66 Saw mist shrouded haunted islands with treasure hulks run aground
67 Saw distant sea or storm giant
68 Saw distant giant fighting a leviathan sea monster
69 Saw iceberg steered by pre hyperborean wizards that project great lights by night
70 Saw sea elf city on back of gargantuan hermit crab
71 Saw a great sea spirit or elemental crossing the sea

72 Sail into the dreamlands on night
73 Sail into the nightmare realm
74 See distant ship being attacked by pirates
75 Rescue sinking ship crew 
76 See floating ghost ship following behind
77 See a demon ship sail by 
78 See several twisters during a severe storm
79 A huge ogre war canoe with drumming hungry ogres
80 Encounter a lost primitive outrigger with starved native
81 Conscripted into naval battle
82 Seahag demands sacrifices
83 Sea elves riding dolphins seen in distance
84 Earthquake temporarily raises prediluvian ruined monument of the squid demon
85 Found ref with basalt columns and structures
86 See sunken ruined buildings on the sea floor
87 Saw undersea people riding seahorse mounts
88 Crew abandon ship thy think is cursed (someone kills an albatross)
89 Giant octopus or squid grasps at ship
90 Sea giant waste deep in water attacks
91 Attacked by demon worshiping stingray men
92 Water wizard with elemental attacks ship

93 Underwater ornate metal boat operated by wizards of secret prediluvian civilization
94 Seashell citadel on island with sea elves inside
95 Whale with horn rams the ship hungry for flsh

96 Kelpies, selkies, nyphs or sirnes  lured crew overboard to eat
97 Giant sandcastle of crabmen with guardian pets guarding a treasure
98 Saw a glass faerie citadel on a phantom island
99 Island found with ancient megalithic circle used for opening gateways in elder times
100 Island has long forgotten stone barrows