Showing posts with label hick gods. Show all posts
Showing posts with label hick gods. Show all posts

Wednesday, 10 July 2019

d100 Church Missions




































More missions but possibly nicer than the previous posts in this series. Unless you are a godless heathen then not so good. As usual higher number more severe missions. Possibly handy for when healed at a temple. A druid one would be pretty different. Some tasks might just require time and labour. Having finished this I considered could be missions related to petty gods and saints but oh well.

d100 Church Missions
01 Go begging in the markets to raise money for the church roof fund
02 Work in the scriptorium copying religious documents
03 Inspect the graveyard for needed repairs and cleaning 
04 Go work with the caring for the sick and offer them prayers and scripture readings 
05 Collect poor boxes from some of the smaller churches for the bishops new gold hat
06 Guard pilgrims travelling between shrines from bandits and evil doers
07 Go preach in the markets and put on a better show than rival public speakers 
08 Put on a mystery play to entertain the masses at the markets
09 Clean all the local shrines and leave a coin at each one
10 Go and teach orphans to read and write and convert them to our faith
11 Convert a merchant to our faith so they might help spread our faith
12 Preach to backward isolated villagers and warn them about temptation of evil cults
13 Convince a wealthy banker or merchant to sponsor an orphanage
14 Round up local drunken and sinful adventurers and bring them to church for a service
15 Convince a noble to show mercy to those that owe them money
16 Nail holy scriptures to the door of the biggest miser in town
17 Visit prison and convert and aid the poor degenerate sinners
18 Gather up abandoned urchins and bring them to a church orphanage 
19 Rally a angry mob against some injustice or blasphemy and use to proselytise 
20 Find who stole a from a poor box and thrash them soundly and hand them to the law
21 Convince a wealthy person on deathbed to leave money and lands to the church
22 Build a new shrine for pilgrims to act as shelter and expand current treks
23 Travel into the wilderness and preach to savages and non humans 
24 Raise money for missionaries to aid and preach to savages on the frontier
25 Vandalise monuments and rock carvings of the old religion with holy symbols of our faith
26 Gather and burn blasphemous books and objects of vice like rum and drugs
27 Help poor trapped in vice industry to escape lives with popper respectable work and homes
28 Help refugees and homeless find safe place to live
29 Transport a valuable artwork between churches for new installation
30 Build a monument to church or holy person or deity to impress people
31 Help fund or build a new church on the frontier to help spread the faith
32 Restore a tainted former holy site with sanctification and purification rituals
33 Investigate rumours of a strange cult operating in a rural area
34 Some unlawful spell caster is operating in a community in secret, find and punish them
35 Help stop the spread of vice, drunkenness and lechery in a poor area 
36 Help guide pilgrims through a dangerous route unused for decades
37 Find and restore a long lost holy shrine and have it put on pilgrim maps
38 Go on a long distance pilgrimage to collect holy scriptures to bring home 
39 A bejewelled gold relic box with a saints body parts was seized by raiding dungeon monsters, bring it back
40 Find a holy hermit and encourage them to return to civilisation to share their discoveries from years of solitude
41 Find a former priest of paladin and help them restore their faith and return to the church
42 Go on a mission to the frontier and help build a church, school or hospital
43 Expose a hidden cult of vice and degradation among the merchant or noble classes 
44 Find a evil cultist pretending to be a holy person spreading chaos and evil
45 Destroy all the undead in a graveyard and sanctify it so the dead remain at rest
46 Hunt down lycanthropes or vampires or doppelgangers infiltrating a community
47 Help recover lost holy book stolen by thieves and punish them for their sins
48 Recruit a band of acolytes to the church and lead them into a battle vs evil
49 Aid templars in their works guarding pilgrims and funding holy wars in distant lands
50 Exterminate a community following a enemy religion spreading vile blasphemies
51 Aid crusaders on their travels to holy war with food, shelter and money
52 Recruit a mob to join the crusades to earn a place in heaven by killing heathens
53 A necromancer in a hidden underground vault is defiling dead and grave robbing, find and exterminate the fiend
54 Hellish agents have been convincing the desperate to sell their souls to hell, find them and stop them
55 A noble has been dealing harsh justice, convince them to be more merciful and help the needy
56 Shut down house of ill repute and find the workers proper jobs and houses, protect them from vindictive gangs and criminals so they can escape their troubles
57 Find a local drug peddler, burn their goods and thrash them publicly
58 Aid widows with legitimate work and homes 
59 Check the seals on local crypts and catacombs for signs of necromancers or undead tampering
60 Rally a fighting force or peasant mob and lead them to burn the house or tower of a wicked sorcerer or wizard up to no good
61 Evil cultists gather for seasonal feasts and depraved orgies with devils and animals, find the next such gathering and attack them
62 Aid the inquisition in locating cultists and destroying their organisations
63 A monastery has reported a dreadful haunting, investigate it and stop the problem
64 A community has had parishioners struck by curses, find the culprit and have them arrested
65 A report of a country church being lenient and encouraging other faiths and cults has disturbed church officials, go and encourage them to do the right thing
66 A priest has had some unsavoury accusations directed at them, investigate them and report findings to the church but be discreet
67 A nunnery has had reports of madness and troubles, go investigate and stamp out the problem
68 A pedlar of quack potions and cures has been encouraging simpletons to use their faux treatments instead of church healers. Investigate them and possibly use legal means to drive them away
69 A simple rural village has been reporting miracles and wonders, investigate if they are fair or foul wonders or just some kind of hoax
70 Help with the construction of a new church or cathedral
71 A cultist captured admitted under torture that a gate to hell opens occupationally and cults gather to welcome devils into the world, find and stop them
72 Join a crusade to help a holy war against a rival faith or backwards frontier peoples
73 Anew land has been discovered and the church needs agents to explore it and help pave the way for missionaries
74 A templar order keep has had many accusations of vice and they seem very well off, investigate if they are honest or infiltrated by a cult
75 A church found ancient forgotten catacombs beneath it and have requested experts to investigate them
76 A rural village have been building cages over select graves and the priest has had trouble finding out why this custom has emerged
77 The corpses of some plague victims have vanished of late. Spend the night watching a new batch and make sure nobody takes the bodies
78 A vile beast from the pits of hell has been roaming a wilderness area and locals have asked church for help
79 A peasant from a frontier estate claims the master is a infernal monster and you are sent to investigate the claims with a visit
80 A haunted house has scared off all tenants and has been abandoned. Go and cleanse it and perhaps it can house the poor
81 A great festival and procession is coming and a organiser for festivities is required urgently to put on a show to impress commoners, nobles and priesthood
82 An entire order has been called into question by reports recently, infiltrate them and report to the bishops of anything wrong
83 An important noble has been feuding with a bishop, meet them and negotiate a peace both can live with
84 Negotiate peace with kingdom border nobles and the degenerate godless sub human savages over the border
85 Rumours of golden ritual paraphernalia stolen from the church is held by a robber knight in a ruined castle with his band of degenerate bandits and a mysterious black robed stranger. Go see if they have the relics
86 A cult has stolen several bodies of nobles from a crypt under repair, find out why, return the bodies and kill the evil defilers
87 A rival religion has set up a new church, it is important we show our superiority and double down on our charity and outreach among poor downtrodden simpletons for a month
88 A gathering of different religions are gathering to discuss how to deal with all the strange hidden cults that menace all the proper religions. Guard the conference delegates in case the cults try something shifty 
89 Travel to join a far off crusade against a foreign primitive peoples. Help seize their land, change their faith and liberate their gold for use by a proper civilisation
90 Enter a portal to hell and rescue a paladin determined to fight to the death
91 Travel to the depths of the earth where a insidious evil temple secretly directs surface cults. Destroy the cult leaders, their relics and their demon lord
92 A ruin covered island crawling with dinosaurs and cannibal cultists needs saving from their bloodthirsty vampire bat goddess. Destroy their unholy ziggurat and burn all their evil books
93 The growing popularity of godless wizards are a problem. Go unto the common folk and perform miracles to keep their faith and try to convert some wizards to our faith
94 A great dungeon complex full of monsters is being directed by a demon, they must all be destroyed
95 Build a borderland keep to over watch the inhuman hordes and their demon gods
96 A fiendish seaside demon cult regularly summon a gargantuan horror of the deep to throw victims to. Await in secret for the murderous heathens to call their false god. Then attack and kill them all and their god and burn their homes
97 A fiendish black library is said to be a place where evil wizards and devil cults learn forbidden lore. The church has discovered it is not a place rather than a plane connected to the hells. Locate a gate used by cultists, enter and cause havok, burning as much as possible
98 Sailors have returned from a far off land unheard of before. Travel with them to establish a church and mission to save the poor fools who know nothing of our one true faith
99 A heretical sect have produced a new translation of the book of our faith and must be hunted and captured. Those that do not recant are to be exterminated
100 In a strange valley overgrown with weird fleshy growths and strange naked creatures explorers have found a gate to a whole alien world of living flesh with no metal. Find the gate and introduce our religion to this strange new world

Saturday, 15 November 2014

Scarford Reef Gazeteer pt1 The Islands

So I chose a sea hex with islands so people could use it in any setting. I will probably locate them of my western coast of Exile Island. Will do bunch of sea themed stuff. One player wants to bring back his halfling pirate as now current party has similar level. One thing I found on my things to do list was horrors of the deep sea so a little taste of that here.

Had a good Marvel game tonight, Babylon Tomorrow and DnD Tuesday but as next post is number 600 I will work on my Fantasy Citadel tables, a version of my Psycho ones for fantasy settings, epecialy ruined ones in my Underland setting that is swarming with them. Found a unnamed one in my maps too doh! Will do version of this for my middle underground land and put the whole Island thing in a PDF hopefully before I go to Adelaide.

The Shallows
 The shallows are areas within a few hundred yards of beaches. Some of these things might come near a beach or even walk or crawl on land.

d12The Shallows

1 Dolphins playing
2 Sea turtle
3 Sharks
4 School of fish d4 1=herring 2=anchovies 3=barracuda 4=tuna
5 Mermaids
6 Fishmen 

7 Other sea beast men d4 1=shark men 2=catfish man wizard 3=lamprey men 4=crab men
8 Tako octopus faerie folk
9 Marine lizard men

10 Huge sting rays
11 Giant crab or lobster
12 Sea wolf, a were beast can shift from wolf to shark to man or combination
 
The Deeps

The deeps are areas between Islands where humans encounter life mostly on boats.

d12The Shallows

1 Whales playing
2  Giant man-o-war jellyfish

3 Sharks
4 School of fish d4 1=herring 2=anchovies 3=barracuda 4=tuna
5 Sea Serpent
6 Fish men 

7 Giant octopus or squid
8 Boat d4 1=merchant 2=pirate 3=cannibal outrigger 4=fishermen (1in4 fish men hybrids)
9 Boat d4 1=Pilgrims 2=refugees seeking home 3=vikings 4=reptilians in dragon boat

10 Sea leviathan resembles a tiny island, eat any who and on him, inside are whole wrecked ships
11 Giant crab or lobster
12 Sea wolf, a were beast can shift from wolf to shark to man or combination

The Dark Deeps

The dark deeps are areas on the edges of hexes and far below the surface on the floor of the sea around the sea mountains that connects all the Islands. Here are deep dark horrors unseen by humans. Sometimes they pop up to surface for a snack, or desperation or air.

 d12 The Dark Deeps

1 Giant eels
2 Giant deep sea angler fish
3 Cephalapod d4 1=Kraken, intelligent & evil 2=giant amonite 3=giant squid 4=giant octopus
4 Marine Reptile d4 1=Plesiosaur 2=Mosasaur 3=Icthyosaur 4=Archelon (turtle)
5 Dragon turtle
6 Giant albino sharks
7 Fish man village carved into a reef, will sound alarm if intruders seen
8 Fish man elite band with catfish man sorcerer or squidman priest
9 Giant invertebrates d4 1=trilobites 2=sea scorpions 3=lobsters 4=crabs
10 Undead chaos mermaids
11 Fishman giant, a priest of the old ones
12 Star spawn of the deep

Bright Island
A lighthouse built unfathomably long ago is maintained by a succession of old man. Each finds a replacement who in turn finds a replacement before he dies. Guests are common. Lower levels have many basements including a bubbling oil well. The old man might ask adventurers to clean some out. Possibly connected the the great underground labyrinth. The west coast is more craggy and lined with cliffs and reefs. There are many wrecks precariously stuck on rocks around here. The east coast beach has been sinking and waves have exposed graves of a unknown race of sea marauders. Further inland are boat shaped cairns and borrows, some with complete ships inside. Some undead have been seen prowling around, even coming out in day under dark clouds and rain. The Island is windy with clouds quickly appearing and disapearing with frequent rain.

d12 Bright Island Encounters
1 Old man hunting or fishing, friendly and invites strangers to the light house
2 Smuggler scum, wreckers, pirates, castaways or looters looking for trouble
3 Fishmen expedition looking for captives
4 Wights of the sea raiders graves looking for mayhem
5 Cannibals visiting from other island
6 Zombis from shipwrecks looking for flesh to eat
8 Predator d4 1=cave lion 2=brown bear 3=wolf 4=cave lizards
9 Herd beasts d4 1=boar 2=goats 3=iguanas 4=cattle
10 Goblins from cliff caves looking for mischief on the surface world
11 Gull man shaman attending sacred site
12 Small sea serpent prowling on surface for food

Bone Island
A harsh rocky island with a great thick thorn forest and hostile tribes of humans, beast men and humanoids. The forest is damp and boggy with sinkholes common. The weather is muggy and rains daily with seasonal variations from cool to hot. Mist is common. Besides thorn trees the Island is covered in ferns and fungus. Rich with huge bugs, worms and mosquitoes. Horses die rapidly from insect borne disease. Canibal tribes live in huge stokades with rooves which they move a mile or so every ten years. Tribes all hate each other and outsiders with moral codes that teach outsiders are abominations fit only for food. Ruined shrines, step pyramids and temples are to be found in forest, half swallowed by tree roots and water. Outsiders come here to catch slaves.

d12 Bone Island

1 Cannibal tribe or the Fang tribe with headresses and necklaces and weapons from monster teeth
2 Cannibal tribe Bone tribe dresses in warpaint with bone weapons and armour
3 Beast men 1d4 1=lizard Men 2=fish men 3=frog men 4=salamander men
4 Beast Men 1d4 1=dog men 2=goat men 3=boar men 4=crow men
5 Beast Men 1d4 1=bat men 2=lamprey men 3=crab men 4=shark men
6 Giant bugs 1d4 1=tarantula 2=scorpion 3=carnivorous beetle 4=giant scorpion
7 Herd beast d4 1=Giant rabbits 2=Wild boar 3=Goats 4=Iguana
8 Predators d4 1=Sabretooth tiger 2=wild dog pack 3=constrictor snake
9 Flyers d4 1=giant bat 2=pterodactyl 3=giant eagle 4=giant dragonfly
10 Slaver expedition of civilized scum from outside with a boat on shore
11 Humanoids  d4 1=goblins 2=hobgoblins 3=bugbears 4=gremlins
12 Others d4 1=kobolds 2=orcs 3=ogres 4=cyclops

Crown Island
Two villages with a long rivalry and history of intrigues between them. Bastion settled by merchant family driven from home city centuries ago. They are snooty and think themselves better than everyone. Dagger beach was a theives guild who settled here about a hundred years ago. The have settled as farmers but are still thieving, greedy and untrustworthy. Many other people have settled on both villages and a few farms belong to neither comunity. The moors have temperate weather with fog at night. Most avoid them as crawling with no goods and horrors by night. Old graves and monoliths from the islands unknown past are common.

d12 Crown Island
1 Common men from Bastion d4 1=shepherds 2=wood gatherers 3=farmers 4=children
2 Common men from Dagger falls d4 1=sheep rustlers 2=treasure hunters 3=thieves 4=children
4 Rich youth from one of ruling families looking for fued
5 Witch ceremony, witnesses must die
6 Witness liaison between villagers of different clans d4 1=cultists 2=lovers 3=plotters 4=traders
7 Were beasts looking to eat or infest someone
8 Wights crawled from old grave or barrow
9 Terrorbirds hungry for flesh
10 Deer herd, shy but stags might get protective
11 Doppelgangers pretend to be friendly villagers
12 Bandits, outcasts of both settlements

Raven Island
Island is rocky and covered in fog shrouded moors. Villages are both decreed and degenerate and are rivals for fish and prosperity despite being similar. Both have cultists of many sects among them and about a quarter are fish folk hybrids. The taint of fish folk blood is common.  Inland is a region where many monastaries and templars are built. Many hermit caves and grottos are in are which has ironicly atracted pilgrims. Templar clerics arrived to protect the pilgrims and now a substantial religious populace is on the island. Ruins of a old kingdom are common and monoliths from before that are easy to find. Graves from alost a thousand years are common with many run down and no longer sanctified. Undead wander at night and bandits and cults are a problem. Ravens of huge size are thieving bastards. The like to steal shiny objects and food. Crow men in the mountains include shape shifting magicians but they avoid confronting humans. Wind and rain and fog are common.

d12 Raven Island
1 Hermit prefers to be left alone d4 1=naked 2=with animal friends 3=writing a text 4=reluctant prophet
2 Monks on a walk d4 1=gathering firewood 2=contemplating 3=visiting a shrine 4=repairing graves
3 Cleric d4 1=hunting undead 2=hunting for rumoured fish men 3=visiting holy site 4=hunting cultists
4 Ghouls looking for food or hiding from sunlight
5 Giant Ravens looking for food or shiny things to steal
6 Raven men shapeshifters in disguise as d4 1=hermits 2=rogues 3=drunks 4= rich youths
7 Villagers from Flounder bay, 1in4 are hybrid fish men and will murder, kidnap and abuse strangers
8 Villagers from Squid cove, 1in4 are hybrid squid men and will murder, kidnap and abuse strangers
9 Robed cultists on processional march will hunt and kill those who see them
10 Procession of skeletons or zombies visiting graveyards then returning to own
11 Raven beastmen making blood sacrifice on monolith
12 Warg with back pelts roam at night, some strange like a one eyed one who causes fear

The Crack
A harsh over grown thick forest with tribal cannibal men, frog men, a pirate base and a reptilian citadel.  Very similar in climate and vegetation to bone Island and the cannibals here are albinos but kin to the savages of bone Island also. The skin eater time attribute their albinism to spending a aeon in the Underland and shaman still travel there to share rituals with their cousins still below. They like to wear skins of enemies to steal their strength. Their log stockade village has human skins nailed to the walls. They even speak and write in Undercommon tongue of the Underland using skin as parchment. Other small non albino tribes exist but are more secretive.

The Serpentine citadel is home to an aliance of reptilians including lizard men, serpent men, dinosaur men and dragon men. Many factions of each with different horns, frills, crests, wattles and skin colour. The citadel is so old it is nw mostly underground but still impressive. Few humans who get to see it leave though. Reptilians enslave and eat humans mostly. They trade with various reptiles of the Underland freely. Surrounding the citadel are sacred enclosures of each tribe, united by hatred of humans.

Saratogra is a pirate fort where members are given free board and medical care. Trade opportunities are good but they torture and hang suspected spies. Very good carousing here and most momen who are not pirates are prostitutes. The pirates raid savages for slaves and the albinos fetch good prices for exotic sex appeal, even though they file their teeth. Children fetch a high price. Pirates also have unsavory rituals with shrines of evil cults and demons openly in the streets. Some good temples exist but preachers are careful not to draw too much attention and use influence as healers to help negotiate recovery of pirate prisoners.

The frogmen hate everyone also and dont even bother talking to humans, preferring them only for sex, meat or to sacrifice. Their marshy village is surrounded by traps, pits. Also in flooded trenches are giant salamanders and newts and axolotls that snap at anything that moves. They too trade with Underland kinfolk. Their ritual croaks are heard for miles every full moon.

d12 The Crack
1 Frog men savages hunting
2 Skin eater tribe of cannibals wearing flailed human skins
3 Pirates looking for treasure or slaves
4 Adventures looking for treasure
5 Lizard men hunters with a pet dinosaur
6 Lizard men with serpent man wizard on holy trek
7 Dragon men hunting humans
8 Dinosaur men cavalry on patrol
9 Demented castaway been hiding here and now insane
10 Giant Invertibrates d4 1=beetle 2=scorpion 3=centipede 4=dragonfly
11 Giant reptilians d4 1=cave lizard 2=chameleon 3=iguanas 4=dinosaur
12 Giant amphibians d4 1=frog 2=fire toads 3=salamander or newt or axolotl 4=

Maiden Island
The Amazon Island where men folk are rare and mostly slaves or eunachs and compramise only 5% of the population. Most of the population prefer druidical magic that allows virgin pregnancy. Men are not even permited in the Silver Star Citadel, the holy Amazon bastion. Unicorn rider corps are all virgins and unicorns are used to assess the state of a woman's chastity and are present in courts of law and at the citadel gates. Silver star citadel is a splendid wonder with many stories and floors of museums, art and trophies. Many hybrid creatures dwell on the Island and Amazons practice sustainable hunting and the smarter monsters know it. Monster fighting is a important test for elite champions. The Amazons were once active in world affairs but too many betrayals taught them isolation is best. Many peoples hate them and see them as a threat to male dominated life. They in past sponsored female led revolts even among orcs. Among them are women elves and other rare shape shifters like winged folk who descend from angels. Elf males are tolerated and allowed in their Citadel. Intelligent birds also choose to dwell on their lands and are protected by law and have roosts granted for nesting. Beast folk in the woods and the Amazons are on good terms and often fight together.

d12 Maiden Island

1 Unicorn rider cavalry
2 Eunuch corp, patrol country side and fight fanatically for the queen with javelins and slings
3 Amazon warriors d4 1=spear phalanx maidens 2=axe maidens 3=sword maidens 4=bow maidens
4 Amazon champion and her battle sisters
5 Lion's are common and male lions are culled
6 White Deer, some with saw single saw toothed crescent horns
7 Hybrid beast d4 1=Manticore 2=Chimera 3=Lamussu 4=Sphynx
8 Hybrid Beast d4 1=Unicorn 2=Pegasi 3= Centaur 4=Shedu
9 Giant Intelligent Bird d6 1=Eagle 2=Falcon 3=Owl 4=Condor 5=Albatross 6=Raven
10 Beast folk d6 1=Lion men 2=Falcon men 3=Vulture men 4=Owl men 5=Raven men 6=Unicorn men
11 Nature spirits like d4 1=Nymph 2=Sylph 3=Dryad 4=Hag
12 Amazon magicians with servants d4 1=Priestess 2=Wizard 3=Sorceress 4=Elf 5=Winged folk 6=Witch


Monday, 3 November 2014

Underland 4 - First version of a map

So here is the underland i did for tenkars landing project as a small sample of a underland. I will use under my exile island. A big shake up for religion on exile island coming soon too as empire attempts to unify and update the pantheons.

The next version of this map is to put locations.

Villages, especially for the tribals.

Lots of citadels, intact and ruined.

Several ruined cities and monumental wonders including pyramids, ziggarutts and a colloseum.

Yoth-Ka is a remnant of the elder gods and has a great pink beacon that lights the caven or is at least visible from most of it. Any whee with -ka as a suffix is a elder age pre human horror location.

Orcs have the biggest land and most varied terrain - tribes have varied skin colour. White orcs were once albino subtereanean cannibal humans who served monster gods.

Lots of beings here declare themselves kings and hierophants down here.

I might add some texture to the terrain types.

This has given me ideas for interactions and factions and i can start torturing players tonight with it.

Could run whole campaign here - gettin in is easy. The place is cursed to contain the imprisoned evils here. Leaving a hostile sorcerer on the surface after party will have interesting results.



Here is the surface with place names but i changed the eastern most ones name since.

Yet to do location map for the surface and middle and underlands then start a gazeteer and lots of encounter tables.



Saturday, 25 October 2014

Secrets under the seabed (hex level2)

So this map shows the great slab connecting the islands underwater.

The pink are tunnels usable by air breathers. The aqua lines and bodies are great underground freshwater rivers and lakes. The dark green are saltwater intrusions often used by salt water breathing horrors of the deep to invade.

The green and brown are to show locations of the above islands (or rather mountain tops depending on your perspective).

The dark grey is the extent of the great mountain range of rock that some say fell from the sky when the area was a surface kingdom. The light grey shows the great underland chasm of hex level3.

The pink lines connect various surface and subsurface settlements past and present, surface and underland. It also intersects with the salt and fresh water tunnels. There are three large underground kingdoms on level 2. The biggest one to he west is a dwarvern one. The second one a great prehuman vault where albino cannibal men have fully devolved into savage white orcs. The third is a dark elf settlement which deals frequently with the great underland's goblins, humanoids, beastmen and elves.

This is a quick map of the surface settlements. Most are villages of only a hundred or two. The largest marked with a bullseye are the Amazon town and the serpent man colony. These have populations of possibly over 500. Populations from other lands settle the islands but things from the underland boil up in great hordes or single horrors from time to time. The underland has larger numbers than the surface.







Thursday, 23 October 2014

A quick sea hex with a secret

So i chose a sea hex between two land masses for Tenkar's landing project Hex 18-13. Scarford Reef is a awkward patch of water disliked by sailors who prefer to go via the south coast. This situation has made pirates thrive. Many pirates are crewed by inexhaustible amounts of the albino savage cannibals who once lived on all these islands. Occasionally one is found where none have been seen for generations or a throwback is borne.

This is level 1 of the map.

The Islands are former mountain peaks of a sunken area from pre-history.

Second level is just beneath sea and has tunnels connecting complexes on all islands. Some tunnels assessable only low tide, others are always flooded. Even the mainland could be linked.

Third level will be a great chasm dotted with mighty citadels and abandoned war engines of the gods. Underland races send search and destroy teams to keep out rivals and snatch best magic loot for selves. This is where the albino cultists and cavemen come from. And lots of undead and serpent folk.

I can stick this in my own setting or use as a mini campaign from surface. Underland has been on the way for a while now. I want to make old fashioned underdark settings seem nice.

Wednesday, 2 April 2014

d100 Doom of the kingdom

Anonymous comment suggested this. Thanks for request. Good for plots afoot in kingdom to stop or history. could apply to city or other things. A bit less dramatic than my prior world crushing versions. Ruin Your Campaign World 1 and 2 also handy.


1d10 Quick Fall of the kingdom
1 Succession crisis
2 Invasion
3 Corruption
4 Cataclysmic disaster
5 Climate Disaster
6 Bad Custom
7 Economic
8 The gods did it
9 Magical disaster
10 Stars were right

d100 Fall of the kingdom
1 King dies, heirs and kin fight over next ruler, civil war ravages land with armies, burning, looting
2 King dies and while kingdom in crisis enemies attack
3 Assassin kills ruler, without killer being known heirs fight till kingdom a ruin
4 A new claim to throne with evidence splits country into civil war
5 King becomes mad drives kingdom to ruination and despair
6 King is decadent and irresponsible making hungry peasants revolt and cities burn
7 King feuds with nobles causing civil war that destroys everything
8 King outrages the gods who curse the kingdom
9 King long ago killed most rivals but a survivor kills him and civil war does the rest
10 King is cursed by evil and shadow of darkness ruins kingdom
11 Orc invasion instigated by evil overlord secret breeding program swept away kingdom
12 Goblinoid hordes from under the earth came and carried away everybody and all of value
13 Elves irritated by hubris of kingdom destroyed it in a single night, sweeping the land over with forest
14 Dwarves outraged by human misuse of their secrets and theft of their wealth destroy kingdom
15 Barbarian raiders damage kingdom and decide to stay, run kingdom into ground
16 Nomad hordes destroy cities, destroy walls, take slaves and reduce kingdom to rubble
17 Pirates horde destroy from coast, then rivers then strip kingdom bare
18 Undead hordes arose over night killing and eating pretty much everyone
19 Demons poured from primordial gates under monoliths killing everyone
20 Kingdoms next door invaded destroying infrastructure of rivals, carried away survivors as slaves
21 Evil insidious drug cult corrupted nobility weakened rulers and kingdom crumbled to enemies
22 Organised crime sucked wealth from kingdom and corrupted officials till kingdom crumbled
23 Chaos cult drove rulers mad, increasing disorder as citizens riot and burn institutions
24 Demonic cult corrupts institutions and begin mass execution, revolt destroys kingdom
25 Assassin secret order murders leaders of all factions till incapable of operating 
26 Diabolic young cruel nobles seize power institute cruelty and raise taxes, party while cities burn
27 Prehuman hybrid race take over and return ancient regime of murder till mob arises and destroy all
28 Murderous hobo cult terrorise countryside ruining trade, collapsing markets and collapsing order 
29 Evil wizards tried to seize kingdom with magical spies and agents who caused chaos
30 A hidden race under the earth ruined kingdom secretly t further their long term goals
31 A mountain grew destroying heart of kingdom most prosperous regions
32 Quakes destroyed buildings, moved mountain passages, rivers harbours, buried towns
32 Volcano eruption buried under lava, ash and burned rest down

33 Terrible fires swept over kingdom burning great cities and forests following a lack of rain
34 Tsunami of water flooded and destroyed everything washed away everything 
35 A plague of creatures grew out of control and destroyed food stocks, spread disease and are just gross
36 Creatures rain from sky biting everyone with venomous or diseased bites 
37 Huge sinkholes opened swallowing towns and cities overnight 
38 Stones from sky fall destroying buildings, drive away birds, animals and game , leaving smoking craters 
39 Great geysers erupt and boiling mud oozes up in wells and inhabited places covering land in fog
40 Firestorms sweeps over land burning everything in a single night 
41 Sourland took over, poison water, dead crops and livestock, forests, all awasteland
42 Severe climate change heat or cold or humidity destroyed economic foundations and food production

43 Famine stopped all food production, strange weather, exhausted soils, livestock diseased
44 Salt tainted water and soil destroying everything living
45 Years of darkness destroyed crops, everyone went mad with hunger destroyed everything
46 A great toxic cloud rolled over land or from a crack, spreading sickness and destroying crops
47 Severe weather land with snap freeze burying all under ice and snow 
48 Cyclonic storms and weather destroyed settlements and farmland, driving away survivors
49 Land sinks into swamp
50 Hallucinations from fungus in grain and feed spread madness and discord through land
51 Nobility duels ruin aristocracy decimate ruling classes weakening nation from other crisis 
52 Human sacrifice managed by state cult causes rebellions, riots and burning of great cities
53 Rulers abuse youths and eventually people have enough and destroy depraved overlords and kingdom
54 Insane cult dominated land, locals revolted and neighbors invaded
55 Ruling caste become decadent and flaunt wealth and torture poor for fun until mob arise
56 Rulers strip traditional rights of lower castes rendering them slaves, eventually they revolt
57 Religious elites torment and persecute a minority then broaden hunt till mania destroys kingdom 
58 State cult torment minority, populace end up preferring them to rulers, riots destroy cities and churches
59 Elites sacrifice maidens to titanic beast, adventurers rescue them and monster destroys kingdom
60 Evil magician takes control then sacrificed kingdom for merit with beings of evil
61 Cabal manipulate market to grab land instead violence breaks out, markets collapse
62 All coins turned into a swarm creatures terrorizing and hastening the bankrupt lands last days
63 Kidnappings and ransoms destroyed economy and ruined country attracting invaders to destroy
64 Central authority collapses replaced by feuding warlords who battled till only ruins left
65 Bandits destroy trade then sack weakened starving populations till kingdom sucked dead
66 A cult suck money from kingdom and weaken nobility, before leaving with loot and collapsing the state
67 Quacks sell healing potions and other formulas ruining everyone then leaving broke kingdom to die
68 Drugs spread by insidious cult ruin youth, corrupt nobles, suck abroad gold, leave weak to enemies
69 Decadent cult spread craze for indolence, luxury, vice and made kingdom useless in struggle
70 Peasant revolt destroys kingdom, free serf flee to better land leaving useless homeless nobility
71 The gods are offended by the kingdoms sin and indolence and a fiery comet from the sky destroyed all
73 The gods feel too many humans and send a flood to depopulate the noisy ungrateful wretches 
74 The gods angered and mortals don't respond to warnings, plague star calls horrendous disease
75 The gods send monsters to punish the kingdom and overrun everything  
76 The gods took away their blessings leaving evil to overrun defenseless people
77 The gods infighting caused human sects to exterminate each other in civil war
78 A evil god plotted ruination and corruption of kingdom to personally attack a god
79 A evil champion laid waste to kingdom supported by hordes of monsters
80 A great monster arose and destroyed all, driving people from the land
81 Curse of undeath on land till dead outnumbered and ate living, then went dormant
82 Fire cult try to take kingdom but when plans fail open gates to elementals who burn kingdom to ash
83 Water elemental cult try to take land so open gates to elementals who drown kingdom to sodden mess

84 Earth elemental cult try to seieze throne by fail so open gates to elementals who crush cities to rubble
85 Air elementalist cult try to take power but goof so open gates to elementals who destroy land with storms
86 Witch cult curse rulers and fate of land till civilization brought to ruination and dispair

87 Alchemists ruin value of currency then run away with worthless currency as kingdom burns in riots
89 Demonologists unleash horde of evil on world to please masters but good paladins cleanse land of life
90 Mutants break out after shooting star or alchemical waste or a curse or chaos, normal people flee
91 Mad god awoken from crypt by adventurers driven land insane and all killed by adjacent kingdoms
92 Ancient monolith uncovered restoring prehuman cult of nightmare past best forgotten that destroys land

93 Elder city of the primordial ones rises from sea, minions destroy life then city vanishes after harvest
94 Mummies awake from pre human ruins and destroy current peoples on their land the return to rest 
95 Kingdom exterminated minor inhuman race then their angry god destroys the kingdom in revenge
96 A great cult summoning in the capitol destroyed the city and drove survivors insane with murder 
97 A non human race infiltrated population till all hybrids who left for secret kingdom under the sea or earth
98 Humans all sleepwalked away in single night through gateways never to be seen again
99 Wizards developed soul sucking necromantic spells and consumed people before becoming liches
100 A strange star passed overhead and bloodless corpses found sent people into panic who fled the land



Will do a Psychon version
doing 2 sets of most horrid dungeon zone yet...

Saturday, 25 January 2014

Gamelog: Underland below Devil Hills Dungeon

Got to play 3 DnD games, one as a player. 2 as DM. Considering for my DnD games having cross overs. Well here is the basics... Ive had five players take STR sores as lowest stat instead of CHA so they can get followers. Also wanting retainers and knowing CHA needed to get paid flunkies to work. I guess this is an achievement of sorts but seeing someone make two hits with blades and inflict 1hp

Friday Dragonlance
My lady elder ogre shape shifter druid wizard got to hurl around a few spells while outdoors, with some huge area effect druid spells then went into undead infested tight tunnels and had to sit back. Most of my spells not safe or usable. Did lots of healing and  flew about on my new broom and didn't even get to try a 4th level spell. Had to send away my pet warg with the dwarf heroes dead warg and a bard through draconian territory to get raised. Well I got to heal half the party and help a bit by ferrying about ppl over walls. I guess she can now try out her dreams by polymorphing her lovers into dragons.

Saturday Exile Island
The gang from last year got shiny new characters and went to check out my megadungeon. Hell mountain has a goblin mine, several multi leval tombs of other ages and two  schools for bad wizards.

Nick playing a Templar priest who follows the whole pantheon and fights evil. Came to island because of a lover sending him on a quest. He is from empire but wrong and creed and race to ever get ahead and keen to fight evil. Sure Hell Mountain is the location. Has invested in a teashop in Shadel Port. Wants to build a proper temple and recruit. Is a donkey master and can make his donkey do stuff to put any great TV dog to shame.

Another guy is a deadly dwarf bastard from mainland whose clan allegiance in empire succession war had them slaughtered. Has been sent to island and has teleported back on escape attempts. Needs to get a powerful priest to help him so maybe dungeon trekking trip will raise cash or merit. If he moves into local dwarfs will need cash. Is a deadly axe freak of course.

Andz playing a hobbit first one since a few in 80s and my version pretty good. Has a demonic tattoo on his chest that his mom has tried to remove many times with painful failure. A cult seeks him as a key to the demongate to release the sleeping dead god at the bottom of the hell mountain dungeon. Mom and dad moved allot and dad disappeared taken by the cult. He is hoping of stopping the cult or die trying. Mom took him to a mad flesh sculptor and the cult wanted posters of him are now all wrong now.

Party all in chain meet in Shadelport and treck outside through a few villages and some nice meals. Had a wine tasting with a country priest and arrived in Froghop. A tiny village only a few 6 mile hexes away from the mountain caves and tombs and black schools of dread wizardry. Party rest and go visit the miller who lost a limb there years ago and retired. Recruited a few men at arms mercenaries who were looking for adventure and cash. Visited Miller and recruited one of his sons.

Marched through the woods up hill and saw the distant caves. While marching spotted a draconic like being in distance. Party ran and found a crevice and they lowered donkey down and all went in crevice. One mook stayed up and ran and party saw wyvern fly of and stab him with its venomous  sting tail. They found a hidden tomb attributed to a paladin. Broke through clay and found a hungry albino crab man who nipped the dwarf and priest before being bashed. Party asked priest if edible but priest ruled if it has language and tries communicating we don't eat it. Went back to town and gave condolences to family who all cried. Priest gave awesome liturgy and family comforted. Recruited younger son and headed back to hole.

Inside found fancy door in complex and went straight for it. Unlocked huge bronze gate and saw huge throne room. Got closer and throne spun around in well revealing another throne with a robed skeleton. Heroes went for it. It pointed and hobbit vanished. Hard to harm when it stood up and pointed at priest who resisted. Dwaf scored a big blow but two mooks gone. Priest who before resisted the teleporter of the crypt keeper realised party was split and needed to unite so let himself walk into attack and serenely vanished. Others did same and party three levels down  and lost. Found three stair cases, two down in diferent directions and one up. Looked about found shine to paladin horse with barding on statue which they considered for donkey but rejected out of goodness.

Found another room with nice statues of beggars with an shrine with six coin filled bowls. Halfling couldn't resist and nicked some as did a few stooges and the Dwarf. All got bizarre curses. While robbing shrine to charity, a dark cloaked goblinoid cut the head off a mook. Was spotted by priest who charged but was lost in the darkness from the beings cloak Thing escaped and party chased. Recovered head and went down. Attacked again on crossing to nomad khan tomb and lost another mooks head. Chased the wounded bleeding creature into its hidden cave shack off the back of the khan's tomb. Killed it and robbed it and rested in lair. Travelled on and found lake and saw city on lake under the mountain. Crossed three dungeons and 8 levels in a very short time and no easy way back. The hobbit swam over and stole a boat then ferried party over.

Multicultural town ruled local underland area in name of Sorceress in tower. Party go to pub and look around. See gates of pleasure garden. Use streetwise to find a pad and got a room. Got some slaves through trade Nobody batted an eye at them but they did pretend priest was a captive. In bar bet a human from surface ten years ago. They tried to lure him upstairs into room then attack him as they believed he was a spy. Didn't work as ambush but was forced out window. Cops came in heard dodgy story from dwarf. Eventually talked way out of trouble and flee. Crossed the lake and into huge cavern kingdom with tower on ground reaching to top of of chasm. Lead to wizard school according to slaves. Could reach surface but tricky 6 levels of wizards. Met deep gnomes and took a job seeking crashed airship spell core engine. Chased of a dark elf and killed a lizard eating dead crew. Several shiny silver suits like +1 leather. Escaped back to gnomes and rested and trained up. A long way in only a few days. Gone from megadungeon to underland crawl.

er will do Psychon sunday shortly

will be running 3 dnd games for a month and funnel results

Tuesday, 14 January 2014

Gamelog: Longstairs and Psychon new campaigns

Back in Sydney and have had a few games - being asked to run another...

Which means im running:

DnD Longstairs (Stargate vs 70s dungeon dimension) Friday
DnD Planet Psychon a new party vs a evil underground lake on Sunday
DnD My exile island game on some weekday

Devoting wed night to business/dinner night with friend
I can play Dragonlance on occasional sat as a player

Goals include have more story in games and have good continuity for regulars (more imbedded in world and events and history) and allow for drop in characters to join play at club (pregens and open story)

Longstairs

Longstairs I made players create four zero lv men-at-arms (infantry mostly) or experts (officers, scientists, etc).

All recruited in secret into training squads. Briefed and trained in the marralinga airbase or the first landing which controls the gate to the dungeon dimension. Sent to second landing on the other side and moved into barracks. Had settle into base and get a feel they are not getting out of this gently. Old vets disdain the zero level newbs, they are "zeroes" probably just gonna die or disapear. Second landing has 5000 personel most who never see anything strange but are heavily vetted by security.

Sent to third landing by light rail and saw mining operations on the way. Taken to fortified base, explained the no-mans land where troops have killed over 100 000 orcs in two years of this base being re-opened. Got to do some local training, most new recruits earnestly trying to learn from different personnel they meet. Greens not welcome in bars.

Finally sent to field base to reinforce it so can send off more patrols on the front. Arrived and saw bobcat mini bulldozer burying another pit of orcs. Dozens of mounds of dead. Troops here more haggard and dismissive of new blood. Some wearing souvenir orc finger and ears for decor as trophy jewelery. Troops also smoking and drinking when not permitted. Party all quiet and dig themselves a trench on by the machine gun nests facing the frontline. Rested overnight and were briefed that they were to stay put with older squad and MG crews and injured personnel.

One team went to scout door into the redbrick dungeon zone for xeno dungeon artifacts. Other team patrolling looking for orc camps or eliminating orc scouts. While party eating lunch an alarm went off. jumped into trenches while vets shouted abuse at them. Quiet and tense all waited guns ready. Then through three tunnels orcs poured out. Crews all poured bursts into horde mowing down dozens of the evil brutes. A few got in close range right up to trenches and some "experts" with pistols just finished them off.  This repeated several times till 90 orcs dead in three rounds.
Newbs cheery at this but told what happens when a single orc grunt gets into a trench full of greens by a grumpy vet. Helped collect dead and dig new burial pits in the firing zone (a necromancers will love this one day). Saw looting of dead, some items collected and filed in bags, other being pocketed and a few vets taking souvenir fingers and ears for making trench jewelery. Turns out orcs had been sneaking up and cut razor wire and defused claymores without detection.

Next day survivors of squad that went though the door into the redbrick zone staggered out wounded. One with three darts from a trap in his chest, another poisoned and another stabbed by a kobold. Captain gathered the party to volunteer them on a rescue mission. Were to go in, ignore treasure and avoid combat or capturing xeno species. Just rescue missing men. Door surrounded by guards and metal siege door put over entrance for base to control this passage.

Crept into a entrance hall with lights mounted on guns, helmets and hand held for pistol wielding experts. Survivalist found tracks and sighns of a dragged bleading soldier. One passage saw a nonhuman greenskin corpse in a puddle of slime which party afraid to go near. Left four men to watch hall and followed. Found trail ended and saw door and open area ahead in tunnel and end of blood trail. Drone scout copter went ahead and looked down well only to have something destroy it from behind. While inspecting door secret panel opened and one trooper saw lizardmen about to acctack. He fired and rest of team strugglrd to get a safe shot off. Two grabbed knives and fended off lizards from door while closest trooper hosed them down. Left enough space to see a serpent man so they shot him.  Looted corpses and checked data to find this species never seen here before. Searched around through door and secret panel and saw robed men with a kobold and a soldiers corpse chanting. Mowed them down before they could get off a spell and the kobold too who exploded from a single shot. Recovered corpse and a searched.

Sarge and one of better player troopers guarded a door. None of them heard a distant bugbear seal away his sack of crying children. They were all disusing why wizards had Russian gangster tatoos when the player trooper was run through with a spear. Every one backed off. Everyone drew guns to see a bugbear lift the trooper and use him as a living shield. Explained that hitting the trooper odds were high and he still lived. Sarge got skewered and backed off while troops followed bugbear who was backing off with his prize. One man eventually fired a burst of suppressive fire but the bugbear was gone. 

Party fled back to camp and another fire team went in. Was all a mess and sarge said men did well to retreat and not risk splitting party. Wizard and lizard corpses were shipped back to the secondlanding with the party.

All went to drown sorrows in bar and found they were not bullied for once by vets, just given surly looks. One party member did get in a fight when someone spoke ill of dead and got knocked out for his trouble. A fellow trooper downed the victor. 

Replaced by a new mook the team was next sent off to scout area named the time wastes where relics of prehistory and alternate history could be found. Were sent to scout and loot and avoid engagements. Team heard a Nazi found in a wrecked saucer were found with dinosaurs and cave men and stuff. Warned away from Alcheringa Zone. Avoided a few encounters skirmishing across a river and fround a ruined robot rust heap under some vines. One person found a half buried jade idol, which they couldn't be parted from once touched. They knocked him out and tried to move it unsuccessfuly so they let him keep it. Wiped out innocent sleestack hunters they surprised and carried bodies home.

A bit of relaxation and training and a few were sent to nearby test lab station outside first landing to kill something loose which they managed. Darned mimic chest again. They dont like having guys drill them open. One lucky player got to test magic items as previous tester in hospital. Another player got to help some monster dissections.

Over next few nights each player got to select a favorite character to become first level. Elf and a Catholic cleric were the best. Cleric met the base 5th lv Catholic Chaplain and explained they had to convert more than the Islamic priest at the base. Other becoming fighters didn't really stand out but finally getting respect as no longer green. Eventually convinced green idol was safe in locker and was able to be parted enough for a mission till a treatmen found.

for me to do:
Lists of officers and personalities at three bases (about a third to half play time was in base).
rough maps of base and local zones
Print out equipment lists and info for players
Need to get my modern era skills sorted...
d100 Base missions - protect miners, bug hunt, whodunnit?

more stuff to do in base

Planet Psychon

A new party aided by virgil to escape own threats and find together in a new land. A horned Ice man with a tail (product of relabeling beastmen into abhumans) with a half human half iceman heritage (shiela the half ice shiela). Was human from a bunker and has been an ice pirate on the para-elemental plane of frost last few years. Doc Greed an twenty first century rogue time traveller now with green fur over red skin. A scallywag theif who claims he has been everywhere before. Has a assistant who is an archer. An Eldren snake woman who can parthenogenicly lay eggs and has mind powers.  Has a pet snake, a tin pyramid mini-modron with one eye and wings and a bodyguard warrior.

The three met on yellow snowy slopes over black mud trail, overlooking a tangerine and ivory forest with a citadel beyond. Iceman complained about evil yellow snow and warned everyone. Chatted about how Virgil had saved them. Eldren was being chased by bugbears, Dr Greed by a burning slumb district of a citadel and Frosty from his homeplane when is ice pirate schooner was sucked down a wormhole. Wandered towards where they saw smoke and saw some some short ugly women in pointy hats ahead who moved around a corner and went out ofsight. Doc went to spy on them and reported they had taken cover. Eldren sent his familiar modron who channeled his masters sleep spell. All faund naked sleeping morlock women with stone knives.

Went on and found trader and swapped some stuff for warm cloaks and change.Told players about Virgils shrine in town and the with hunters school. Also town multi racial with no dominant species and free elections but only for landowning men. At shine saw some offerings and found old holy man who read them the Anead and Dante's Inferno. Most gotbored and went to pub but Eldren whos guard chopped firewood while he listened to old man. Was very hostile at idea of witch hunters. Frosty and Doc went to pub and tried to talk to with hunter students. Seemed two were looking for adventurers to escort them to Forbidden valley. Went to see senior witch hunter who told them of 1gp lecture fee or a 30gp course which qualified you as a apprentice witch hunter and a free white puritan hat. Explained witch hunters use torture to exorcise evil or expensive holy water from church or trickery. Frosty cried poor and hunter told him could earn as laborer for one year to him or help students to quest to earn money. Returned to students chatted and went to sleep.

In morning party ready and eldren and his flunky freak show turned up. Marched into yellow snow wastes to forbidden valley debating the witch crisis. Saw a trader coming from valley and witch hunters suspiciously questioned him. Party watched while man sweated fearfully before diving off cliff without his pack to escape. Frosty pushed a student down after him "to help". And nimble Doc bounded down as easy as a hopscotch pitch. Other student climbed down to friend cautiously and chased off after limping trader who was injured.

Doc wias surprised that witch hunter skewered the trader killing him. Then grey vomit came from mans mouth and melted into the snow. Doc was a bit surprised and told others who dismissed it, convinced witch hunters all wrong. Found the ruins of ancient rock men, builders of the citadel long ago but now extinct. Went past the witch caves and up to mesa with a deco tech bunker of the rock men. Unlocked doors and went inside to foyer. Gramophone music started and lights came on but half room blacked out from ceiling collapse. A dark balcony level was around the room. Most of party inspected a row of vending machines and bought some deco cola with ancient coins from town. While some watched Doc steal vending machine coin boxes of shiny ancient coinage Frosty and his girl Shiels inspected the rubble and a bloated once human horror rose up wearing nothing but a donut service hat and a apron. Entrails dragged behind it - a savage grey skinned ghoul. Frosty whacked it with a spear and others came to help. Eldren went to go upstairs to balcony but his modron stopped him. Party killed foul ghoul but most scratched. It vomited up slime. Elden crept up enough to peek upstairs to see three robed cultists preparing spells with a hideous mutant and a short beastman familiar. Seeing the were preparing spells he started his own spell.

(Both sides got same initiative)

Both sides fell into stupors from sleep spells, eldren was struck buy a magic missile and Shiela the half ice resisted a charm spell. But all fell asleep on both sides.

(I made all try and roll under CON bonus on d20 to see if anyone woke up slightly faster)

Shiela won and party got into action first and killed most of the other party who vomited grey goop on death. Held rest captive and tried holy water on slime burning it. Tried potions on two witch women in robes and released them from control. Eldren was now thinking witch hunters had a point but sexist land grabbing and money grabbing seemed a tad the wrong way to go about it.

Explored an office with mechanical typewriters and stole a portable one. Found two windows upstairs to tanks full of grey protoplasm. Found office with a pistol and cigars. Had a safe and escape tunnel down to flooded level. Other side had a classroom with rolls of propaganda films party watched doomed rock men's decopunk civilization in it's last days. Also some films on sexual hygiene which revealed that Eldren's parthenogenesis egg laying and Doc's hermaphroditic tendencies. Iceman felt abnormal by comparison and wished he had reproductive mutations too.

Found media room with radio, dj desk and gestatner machine press used for printing newletter of bunker's last days. Read how plague turned people into hostile creatures. All started when miners tapped a layer of evil protoplasm layer deep beneath the surface. Found geological maps and charts. Also old maps had land being flat but now hills and plateaus were forming  rapidly from pressure from beneath the earth. The eldren programed the cognitive engine to flush all the tanks and system clear having found evidence a citizen under the influence was responsible for dooming the bunker. Party all exited over discoveries and the amazed witch hunters dont know what to think.

Incidentally player who spat dummy over thief last session was over his grumps and we all agreed we could dobetter so all good again. Three players named Andrew odd.

for me to do:
Lists of Warlords and heroes and villains of Psychon
A few example citadels


Exile Island
My straight DnD game was 13th lv and kind of getting tedious with record keeping and mowing through small armies so Im hoping to start afresh. A few 1st-3rd lv characters about will try to get more into epic mythic quest mode than straight sandbox mode. A bit more horror and less medieval in tone. More guns,

Possibly will let characters hop between settings

Friday, 6 September 2013

PLANET PSYCHON PDF v2






























HERE!

126 pages of poorly edited fever dreams in table form

Feedback appreciated

Any amusing uses of this setting material please share

Thanks to all for the last year on blogger

Blogs for the Blog God!!!