Showing posts with label shamen. Show all posts
Showing posts with label shamen. Show all posts

Thursday, 23 January 2020

A Lotus For All Seasons





































Lotus Flowers were one of the main currencies of the old monster kings as popular as gold or silver and for it's ability to control addicts. Ancient barges crossed the world selling drugs. Certain drugs are now found on certain continents. The Black Lotus Emperor rules much of the west through these drugs from his secret underground city. Black lotus because wizards and sorcerers crave it world wide is the most well known. Many lands ban lotus resin and some have become dependant on the criminal smugglers and pedlars who lend nobles money for influence.

This is how the Emperor spreads his influence. The drugs were commonly used as 
alternate spell components in the prehuman monster ruled age. Some say the emperor is a immortal deity from beyond. Many alien wizards are users also. Some areas there are lotus cults who use it in secret rituals and cover up failures. Some of these cults might have own strains. Some say lotus grew in conditions where outer gods were slain from their brain matter. The art of growing them requires a hard gardening roll to cultivate seeds and another to have them grow seeds. Cults might operate a secret garden. Some states operate gardens for nobility and royalty or only allow priests to use it. Natural animals, beast folk and barbarians and many tribal peoples shun them. Wherever you go people have strong opinions for against it. 

D12 Lotus Types

1 Pink Lotus
2 Ivory Lotus
3 Golden Lotus
4 Silver Lotus
5 Scarlet Lotus
6 Grey Lotus
7 White Lotus
8 Jade Lotus
9 Amber Lotus
10 Violet Lotus
11 Blue Lotus
12 Black Lotus

Dosage Effect if Save Effect if fail Cost
Mild Dose Mild Effect (d4 hours) Fail + sick for d4 rounds 10sp dose
Pure Dose Strong Effect Fail + save vs addiction + Mild Effect 40gp dose

Flower Extracts in wine or made into resin for pure doses
Fresh flowers in wine dissolve the narcotic and mixes with wine
Resin keeps for years and comes in pellets or blocks often with a guild symbol in gold
Rest of flower and stems make tea or smokes with only minor effects
Pipes across the world feature dragon designs
Most of these types are rare and seldom would you ever see all of them unless in the stash tin of a god or elf king. Any one big trade city might have 3 available.Some wizards tried to cross breed other types but most are fake

1 Pink Lotus
Fail – grow hideous wattles and dulaps like a turkey, more drugs worse they get
Mild Effect – euphoric, aroused, more sociable and charming +1CHA
Strong Effect – develop a petty mutation, hallucinate being one with all flesh through Xor
2 Ivory Lotus
Fail – when you die you arise as a skeletal undead, more drugs more powerful
Mild Effect – icy logic, fearless, analytical, good for research, hear whispers of dead +1INT
Strong Effect – immune to fear and charm magic, seem dead, commune with death d10 hours
3 Golden Lotus
Fail – body smoulders on first contact with sunlight losing a d4 HP, effect stronger with more drugs
Mild Effect – confident, warm and powerful feelings +1WIS
Strong Effect – immune to level or attribute drain from negative energy for hour
4 Silver Lotus
Fail – go into deep trance for day, second time week, then month then coma
Mild Effect – objectivity, calm, emotionless +1INT
Strong Effect - temporary psionic ability or petty mental mutation
5 Scarlet Lotus
Fail – become angry and violent, go on troublesome rampage for hour, temper gets worse over time
Mild Effect – aggressive, confidant, energetic will go berserk if fight starts in next turn
Strong Effect – heart stops, visions of souls destiny, first aid can revive you
6 Grey Lotus
Fail – drool like a idiot, reduced to infant state for d4 weeks, longer each time
Mild Effect – cold detachment, good for analytical skills, limited vision of own past +1WIS
Strong Effect – witness maddening things in past epochs then void hounds persue you
7 White Lotus
Fail – temporary blindness, eventually eyes become white, giggling addicts tear out own eyes
Mild Effect – heal 1HP
Strong Effect - see in dark, perceive squirming alien beings from beyond everywhere d4 hours
8 Jade Lotus
Fail – develop slimy skin and webbing, eventually turn into frog folk hybrid
Mild Effect – euphoric, gregarious, hungry, elaborate speculation and theories +1WIS
Strong Effect – Visions of frog gods and ancient rites dedicated to them for d12 hours
9 Amber Lotus
Fail – ephoric memory loss as long as keep smoking daily, slavers use this to dominate victims
Mild Effect – visions of some other worldly court drama you don't understand  +1CHA
Strong Effect – communicate directly with the unspeakable outsider god, the lord of madness for 3d10 hours
10 Violet Lotus
Fail – develop a minor mutation, eventually after too much they evolve into a horrible beast
Mild Effect – sense magic in 30 foot
Strong Effect – see magic and identify spells and magical effects on sight d6 hours
11 Blue Lotus
Fail – giggle like a idiot and become very compliant
Mild Effect – numbness, flushes, mild visual distortions  +1DEX
Strong Effect – cosmic visions of all reality, immune to illusions d6 hours
12 Black Lotus
Fail – haunted by maddening occult dreams, join a cult or several
Mild Effect – incredible dreams of alien realities, disorientation, ranting, foaming at the mouth, recover one spell or spell energy level, mostly used by power level magicians
Strong Effect – communicate with alien wizards beyond time and space for d4 hours

Sunday, 4 February 2018

d100 More Boring Goblin Gimmicks




































Every gang of goblins has a gimmick or goblins from far and wide have varied combat tactics. Some teach each other human fighting tacticts. Some goblin groups might have specialists in these tricks. Any way if anyone sighs at goblins use this.

Maybe do more than one goblin voice.

d100 
Goblin Tricks
01 Throw turd at foes face
02 Throw slippery oil on hard floors
03 Throw wooden carved poison caltrops
04 Throw wasp nest or beehive
05 Throw green slime in treated goard
06 Throw rotten eggs
07 Throw glue harvested from mimic
08 Throw yellow or brown mould spore pod
09 Throw gourd with a rot grub or kyuss grub if extra mean
10 Flaming oil filled gourd or pumpkin or shrunken skull
11 Weapons dipped in diseased piss and feces
12 Weapons dipped in painful venom, save or -2 rolls for a turn
13 Weapons dipped in sleep venom, save of pass out in a d3 rounds for a hour
14 Weapons dipped in lethal poison
15 Bottle of sleep gas thrown or on pole 
16 Bottle of poison gas thrown or on pole 
17 Bottle of burning sticky grease with explosive on a ten foot pole
18 Throw love potions to charm enemies
19 Lasso or lasso poles to trap victim
20 Chains able to be used as clubs or entangling weapons
21 Spider web nets use in melee or thrown
22 Bolos that cause blunt damage or entangling 
23 Whips do a d3 ow entangling attacks, often dagger in other hand
24 Shields covered in gelatinous glue that traps weapons inf miss then fail save
25 Whicker shield coated in treated rust monster blood, only works once
26 Man catcher pole with hooks to trap victim
27 Giant sticky sundew tentacles that stick to victims and reduce mobility
28 Bandoliers of darts, most throw three a round
29 Cast iron hand grenade with fuse 2d4 1" area across
30 Barrel of gunpowder and nails hurled or rolled down hill 2d6 2" radius
31 All use staffs and experts at disarming maneuvers
32 All experts at disarming maneuvers, often use a special weapon
33 Fight with two knife attack style
34 All master fist fighters d4 with two punches
35 All can make a d6 flying kick once per fight up to a combat 10 foot
36 Fight with two foot cord or cloth, can inflict a d6, entangle or strangle
37 Can shoot into melee without penalty or risk of hitting friends
38 Masters of spear and martial kick in same round
39 Two hatchet or sword style with two d6 attacks a round
40 Each does d4 punch and once a fight can inflict a d8 eagle claw punch
41 Sneak and hide skills and backstab x2 +4 to hit
42 Experts at climbing, swinging and ambush from above with scaffolding
43 Experts at fighting in water without penalty and hold breaths a turn and web feet
44 Experts at fighting in darkness with two permanent darkness radiating items
45 Flood tunnels in irritating gas or spores then wear special filter masks
46 Each throws rendered flammable fat filled gourd and one throws a torch
47 Each throws bucket of blood then sets free a giant tick from their backpack 
48 Each throws buckets of vomit, piss, poop or empty beer bottles first round
49 Goblin holds a puppy or kitten or a baby and a knife and threatens you to surrender
50 Goblin suicide bombers carry cast iron bomb with a fuses 2d6 damage, 1" radius
51 Each goblin rides a zombie to get extra height and provide some cover

52 Ride wolves and can shoot without penalty while wolf moving
53 Rides a bat and can shoot without penalty while bat moving
54 Have trained war hounds
55 Have mutant war hounds
56 Ride dire wolves , often two to a wolf for transport
57 Have a trained carrion crawler
58 Have a trained owl bear
59 Ride giant spiders
60 Ride giant scorpions
61 Use cooking utensils, knives and pans as weapons and armour
62 Wield yard long green slime spitting caterpillars one squirt each
63 Fling used nappies at enemies
64 Throw custard  enemies then flee
65 Throw gravy at enemies then ring dinner bells and call monsters
66 Throw stinky oil at enemies so they stink for days and from 4" away
67 Goblin mothers throw biting baby goblins
68 Goblins have fleas, save after fight or infested
69 Goblins carry giant tapeworms crawl out of them on death hungry for new host
70 Goblins with obscene fertility clubs, victims save or 
cursed with impotency and infertile 
71 Some of the goblins are zombies, 
72 One at least is a chaotic nilbog who is healed by weapons and harmed by healing magic
73 Each goblin knows a zero level cantrip or more
74 Goblin explodes for a d6 in death harming all in 5 foot radius from a alchemy potion
75 Some of these goblins are permanently invisible from mixing potions
76 Norkers are primitive cave goblins who bite and use clubs and a bit tougher
77 Blood suckers have d4 bite attack and grab on wrestling and biting till dead
78 One of the goblins is a vampire with bat and wolf pets
79 Goblins have been turned into ghouls
80 Several of the goblins are thouls - part troll, ghoul and goblin
81 Throw live snakes up close
82 Throw huge spiders
83 Each has a pet giant rat they love dearly
84 Each has a pet stirge that lives in a backpack cage ints whole life
85 Goblins feign death and have a d3 healing herb in mouths in case hurt
86 One of the goblins is really a doppelganger
87 One of the goblins is a were rat
88 One of the goblins is a were spider
89 One of the goblins is a were stingworm (like a snake with a sting)
90 One of the goblins is a were wyvern
91 Supported by a goblin evil priest with a d4 zombies
92 Supported by a shaman and his lesser spirit companion
93 Supported by witch doctor using spells of several types

94 Supported by goblin wizard apprentice  
95 Supported by goblin druid with pet dire wolf or giant lizard
96 Supported by goblin ice wizard apprentice with winter wolf
97 Supported by goblin fire wizard apprentice with fire toad
98 Supported by goblin priest riding a giant intelligent spider
99 Supported by goblin demonologist sorcerer with his lesser demon
100 Supported by goblin witch and her ogre son


d100 Pimp Your Boring Goblin
01 Bone in nose
02 Nipple piercings
03 Giant hairy codpiece
04 Wears dirty nappy
05 Eyepatch
06 Huge scars 
07 Burned skin 
08 Huge silly hat
09 Lots of bracelets 
10 Chain necklaces
11 Human ear neclace
12 Gold tooth
13 Curly toed shoes
14 Feathered cape
15 Bat wing membrane cape
16 Human skin cape
17 Hooded cape
18 Fetish medallion of deity
19 Covered in blood
20 Dribbling nose and sneezing
21 Dribbling drool constantly
22 Frightening sharp teeth grin
23 Horrible rotting teeth
24 Belt of human hands
25 Coat made of human skin
26 Covered in soot
27 Wearing face make up
28 Ritual scarification
29 Hook hand
30 Wooden leg
31 Piercings all over
32 Patchwork skin colour as if sewn together
33 Cut or whip marks all over body
34 Stitch marks all ove
35 Cyclops
36 Giant fang
37 Giant clawed hand
38 Tattoos of devils and hell runes
39 Dogtag with elf writing
40 Fungus growing on skin
41 Mushrooms growing on skin
42 Glowing mushroom on head
43 Huge monobrow
44 Strange huge coloured hair style with bone accesories
45 Faces tattooed all over
46 Tattoos of chaos symbols and demons
47 Tattoos of goblin runes
48 Tattoo of naked elf 
49 Kilt of human male genitalia
50 Spiked collar
51 Manacle bracelets

52 Slave collar
53 No legs, has a pushcart
54 Extra tall stilt wooden legs
55 Extra face on skin it hides
56 Lichen growing on skin
57 Has terrible worms it shits out when dead
58 Torture would from long ago
59 Scarred open necrotic wound from old spider bite
60 Already has a stab wound
61 Scars from lots of stab wounds
62 Hunch back
63 Club foot
64 Pig snout
65 Birds beak
66 Bird feet
67 Goat feet
68 Hairy all over, living furball
69 Huge disgusting veins
70 Piebald with patches of different skin colour
71 Smooth hair like a fox all over

72 Pigtails
73 Huge beard
74 Silly moutache
75 Huge pointy ears
76 Clawed fingernails
77 Huge lowed jaw
78 Pointy skull
79 Pinhead
80 Giant head
81 Stunted under 2 foot tall only d6 HD
82 Gigantic 5 foot tall 1d8+1 HD
83 Small stubbly baby goat horns
84 Large cow or goat or stag or ram horns
85 Single horn
86 Obese
87 Siamese twin
88 Webbed feet and hands
89 Scaly skin
90 Bristly pig like hair
91 Pig tail
92 Goat tail
93 Monkey tail

94 Lizard tail

95 Horse tail
96 Ape like motion
97 Bow legged
98 Bony spurs growing from skin always in pain
99 Overbite or underbite with teeth hanging out
100 Backward bending knees

Should probably do a proper goblinoid mutation table set


Sunday, 7 May 2017

Spirits of the Earth




































Spirits are under used in DnD. Oriental adventures used them more. I want spirits to be a standard type of creature. I like the idea of petty bad spirits in dungeons and haunted places. I may do more on this detailing types and abilities but this is a kit for quick basic spirit building. A few spells to interact with spirits and dreams like Oriental adventures have and you have a whole dimension of information, threats and fun ahead of you. I want more of this in my games so I can have a specialist shaman with lots of uses not in most games.

D12 Common Spirit Types
1 Animal Spirits - shape shifting animals, familiars, beast lords
2 Plant Spirits - herbs, trees, forests, grassland, flower
3 Water Spirits - creeks, wells, rivers, ponds, lakes, oceans
4 Weather Spirits - breeze, wind, storms, fog, rain, drought
5 Land Spirits - hills, mounds, rocks, mountains, fields, caves
6 Sylvan Spirits - faerie and elven and other humanoids from the other side
7 Elemental Spirits - classical and other beings that inhabit fundamental materials
8 Dead Spirits - spirits of deceased often killed tragically or not buried or wronged
9 Animus Spirits - dwell in the spirit world never having a body or might occupy material objects
10 Dream Spirits - formed from dreamlands and nightmares or illusions form a life of their own
11 Malevolent Spirits - spirits of devils or demons, may animate undead, seduce humans or possess
12 Benevolent Spirits - spirits from heavens which protect, guide, aid and advise humans

Power Gradients
Petty Spirits - spirit equivalent of vermin like rats or fleas or fragments of greater spirits
Lesser Spirits - animal, tree or dead person spirits, als barn, mine, roof, creek or well spirits
Major Spirits - important local ruling spirits like hills, river or local spirit rulers
Greater Spirits - are demi gods, tribal ancestors, beast lords, lake or mountain region spirits

Sizes
Petty spirit forms are usually small animal or typically hand sized or less than knee height
Lesser spirits often assume human child or adult or medium animal
Major spirits can assume many forms depending on mood or situation including large animals
Greater spirits can assume many forms including titanic forms on occasions

Stats
Petty HD d4 AC+d4 Att 1d4 may require iron, silver, certain wood or blessed items to hit
Lesser HD d8 AC+d6 Att 1d6 or weapon may require +1 weapons to hit
Major HD 3+d8 x d8 AC2+d10 Att d4 each d3+1 d6 +2 weapon required to hit
Greater HD d6x10 d8 AC d10+10 Att d4+2 each 2d6 x d6 +3 required to hit

PowersAll spirits may become intangible and invisible and can see the mundane world while in spirit form. Many may travel to the deeper spirit world and other planes but the petty ones are mostly too scared of bigger spirits or do so only to be desperate. Many spirits are bound to a location or thing like a tree or a grave or a idol or a cave. Most spirits if destroyed reform over time but destroying the thing they are bound to may prevent their return or banish to the spirit world or take time to reform. A shaman or great spirit might help such a spirit find a new form. Major and great spirits may perform many shaman actions like exorcisms, binding or banishing or destroying spirits.

Spirits are vulnerable to spells that target alignment and may dislike blessings and other magics. Turning may effect certain spirits certainly those who wee once living. Many elves and animal spirits were possibly once humans who did not go to the netherworld or heavens and walk the world transformed by spirit lords.

Petty usually have a small annoying ability like dousing flame, bad smell, spoil food, scare horse, sour milk or a zero level cantrip spell they can use many times a day
Lesser often have spells like a wizard, druid or priest and many have a character class abilities
Major often have spells of level equal to HD or many magical spell like powers as a petty god
Greater spirits are lesser deities with many spells and powers and hard to kill or drive away

Some earthbound spirits become permanently embodied in matter and no longer can travel through the spirit world or the faerie worlds. They no longer turn immaterial or invisible. They can be struck by normal weapons and their bodies can be killed sending their souls away for rebirth. This is the origin of many monsters and races. Cross breeding with humans or banishment are most common reasons. You could surprise adventurers with spirit kobolds who still have fantastic abilities or perhaps the shaman or witch doctor are actually spirit versions of a race.

Major and great spirits may build lairs in pocket dimensions and other lesser or petty spirits might dwell in them like a hill elf mound where kings were buried is now an elf feast hall. The elf king has many servants and a beautiful daughter....

Spirits and those descended from them like player elves might find such secret areas, You may not realise they are unmappable or make no sense at first many being bigger on the inside.

Spirits fit into the divine hierarchy often administering territories allocated by heaves or gods in a kind of cosmic feudalism or celestial bureaucracy. Spirits of all types like offerings and gifts and worship. Spirits rejecting this might be banished to the mortal realm.

Uses In GamePetty hauntings and phenomena
Magic items like mushrooms that let you see spirits
Spirits in bottles bound long ago
Spirits in items like swords or paintings or idols
Mentalists, exorcists, mediums and other interesting npcs
Communicating with spirits for information
Foes to fight or helpers of your enemies
Spirits might need help or be convinced to leave humans alone
Spirits might need help to recover items, their jobs, deal with bad spirits
Petty spirits might warn monsters and be found in dungeons and graveyards
Have a dry historic setting with spirit world incursions for most magic, monsters and dungeons

Sunday, 25 September 2016

Strange Omens and Portents


When destiny draws near or fates turn sour, signs of warning appear. Some are warnings to stay away others are invitations for heroes to face your doom. One god will send a warning while others want heroes to face their doom.

I wanted these results to be reversible for good or evil omens. Some tips to make omens good or evil included in quick types version.

Spells or prophecy might warn you with signs to look for.

You could add several together.

Omens mostly warn you  are displeasing a god or straying from a prescribed mission. Also might be warning signs of a curse or prelude to supernatural encounter or receiving a new quest.

You might receive a warning of the sign and what it represents so when you see it you expect trouble or a clue for your quest.

You might receive as a warning or invitation at a obstacle, river crossing or cross roads.

You might get a omen after an adventure as a enemy god scowls at you or good god salutes your actions.

An omen might warn of a petty god or demon or deity manifeting

d12 Sources of prophetic warning
1 Written divination in book or scroll or monument in stone
2 Hear a poem or song possibly from bard or other source
3 Crazy old person yells at you
4 Local tells you old story
5 Temple prophet or diviner sends you message (donations welcome)
6 Cultist or evil priest curse you with bad fate
7 Humanoid boss or shaman mutters curse as dies before you
8 Witch curses you
9 Former surviving enemy has you cursed and sends you message
10 Professional curse maker sends you copy of tablet
11 Supernatural messenger or spirit tells you in a dream
12 Supernatural creature warns you

Omen
3rd level Cleric Spell
Curses or blesses a person to judgement from the clerics god and give them a warning. If target fails a spell WIS save.  They can also cast it on self another person to warn them of gods displeasure. If cast on self . Remove curse removes all effects.

4th Level version can be cast with conditions to activate a omen
5th Level version can be used as form of prophecy by asking a question and receive omens good and bad (hotter/colder) when you seek a quest, nudging you accordingly at the hand of god. One omen nudge per level per quest or 
lasts a day a level.

d10 Quick Types
01 Weather Signs - horrible or nice weather like storm or rainbow
02 Earth Signs -  fair or foul like quake or blooming flowers
03 Bird Signs - benevolent or evil birds like vulture or dove
04 Animal Signs - benevolent or evil beasts like wolf or kitten
05 Birth Signs - two headed or talking baby born
06 Written Signs - evil burning script or glowing angelic script 
07 Bodily Signs - horrible boils or youthful
08 Star Signs - sinister star signs vs fortuitous
09 Monster Signs - good monsters vs evil monster
10 Magic Signs - strange lights haunted or holy

Feel free to change results of species or change to human or non human or any other details


d100 Strange Omens and Portents
01 Strange breeze whistling a song of despair/cheer
02 Fog mysteriously boils from nothing haunting/refreshing all
03 Peculiar odour smells of foulness/sweetness
04 Strong breeze blows your face/rear
05 Whirl wind blows in path confusing your party/enemies
06 Crackling storm cloud thunder fill you with fear/courage
07 Fierce stormclouds blast across the sky driving you to stand-still/on-wards
08 Lightning blasts creates/removes a obstacle in path
09 Sky dims as cloud blocks sun or shines a shaft of light in path
10 Black clouds cover/clear the sky covering all in darkness/rainbows
11 Ground shakes underfoot knocking people down/rooting worthy to ground
12
 Strange disturbing/encouraging noise from underground
13 Plants die/grow in path making patterns
14 Plants in area wilt/sprout
15 Wind blows weird/pretty pattern in grass
16 Tree fall on path making a obstacle/bridge
17 Blowing leaves (or snow or rain) forms patterns
18 Road or river crossing is flooded/fordable
19 Area bleak and garbage strewn or candy covered love garden
20 Path ahead is dingy crumbling and unsound or sunlit and sound
21 Tiny birds cheep to warn/welcome you
22 Raven (or gull or pigeon) hops about and follows
23 Bird seen flying backwards/acrobatics
24 Hundreds of tiny birds circle area chirping angrily/cheerily
25 See a rare bird overhead connected to ill or good fate
26 Flee/see a hungry colossal flying creature
27 Rare bird spotted dead/alive
28 Followed by hungry vulture or talking bird
29 See a planar bird from hells/heavens
30 Followed by malevolent/benevolent bird
31 Witness a animal spirit acting as a warning/guide
32 A animal spectacular attacks/passes
33 Herd or migration of animals
34 Quest beast guides you to doom/victory
35 See a planar beast from hells/heavens
36 Sacrificial animal has swollen liver indicating evil/good
37 Peculiar animal with mutation/virtue
38 Find dead mutant animal or blessed adorable baby animal
39 Witness a angry/friendly monster 
40 Followed by malevolent/benevolent beast
41 Local two headed or talking baby born
42 Find a crawling cackling horror/adorable baby
43 See a hideous mutant or noble savage pass
44 See miserable mother with dead baby or meet happy family with newborn
45 Swarm of horrible/adorable critters like rats/butterflies
46 Plague of blood-sucking/sweet singing insects
47 See rare baby monster 
48 See corpse on road or water or see healthy fair bodied traveller
49 Witness passer by (anuimal or human) with deformation or birthmark
50 See heraldic symbol of noble clan
51 Flaming writing spells out approval/disapproval
52 Swarm, school or flock of creatures form into advisory script
53 Tattoo appears on flesh and disappears as mission completed
54 Writing in stone, clay or sand signals approval/disapproval level
55 Water trickles into words or symbol of advice
56 Cloud forms or shadows of something at right time form letters 
57 Find a blowing letter, paper seal or note in a bottle
58 Words appear in food or drink or body
59 Words appear scar or blood or brand
60 Words appear on object  like weapon, lamp light or 
61 Skin breaks out in boils or seems to shine 
62 Hair falls out grows longer
63 Hair changes colour
64 Feel nausea/glowing 
65 Feel itching/tingling
66 Blood nose or feel blood surge with heat
67 Teeth and fingernails feel loose or buzz with energy
68 Skin turns sickly and sweating or a warm inner glow
69 Every breath choking/invigorating
70 Brain on fire or great clarity 
71 Eclipse darkens the sky or sparkling sunlight shows path
72 Sinister hairy star falls from sky or blessed rare planet seen
73 Malign/kindly constellation rises
74 Combination of constellations fighting/friends represents fate
75 Planetary star seen indicating influence of a god 
76 Star of wicked/lucky influence winks
77 Rare constellation clearer than normal
78 See shooting stars fall to earth
79 Aurora of colour flickers in the sky
80 Planet seemingly off course representing deity
81 Find dead remains of foul creature or dead creature with valuable remains
82 Find remains of long dead monster or witness a rare mythical creature
83 Witness two monsters fighting
84 Witness monster chasing animal for food
85 Monster appears and speaks to quest takers
86 Monster creates/removes hazard or obstacle
87 Monster destroys something like a shrine or tree or border stone
88 Monster kills person of certain character 
89 Spirit being or ghost advises 
90 See titanic or colossal monster like titan or great dragon or dinosaur approach/pass
91 Magical vision shimmers in the air warning of failure/success
92 Two opposite character wizards battle
93 Glowing magical sign in path
94 Glowing magical sign in sky ahead
95 Crackling wall of fire or magical bridge
96 Divine messenger warns/directs
97 Divine symbol warns/welcomes
98 Visions from aspect of god
99 Divine being appears like flaming devil or lactating angel
100 Deity projects phantom making hand gestures

Sunday, 14 December 2014

d100 What is that Master of Magic up to?

Ok here is a final monster R&R table, I promise. Hmmm but perhaps one more for unintelligent bestial ones in lairs?....

So this covers what sorcerers, evil priests, shamans and wizards in a dungeon or lair might be up to.

d10 Quick what is spell user up to?
1 Dealing with students
2 Engaged in ritual
3 Researching magical secrets
4 Forbidden vice
5 Dealing with business
6 Receiving magical guests
7 Every day drudgery
8 Working on hobby
9 Making magical thing
10 Something ghastly

d100 What is that Master of Magic up to?

01 Beating apprentices
02 Teaching apprentices
03 Practising Tantric ritual with unhappy apprentice
04 Sleeping while apprentices uses cantrip petty spells to clean up
05 Reading while apprentices stir cauldron and make dinner
06 Drinking while apprentices made to perform humiliating show
07 Researching spell while apprentices stripping flesh from corpses
08 Having a nice smoke while apprentices copy documents
09 Testing applicants for new apprentices
10 Telling apprentices to stop crying over fellow student accidentally killed
11 Preying to other planar being
12 Practicing divination ritual
13 Deep in trance
14 Contacting the spirits of the dead
15 Chanting names of planar beings, spirits or ancestors
16 Talking to familiar
17 Sacrificing a victim to planar being in return for knowledge
18 Drawing magical symbols
19 Painting symbols on face, hands or whole body
20 Casting runes, bones or engraved sticks for divination
21 Dissecting a monster corpse
22 Dissecting a human corpse
23 Building a model
24 Drawing up plans for alchemical apparatus
25 Drawing up alchemical calculations
26 Studying astrological charts
27 Measuring skulls with callipers to determine intelligence of deceased
28 Setting up lab for experiment
29 Tormenting a restrained creature to learn about magical abilities
30 Reading blasphemous tablets or books or scrolls
31 Turning animal into attractive sex slave
32 Inhaling magical vapours and powders for otherworldly visions
33 Trying to summon a succubi or incubus just from curiosity
34 Entertaining self with lewd illusions
35 Tormenting sexy imp in bottle
36 Practicing appearance enhancing illusions on self in mirror
37 Scrying on distant bath house with magic
38 Charming a attractive prisoner for sexual favours
39 Enhancing appearance of ugly servant for sexual favours
40 Promising a youth they can magically restore virginity after and other claims
41 Dealing with grave robbers for fresh corpses
42 Counting money
43 Writing letter to fellow caster about magical matter
44 Dealing with merchant for exotic supplies
45 Dealing with criminal for illegal goods
46 Dealing with slaver or kidnapper to buy someone
47 Being visited by prostitutes
48 Boss monster (or a servant) visiting for advice or a spell
49 Negotiating with cultists for forbidden lore books
50 Talking to guards about need to be alert for nosey adventurers
51 Playing chess with visiting caster
52 Visited by lover really trying to steal secrets
53 Communicating with distant spell caster though magical means
54 A peer come to exchange magical secrets
55 Arguing with rival about territorial claims or some offence
56 Talking to planar creature about a pact
57 A charming visitor offering power actually a outer planar being
58 Selling soul to visiting outer planar being in disguise
59 Making a deal with stranger actually a shape shifting monster
60 Talking to cult leader about an alliance
61 Writing in journal
62 Writing shopping list
63 Eating dinner alone
64 Sitting on toilet
65 Reading fiction in front of fire in comfy chair
66 Grooming in front of mirror
67 Getting dressed in front of mirror
68 Having a nap
69 Cleaning up lab
70 Cooking a meal
71 Polishing and sorting bone collection
72 Assembling a skeleton for display
73 Stuffing a animal
74 Pinning insect into display case
75 Alphabetising collection of blasphemous books
76 Feeding pets and familiars
77 Making artwork
78 Looking at stars and making notes
79 Sorting out collection of fetishes
80 Examining collection of erotic art
81 Brewing a potion 
82 Creating a monster
83 Summoning something from beyond
84 Raising the dead
85 Making a minor magic item
86 Making a magic weapon or armour
87 Making a wand
88 Making a magic scroll
89 Making a magic tool
90 Making magical jewelery
91 Communicating with a horrible being from beyond
92 Sacrificing people in bizarre ritualistic manner
93 Crossbreeding a monster with a human
94 Performing horrid rite to activate a vile relic
95 Growing nightmare creation in a vat
96 Growing a beautiful person in a vat as d4 1=child 2=lover 3=slave 4=to torment
97 Turning victims into monsters and putting in caged pits
98 Watching monsters devour screaming victim
99 Mating with otherworldly horror so it's spawn may dwell on earth as a native
100 Releasing a planar being into world in return for a service or curiosity or just fun

Monday, 7 July 2014

The Last Vikings: The Sacking of R'lyeh


Sorry been not doing new stuff - been working full time, socialising, dating, making art again and trying to finish proof copy of my table book.

So vikings has bee lots of fun for 6 months. Started as dirt poor farmer teens ended up international dread runelord warlords throwing themselves at the shores of Rlyeh and utter madness. All had written wills.

Hrafn a werewolf runelord champion of Odin doomed to die soon
Alrec despaired at difficulty of pleasing gods has become a dread sorcerer
Briedr a farmer and champion of Thor
Thorhadr a former weak youth raised by rival clan now a famous Scald and Sorceror of Tsathogua
Thora a priestess of Freya, mother and merchant princes wife preparing to leave Midgard
Throa her sister a runemaster, blacksmith and mother famous fer her iron mace
Yvette widow of Johan now a champion of Njordr the sea god with her sealion servants

So after killing all European in north America and Greenland (a hundred years before they return) they sailed in their warship with three others, each ship with a fifty men and women. Sunk cultist ships converging on Cthulhu's dread city R'lyeh. Also known as the hall of the Jörmungandr serpent or castle of the leviathan depending on your gods.

Found a rock Island near Greenland with cult ships. Evil monks from Ireland, savage Pict's, evil Briton druids, Orkney fish cultists and many other depraved drooling cultists had gathered here to perform rites to keep Cthulhu awake despite the stars not being quite right. Band marched up hill as their men slaughtered the cultists guarding the ships and burned them.

The heroes battles cultists including evil vikings and killed them all with relish. Into the depths they went down a spiral staircase till they found green robed cultists at a great green monolith led by a cowled being in tattered robes. Slaughtered the cult but those who approached the leader saw it was in fact a crawling mass of worms in a mans shape that had somehow learnt to walk where it ought to crawl.

It hurled a sticky black glob from a tin bucket with a spatula which Thorhadr blocked with his shield, but Briedr was struck by one which ate some of his intellect before they destroyed it. Smashed the worms as best they could and one of the younger Stonedale's they brought along began to eat worms laughing.

The planted elder signs and destroyed everything they could and collapsed cave mouth. Found cultists with a great gold disc with alien sigils they cut into three parts. Saw R'lyeh rise in distance. Alien angles troubled them but they approached. Sure they had ruined great cult ritual they were determined to inflict as much suffering as possible on the old ones.

Saw a blue monolith atop the second tallest peak and marched for it while soldiers hunted and killed deep ones and cultists on the Island howling with glee to be with the lord of madness. While climbing the high hill one man slipped into an odd angle never to be sen again. Entered the blue monolith and battled a horrendous tentacled frog demon which their magic weapons harmed. Killed it but several increasingly shaken. Hrafn was looking for death and did not care.

The place elder signs in the altar and climbed the stairs. Knowing they had hurt the cult scheme they now saw Cthulhu's crypt open and the vikings began to snap. The awful visage sent some over the edge. Thorhadr drained of magic went inside and carved a gate in the wall and jumped in to Saturn as Eibon had thousands of years go. Breidr went mad and was a feral beast. His tatooed skin made him greater than many beasts they had killed and it took four others to kill him. Alrec summoned a Byakee which didn't help the band's sanity. Young Stonedale who had eaten worms was bashed and knocked off the building to break all his limbs and laugh in a broken heap below. Others went inside a the living mountain came at them. They placed the sacred star stones at the entrance on ground and on top of tower. Thora entered a trance and left to Elfland. She begged her sister Throa to join her but she would not abandon all her children. Cthulhu lumbered over them and Hrafn climbed to the top of the Tower. Throa's old husband, keen for a heroic death charged and struck cthulhu with a pole axe and the alien titan stomped at him. The brave old warrior who now had a son longed only for death managed to deflect the blow but his shield arm was torn off. He got up and swung again and Cthulhu crushed the man into a smear on the eldritch staircase. Others struck at cthulhu and even harmed the horror using the warded tower to retreat into if needed. Hrafn preyed to Odin, his head that of a wolf and all his Odin inspired fury he mustered and jumped at the god, cutting his shoulder. Cthulhu snatched him in his tentacles before he hit the ground. Hrafn threw an elder sign down the gods throat before him. As he fell into the horrendous god maw, he heard sound of raven wings and the spear of Odin burst through his chest. Odin whispered into his ear from behind.

"You were doomed to die but not in the belly of the serpent, you were always mine to take to my halls"

Hrafn's spirit was carried to Valhalla. The warrior smiled as his spirit hung limply, his blurred vision of the horror god below choking, writhing and vomiting up the star stone. Throa and Yvette the only vikings left ran and with star stones to ward off evil fled to the boats and where there men were killing cultists. Many men had grabbed gold but the Alrec on his Byakee star demon came and warned them to leave Cthulhu's treasure. Those who disobeyed were either killed by deep ones or turned into disgusting ruined messes of outre fungus.

The ship pulled back as the Island began to sink and the sleepy god, having spewed up the elder sign staggered back to his eternal slumber for another thousand years or so.

Ragnorak was averted for at least a while.

Throa did see her sister again who tried to take her to Elfland. The sisters embraced and cried but Throa wanted to see her many daughters and part dark elf son live. Even the one the loki cultist claimed was really his via the use of his supernatural disguise prowess granted him by his god.

Yvette and her new husband and her children to Johan and pet sealions went to the bright Islands of Njordr to live forever.

Alrec was distraught without his brother. They had quarreled and fought together and he felt incomplete. He returned to Thor worship and spent time carving a runic version of the Necronomicon as a warning to future he named the Jörmungandrsaga dedicated to his brother. He tried many foul means to find his brother and eventually flew away into the stars on his Byakee one night never to be seen since.

Next time I run vikings will be 910 AD and children of these heroes will be players. Only Throa will remain to advise them.

Planet Psychon for rest of month them Cthulhu Babylon begins for bronze age shennanigans

Thursday, 26 June 2014

Viking Interlude: Hrafns Own Funeral Plan

Steve who plays the Odinite werewolf beserker, put this on our group FB page:

After a weeks prayer in the temple of Odin, the grim warrior rises and gathers to his side, his family , a scribe and a legal official from the court of Norway. The dour man proceeds to proclaim ...

His death song and warchant :
Who dare face the StoneDale clan ?
Who ?!
We'll split their skulls and rend their hand !
Who ?!
Their bloody hearts our gods demand !
Who ?!
They'll breath their last in this here land !
HA !!


His dividing of earthly wealth and Will:
Wife : Superior Shield 14 armor - 10,000 pennys - 1,000 pennys worth gold chain - Arcane Device (FlareGun with 4 shells)- Magic Hyperborean Dagger - Two handed Sword - Superior Shield 12 armor (ornate) and of course her own dwelling, goods and lands. Furthermore the Chieftainship of the Norway branch of the Stonedale clan until the time where one of the bloodline is proven more worthy.
Eldest Son : 10,000 pennys.
Twin Brothers : Two trading ships.
Daughter : Warship.
Youngest Son : 6,000 pennys - Broadsword (ornate 1000 pennies worth) - Selfbow.
3 Adopted Sons : Under the leadership of the eldest - lands , house, thralls and all other goods of their mothers household split evenly between them.

and lastly his burial goods :
The Anklebiter Bastard Sword - Broadsword - Armor - wolfpelt helm and any gifts of worth his family , friends or others may wish him to have in the afterlife.
For it is not for a man to measure his own worth in death, but rather for the gods and those who have known him to decide.

Let it be known that the Wolfhelm beserker, brother of Alrec the Unruly is now legally dead. Though he still might draw breath and have the blush of life in his flesh, he now stays by the kindness and grace of his family and relatives, he is nothing more than a dead man walking. The living echo of a warrior that died the day he became Odin's champion and now bides his time till his earthly doom approach.

Wednesday, 25 June 2014

Vikinglog: Cheating and killing Cthulhu's Cult

So the vikings had travelled back in time and gone to backwoods to Rus and Novgarod to prepare themselves better than the three months left in their native time stream.

Thorhadr the skald had spoken to his god Tsathogua who warned him not to abuse time portal or the hounds of Tindolas would hunt them and destroy them body as soul as if the never were. But Tsathogua said friends wouldn't notice if he went through gate an extra time for two more years. So he spent time with reading blasphemous books and eat human flesh to retain his youth, The friends would never notice. And the hound thing risk minimised a fat bit. With Extra time he stole the book of Eibon from monks in France and was given the means to travel beyond the earth. He learnt more magic songs and his ability with them could teach and lead others who joined him. The marching song of endurance was most popular with others.

Most learnt magic of some kind. Thora taught her cousins all he spells there thick skulls could keep. Hrafn had been teaching each others to activate beast totem forms. He was always in his wolf helm, looking grim, Ready for doom ahead. He had taught his wolf sons to become humans and was teaching them to fight. Lots of werewolves in Rus. Enters battle a man then becomes something horrible in battle. An Odinite werewolf beserker.

His brother Alrec the Unruly was now convinced Al Aziv the Arabic Necronomican is the one and only book for all time and given him power over gods instead of letting gods pick at your fortune like flies. He was sure would ever be a champion of Thor in time so it was sorcery for him easily the choice, It was kind of strange he became so adept at Arabic since meeting Arab merchant when young.

Briedr having the pleasure of rebuilding a fortune, becoming more tattooed and learning to work with his battle goat companion sent by Thor to aid him. Remained in Rus for the moment.

Thora was pleased to have a daughter first child in years and first with this husband who had been good for so many years. Now she could spend time with him on his business trips to Rus that she had missed him by remaining in Iceland with her cousins and adventures. Cheating on herself with herself. Has been magically preparing herself for final fight.

Throa finally has a son why seemed odd and sickly at first but since thrived and fat and jolly. Her husband would be surprised when she returned home with a two year old son. Could make up some story about making him give girls good dowries. Working with metals and runes. Loon creepily suggested his new gifts from Loki to shape shift meant he was real father of child while he was in disguise. She knew if anything it was during her brief visit o land of the dark elves.

Yvette was hoping to gain some status with the Cult of Njordr the sea. Was striving to replicate her heroic husband that made her part of the Stonedales. Has a colony of friendly sealions in Rus.

So party returned changed and two years wiser (none knew Thorhadr now has a Cthulhu mythos beyond %50 now and was in fact 4 years wiser and a cannibal).

So assembled many ships with two warship of 50 men sworn to them. King of Norway sent one of his ships for years of work they had done for his wars. Other families who had prospered near them or been saved by them over the last 11 years came too. Eleven years adventuring that's 13 for most of party or 15 years for Thorhadr. It was all coming to an end soon. With six ships gathered and ready to sale heard how ally had died. Sailed to Iceland. Different stories heard of death but real one told by widow to party. Hero was dismembered in battle by mad cannibal men of Vinland, Party enraged set sail. Arrived though a storm and a ship missing lost all hands.

Five viking warships followed the shore. Saw three small ship trying to stay out or reach. Heroes ship went forward with one other, other three went back and around. Sure enough say three trying to lure into groug of three war ships and three smaller longships like the greatly missed Wavebiter they hap too leave in space. Heroes charged to wipe out small ships to find fish men attacked with three small ships. Bigger rebel fleet of cultists closed in, a mix of fish cultists and demon of darkness cultists and viking wendigo beserker cultists. So fishmen surprised they had attacked boldest of the fleet who all sung as they quickly shattered the surprise attack and the three boats. When the big group came with 300 men their formaion was broken between both groups of the heroes surviving force a total of 250. One viking ship sunk but most saved by kin. As apparent to all 0that party winning, cult on shore summoned a waterspout to strike the fleet. Breidr saw this with his far sight spirit spell then he called on his god Thor. A bolt of lightning struck the high priest exploding his charred body and driving off the cultists.

Vikings came ashore and saw mound with steaks around the multi cultist village. Led best towards fish cult on shore while other group attacked wall. Th fish men and viking with them proved weak. The heroes had superior weapons, armour, skill and magic. Fish men butchered on beach before summoning complete then led horde onto wall. Alrec jumped wall while rest hacked down with pole axes.

Inside saw other tribe and outlaw vikings fighting the second group of the heroes force that had gotten through the wall. Alrec saw something amid the breach, a whirling whilwind of destruction, a avatar of a dark god. Alrec lept over a wave of troops after his friends still behind him. Then he lept with the mighty sword into the battle.

Others following Alrec hacked their way on. Hrafn was now a were wolf, with his runes to Odin awakened. He swam into the battle like a salmon, killing everything and fearing nothing. He had gone beyond the berserks he cheered on as a boy. He was a monster of Odins fury, a beat fit for the end of the world. Alrec managed to strike the avatar of the demon of darkness down. He knew what it was and it was a reliability weak form. It did bite him but not by much. Superior armour won the day and the cult was destroyed. All cult were killed and burned with their diseased unwholesome livestock and crude hybrid style culture of Indian, Eskimo and Norse. Found a boy possesed by local spirits who told them where cult was based up river. Next morning visitors from outside tribes came and helped vikings destroy several more homesteads. These locals explained they all hated these tribes.

Went up into hills and found forest of flayed human skins in trees and piles of corpses. Slew them all including beserkers of Iquatha they had let escape years ago. Another Avatar of Nyarlathotep came but heroes had no fear with magic weapons slaughtered the cult queen in demon god form. Found body parts of their old friend and freed sacrifices. Burned everything.

The heroes declared that none would settle Vinland again for a hundred years. Or the Stonedales would come back to kill them.

Went past Greenland and exterminated the cultists there too. It was revenge on every enemy viking since their first battle.

Arrive in Iceland to prepare to sack the city of Cthulhu!

Vikinglog: Giantland and cheating the Apocalypse

So party crossed to the viking dreamlands into the nine worlds to Jotunheim. After several hours all made it through with Loon which was a surprise as he said he would stay on Ithaqua's frozen planet.

Marched into blizard and used sun stone and navigation kit to head south. If Jounhiem was north of home then south was a pretty good start. Some heard insane distant gibbering laughter and then all felt the ground shake. A 23m tall frost giant in mammoth pelt clothes, a club and a sack of cows came. Thlorhadr was hit by a thrown cow and blocked it as it flew past him. Thanks to shield and armour he survived but shield arm wounded. Byzantine style arm armour saved a few of the guys. So the vikings charged while some held back with thrown spears and axes and shooting arrows. As were closer supernatural cold sucked the life from them. The giant failed to hit mortals who gorily chewed into his legs with axes. Alrec took one of his famous leaps and struck it's head. Giant fell, then his club arm was hacked till he dropped the club. All other vikings hacked up the giant. In has sack were many damaged cows. Vikings turned corpse into a tent then slit him open to released blood. Cooked cows with fire and storm eventually over using giant corps as tent.

Giant yapping dogs awoke party who crawled out of giant to see 8 more giants but several in fine kingly clothes and attractive like the richest courts of Sweden and Norway.  Other four in thrall dress. Spoke to the giants who offered hospitality. Carried party in sacks. Alrec got carried by young noble girl like a doll and he cooed sweetly like a baby for her. Yvette got to sit on a giants shoulder as the giants all thought the huge beauty very attractive (STR and SIZ 19).

Taken to kitchen and introduced to giants servants and pets. Loon sneaked into rat hole and found huge rat dung. Taken to court for feast where party and their adorable weapons were to be guests for dinner. Thorhadr used his holy song that obligated all who hear to not harm each other for 24 hours. So the vikings came to live among giants for a bit with the scald singing the hospitality song each night.

Alrec spent time in dolls house eating cake and drinking mead as giant girls waited in him and a stuffed polar bear and some dolls. Others spent time with scholars reading about magic (to be fair Alrec has now learn enough magic to ruin the world with his Necronomicon). Studied Ragnorak, the final war and how giants hope to invade Midgard shortly and expected  vikings would help and serve them.

Yvette put on dancing shows and collected pounds of huge silver coins. Loon with Thorhadr robbed the giants treasury of gold and silver. Thorhadr backed down as was too risky. Loon stole their relics evoking Loki to aid his theft. Alrec out in garden with the giant girls found graves of other tiny people. Alrec came by at night and opened grave of great hero taking a nice sword.

Days past and the song of hospitality every night renewed the bond between them until one night a letch old giant. Alrec starting to claim his Necronomicon dread magic was superior to native Norse magic. One night Throa and Breidr were looking in garden after seeing Alrec wave about the mighty nameless sword he stole. Meanwhile Alrec was in his "manor" when older boys took of roof and tried to drown him in boiling porridge. He ran off with his booty bag and heard Yvette with her husband and bear and bag of giant coins fleeing the seedy old giant. Other vikings heard noise too and Loon started using his rat maze to skulk about house. As giant got to bottom of stairs to grab Yvette, she with her bear and husband struck the giant. Meanwhile Alrec and Hrafn appeared from behind striking the old giant mans hamstrings. Viking heard noise outside and found a undead Draugr had wounded Briedr and Thora badly. They here both laying on ground. Vikings slaughtered dead while he was moaning about his stolen sword.

They fled south and eventually passed mammoth troll beasts they heard of years ago. Past ice to wasteland beach with a few meters of seaweed mounds around shore, then tonnes of logs and driftwood. Set to work studying giant relics and lore by night and building a raft by day. Killed many sea birds. Found giant cauldron (cup) filled with beer every day so there was good cheer. Tried giant horn and saw coast patrolled by huge angry scarred toothed whale. Thora had brought a giant puppy. It tried to escape but Yvette tied it to her polar bear.

Eventualy went to sea and throa used dream skill and spells to take them home beyond the veil of sleep. Also to bring their bodies through the freamlands from the distant moon of Hyperborea. Found shore of Greenland and went to stay with scraelings rather than oathbreakers trying to build a new home in Vinland. After days with native friends one of their own trade vessels saved them and took them to Iceland. Back home as the anguished only three months left and how their lucky ship was stranded in another world.

Thorhadr came up with a plan. The golden scepter of Irem they took from dread Arabian ruins could open time gates. So in cave behind farm in Norway they went back two years. Hiked to other port and went to Rus to hide out training and preparing for the assault on the city of Cthulhu. Throa was keen to have some more children before end of the word and finaly a son. Thora was healed by Freya cult and became pregnant too. Thora thought she could find her husband in Novgorod and have fair with him while he was in on trade missions in Rus years ago (she was infertile for over six years and she was now cured). More time travel next session.....

which will be soon as I'm running late....