Showing posts with label subterranean. Show all posts
Showing posts with label subterranean. Show all posts

Saturday, 25 July 2020

d100 Rumours About Orks





































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

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

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

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

Thanks to those who came and chatted on my FB page

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



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

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

Sunday, 31 May 2020

Against the Snake Tribe



My cave DND game continued. The tribe reached the tundra and granny had made them swear to find a cave for what might be her last winter. At sixteen the tribe felt like a extended family. So heroes set out to explore the region.

Granny cried out about troll beast coming from the north with huge teeth and a hairy tentacle in their face. No not troll beasts or Nyarlathotep but wooly mammoths.  Trieb watched them and kept away and hypothesized trapping them but seeing beasts trumpet to each other made them wary. The chief hunter saw strangers and ran home to send heroes to negotiate being on this land. 

Dallas playing a stone axe and spear-wielding warrior
Matt playing a halfling baker with rogue gardener sidekick
Richard playing a pine elf trickster who had some fight back home when a pet was killed

So halfling made a basket filled with herbs and flowers and grain cakes and party went forth. Halfling and the elf had the best chance of making friends. The strangers in mammoth hide made some threatening gestures but party left gifts including a cowrie shell necklace. Strangers investigated and talked and accepted as a gift to stay for a moon plus they were to avoid upsetting holy mammoth herds. Heard of other tribes and agreed there would be a new meeting where tribe leaders would meet the party to negotiate a longer stay. Snake, Hyena and Orc tribes were enemies and unwelcome in the land and strangers killing these enemies would be more welcome.

So spent days scrabbling for food without a lot of success but did find a cave with some smelly hooved humanoids. They headed home to find goatmen tracking them so the elf hid and let them pass, then the halfling and his human hid and finally as the goat folk reached the warrior they were in a three direction ambush. One goat warrior was charmed by elf who kept it charmed a few days before making it a follower reluctantly because it proved a competent warrior and helper. If you treat a charmed being better than it's own kind then they might become a loyal follower. 

So everyone moved into the goat cave and party discussed what laws and customs they should develop as they were a mongrel tribe from different peoples and other peoples will frown at them for lacking culture, totems and even a name. So they were the South Tribe as they came from the lost flooded southland over the sea. First law they all agreed on was no cannibalism that all accepted. Then after the spell with shape-shifting gnomes who lived with their dogs a bit too closely so debated banning that. Then debated if it should just be private then someone suggested only certain sex positions should be allowed and eventually gave up before making law number 2.

Discovered a ruined village with stone circle foundations and some rubble-filled stone-lined pits. One had a dirty squarish hole so lowered down the halfling with a stone handlamp of animal fat. Saw was cramped and dirty with a few thin odd bones. Wiped out a warren of degenerate snakeling folk (halfling version of serpent folk, degenerate albino cave folk). Took a bunch of eggs and found a assault hexagonal pillar with reptilian writing which the elf knew. Spoke of fall of the snake kingdoms and a valley nearby that was a hidden holy place for reptiles. Found a green stone pyramid idol in rubble that tended to grow psychedelic alien mould and can cast command 6 times can be recharged with a priest praying for a week.

Went home to discuss with tribe and ate eggs. Next day found someone had tracked the heroes from the snake tunnels wearing leather mochasins. So they tracked them back to the stone village and then followed into the hills a followed a band of snake tribals clean-shaven wearing only lizard skin loincloths with spears and darts and caste makeup. They went into a narrow canyon and saw motion on top as snake tribe went into canyon. So waited till dark and warrior climbed cliff and was attacked by two snake tribe men he defeated. One tried to jump over narrow canyon while those on other side hurled spears, but the warrior slammed the coward. The warrior now in a frenzy lept over the gulf and killed all the guards on that side. Looted a 4 floor rope ladder!

Spent a day into the canyon and climbed up the cliff at night to camp in secret. A giant eagle tried to snatch the halfling and missed by one and got away unharmed. Next day found jungle valley with a huge river, unnaturally tropical in the mountains. Followed cliff and mountains of south to avoid jungle dinosaurs and megafauna. Did find a weird cave where animals came to be healed and the warrior thought killing these animals here would be wrong. Continued till they reached the river, a hundred yards across. Several dog paddled badly but reached shore about a hundred and fifty yards downstream more than they planned. Elf had to send his goat man to rescue thay halfling, they party running along the shore to keep up. A wily plesiosaur attacked and the goat man at great personal risk saved the halfling. Alf shot the beast in the back with arrows and the warrior hurled a critical spear in the monster's mouth. As they rested saw on hills above them on this shore were some great stones and something in trees up there watching. The elf saw apes of several sizes in the jungle. 

So they didn't want to go near the apes especially as a warrior had a fursuit onesie made from a flayed white ape they might not like. So went downstream to a huge waterfall that fell into a cavern. Snake symbols were in rocks everywhere including a picture of a hydra. Moved on following the north cliff face till they found a crystal cave where the halfling button mashed a crystal control altar like the ones in the city of the old ones they had seen and revived six reptilians in strange vestments with weird bows (crossbows). T
he elf was confused by having only seen shortbows which impressed humans.

The elf communicated with reptilian script in charcoal and they went outside to talk with stick writing in sand. Most of party puzzled about this squiggling in the sand for an hour. The reptilians explained they cared for the environment of the valley. They spoke of human snake tribe pilgrims who visited to give reptilians gifts. They bid humans leave and not steel any crystals. The party left tucking in their stolen crystal chunks towards the reptile monastery and where the snake tribe pilgrims camped. 

We stopped there as a good spot...

Party all speculating on skills to learn to enrich the tribe with food and technology. 
Discussions over tribal identity, laws and fitting in with local tribes amusing.
Seem to be ok helping reptiles purge valley of snake tribe humans, white apes and evil wizard spiders

Lots of my COC players not responding to post-plague gatherings still despite everything opening again bit by bit now so a 3 year campaign on hold still. My other dnd game probably dead. No new cases in weeks near me so all good.

Friday, 17 January 2020

Elder Aeon Bestiary


Elder Aeon Bestiary* each after name is plus magic weapon needed to hit
Undead draw on powers of negative energy connected to the void, nightmare dimensions, shadow realm and other worlds

BX DnD has these monsters too

Bhut are awesome monster
Dusanu - a fungal spore carrying undead type with claws
Malfera - horned elephant demons with crab claws from the nightmare world
Mujina - faceless mimic people
Bhut - a sort of demon were undead monster that look horrific. These guys should be a regular evil race of demons im adopting them


Krinoid
AC 4 HD6-12 Mov 9 Swim 6 2d6 Fly 18 d8 tentaclex2 or grapple or ray gun
Frequently use heat ray 3d6 shots 12 range 18 but other weapons exist
Vegetal-flesh lhybrids made from non-terene matter can fly through the void
Barrel shaped bodies, tentacles for grasping and smaller ones for crawling


Shoggoth
AC 4 HD 1-20 Mov 9 Swim 9 tentacle/3HD grapple then swollow d6/5HD
Regenerate d3 per round except vs fire or avid, cold can freeze them solid but they live
Servitors of the krinoids who revolted, biological machines, mass of mobile protoplasm


Swarm Wizard*  

AC +3 HD4 Mov 12 Fly 15 2HP/round over 6m as swarm or as 4th level wizard, made of worms (no flight) or swarming insects, wears a robe, chattering voice
Often leads a cult in secret or protects some ruins and sites of occult evil or gates


Formless Spawn 

AC +6 HD 6 Mov 12 2d6 Acid, black animated viscous fluid servers certain elder gods. Guard holy places and may deal with cultists. Liquid form is handy


Elder Stones*
AC +12 HD 6-12 Mov 3 2d8 2d8 Crush or vampire touch victim saves or they are stuck to the rock and lose 2d6 HP a round blood until drained dead. Only one person can be held at a time. Void entities long ago were bound into monoliths to be worshipped with blood and souls. The stones sleep for millennia and require a feeding ceremony from a cult to awake them but possibly a accidental spill might. Once awake by night they move swimming through the soil leaving no trace slowly and silently seeking prey. They can sense living beings within range 36. Usually after a feed they grind the desiccated corpse into dust and return to their ancient location. Some report seeing stones in the wrong places. These are why. Some cult leaders manage to communicate with them with magic and may direct them. Most are solitary but whole circles of them exist.


Mutant Spawn 
AC +3 HD2 Mov 9 d6 Weapon or weapon limb, hideous slimy flesh, become increasingly alien with claws, tentacles, eyes, mouths, bristly exoskeleton, feelers & antenna


Slime Walkers
AC +3 HD2 Mov 6 2d6 Acid spit Liquefy victims then drink remains
Walk slowly but relentless, can smell humanoids to eat within a mile, when killed leave chrystaline drug crystals that maky user see other planes, too much makes you a slime walker. Left as guards in places. Communicate by low frequency whistles that blend into wind but change as they approach others and fight


Grey Invaders
Aliens from the void who travel through the void and even enter dreamlands or land on Psychon. Often carry energy weapons and has psionic powers and other devices
-Feral AC +3 HD 3 Move 15 d4 Clawx2 and beserkers +2 hit and damage fight till -10 HP
-spy AC +3 HD3 Mov 12 By weapon or psionics 2d6 Las pistol 12 shots 16 range
-worker AC +0 HD1 Mov 9 d3 punch or d6 club Mov 12
-guardians AC +5 HD 2 Nov 12 By weapon 3d6 Las gun 15 shots 36 range
-master AC +0 HD2 Mov 6 Fly 12 by weapon or psionics 2d6 Las pistol 12 shots 16 range


Nightmare Thing 
AC +3 HD1 Mov 12 d4 Bite Mov 12 Burrow 1 d4 Bite, burrow in walls and whisper maddening utterances. 1in6 cast as a wizard Lv1 and many are familiars
Often cross over from nightmare lands with other creatures. Infestations in a house drive inhabitants mad or or make them flee. Once shunned worse can move in 


Nightmare Beast*
AC +4 HD4 Move 15 Leap 3 2d4 Bite, invisible in darkness, gaze of fear range 12 save or run for a turn, Track any being they have been in eye contact with in waking world or dreamlands. Can travel between each other by certain locations they can sense. Prefer to stalk and scare them than kill, but will kill anyone who stops being afraid 

Nightmare Daemon**
 AC +12 HD12 Mov 12 Fly 18 2d8 Weapon, conceal self with illusions, phantasmal force at will, esp, dimension door, plane shift can make house size area by night overlap between nightmare plane and waking world. Many are Psionic also. Torment victims and try to lure them into nightmare land and kill bodies trapping them in their reality to enslave and mutate them into nightmare beings. Each has a nightmare castle with servants at home plane


Space Polyp**  
AC +12 HD9 Mov 36 4d3 Touch, alien matter bodied creatures constantly changing tentacles horrors, fly and create wind and become invisible


Vapour spawn*
AC +6 HD3 Mov 9 d6 Blood Drain ignores armour, it fears fire and light attacks
A black cloud of vapour that preys in deep places or by night


Spectral Hound**
AC +10 HD6 Mov 18 3d4 Bite victims save or over a week fade away into the void, can be saved by powerful plane anchoring magics or brought back with a gate or planeshift. Teleport once per hour. Hounds peruse targets that break certain plane or time travelling laws or are sent by spells. They reform each night and come again three times. Once they know a target they can teleport wherever they are


Ultra terrestrials****
AC +20 HD20 Mov 9 3d6 Engulf d4 attacks per round vs different close targets, being within 3 range of one causes 1HP a round if made of organic matter, often starts before appear in a summoning ritual. They spy on people from spirit form and act with powers from another plane. Can possess a person but if succeeds the body takes a d6 damage per round till it finally explodes. Powers include telepathy, esp, d4 pyrokinesis, telekinetic grasp can lift person or snatch flying creature then move them with 10 fly speed possibly crushing them for a 2d6. Each round in our world they lose 1HP, can return to void at will but if trapped on earth they die. Can carry people inside them to the void or a pocket universe inside them or to a nightmare realm. When manifesting they are coloured lights, alien eyes, mouths. They expect to be worship and demand sacrifices

Liogorr*** 
AC +10 HD10 Mov 18 2d6 Pressure touch or d4 pyrokinesis, telikinetic grasp can lift person or snatch flying creature then move them with 10 fly speed possibly crushing them for a d6 per round instead. Watch invisibly from spirit world and use powers from there. Can only appear in areas summoned and often require standing monoliths to create a web they can operate in. To defend a monolith may manifest as a dinosaur AC +7 d10 Bite or Horn or claw or tail three attacks, if this is killed they are banished for a d4 years. They can speak telepathically with initiated cultists in their area and call them if it observes threats. Lliogor are a planar invader race who enjoy worship and sacrifice often work with a greater god as a intermediate or guard a location


Void Fungus
AC +3 HD4 Mov 6 Fly18 d6 Clawsx2 or by ranged weapon usually a 2d6 spark gun but some heavier weapons too. Fog projectors make a expanding cloud grows 3 diameter a round for 100 charges. If not windy fog last d4 hours. Come here to mine rare minerals and harvest brains they use for computers. They like to experiment on life inflicting surgical mutations, abhumans and making surgical construct monsters. They often have a secret local base in a mountain or cave and they often have a local cult to serve them of local life. They fly into the night sky they can travel to the void and other worlds


Vapour Spawn* 
AC +6 HD8 Mov 18 3d4 Touch as they enter body ignoring armour, victim saves after fight if hurt if fails after a week of fevers and nightmares they die screaming as their bodily fluids boil out and become a new vapour spawn. They are brought to world by summoners or sent by outer gods, they lurk in dark and haunted places


Void Spore* 
AC +3 HD1 Mov 1 Float 9 d4 Spine save or paralysed for a hour in pain, resemble microscopic plankton or pollen floats slightly out of phase with reality allowing it to float. Semi translucent and some are luminescent or colour changing. If it is cut off from its plane it crawls slowly and its spines are more like slinky floppy tentacles but still sting. 1in6 can shoot a spine


Void Spawn
AC +3 HD8 Mov 6 2d6 Life d
rain touch a d4 attacks per round as tentacles grow and are absorbs, cannot grapple as not fully solid, can move through solid matter and feels no movement mods for terrain or walls. Several may herd victims together to a kill zone or spawn used like dogs by some greater void horror


Void Plankton
AC +3 HD3 Mov 6 Float 9 2d6 stinging tentacle save or -2 all actions from pain for hour, tentacle once hits someone leaves stingers keep causing 1HP pain for d4 rounds after. These look like microscopic crustacean that float about in the aether, when called into world their alien matter lets them float as near weightless yet ignore wind. They float invisibly in their dimension parallel to ours constantly. Once they can be seen see you and are ravenous, once one attacks others will come to feed 1in6 chance per round a d3 more appear


Void Worm*
AC +3 HD1 Mov 9 Float 3 2d4 once hit suck a d3 HP per round automatically and tail grapples, long white fleshy worm with a mouth orifice with a single fang. Can change how in phase thy are, when partially phased into world they float and require magic weapons to hit. If they bite in this state they become fully solid. When solid they crawl and are vulnerable and can grab victims to feed. If killed they fade away


Void Swarm* 
AC +5 HD2 Mov 6 d4 all in 6m area ignore armour. Dwell in overspace mostly are food for other horrors but can be summoned and trapped and they are keen to kill or be killed. They resemble a mass of semi translucent glowing insects not entirely solid


Void Walkers* 
AC +6 HD4 Mov 6 2d4 Clawx2 if both hit get a bonus grapple attack, if grapple they phase to their home dimension to feed. Walk through walls and can plane shift. Often called to hunt enemies by cult wizards


Void Elemental** 
AC +7 HD8 Mov 6 2d6 Touch d3 CON drain lasts d3 days at zero HP or CON at zero and arise as a shadow. Powerful wizards summon them but they are hungry things and their black void hurts to look at


Void Shark*
AC +10 HD9-14 Mov 36 4d6 Bite, anything they kill has soul devoured and heals the shark a d6 HP, mostly they swim through other planes and if partially manifest in real world they swim though the air to attack. Some fully manifest do not require magic to harm but live in water and only move at 12 Swim speed. Hungry and malevolent spirits that have thrived from devouring others and now only exist to eat


Void Knight**
AC +10 HD5 Mov 9 2d6 Sword plus each hit drains 1 INT lasts for a day, Invisible in darkness and hidden in shadows (require spot check). Fear aura anything 4HD or less save or flee in fear for a turn. Curse gaze cause one foe a round to save vs curse (d4 1=-4 saves 2=-4hit 3=magic healing wont work 4=half move) requiring a remove curse. The same target might get hit with more than one curse. Can create a circle of darkness 3 radius. They can see souls in magical darkness. These champion antipaladins of the void were rewarded. Clerics can turn them


Void Squid* 
AC +4 HD12 Mov 18 d6 Tentacles x10 d8 Beak or tentacles can grapple, when enough victims grappled will snatch you into another dimension to finish and eat. Moves by levitation Telepathy, esp and plane shift at will. Hungry beings that somehow get cults who call squid to feed them. They dont spend long in our world as they take a HP damage per round

Void Spirit**

AC +7 HD6 Mov 18 d6 Touch is a point of extreme pressure ignores armour. May possess a person but both take 1HP damage a round. If the victim dies first the spirit takes their soul and flees dimension. The spirit wont stay in a body unless some how trapped and will flee plane before risking self. They haunt certain stones and depressions in the earth and haunted hills where people once worshipped them


Void Vampire** 
AC +9 HD6 Mov 15 Fly 3 2d6 Drain plus 1 WIS point, recovers over d4 days, spirits from beyond observe a desirable victim from afar and begin to taunt them especially in dreams. Eventually they will possess a body and begin to kill and feed. Victims drained become jujuzombie servants of the vampire and follow its telepathic instructions. When it has a body and servants and possibly a cult then it will approach it's true love and offers them chance to join them in the void for eternity. If rejected it sends its minions to kill and torment to former love object and devotes itself to ruining their life. If host is killed spirit returns to the void to try again


Void Daemon** 
AC +14 HD12 Mov 12 Fly 18 3d6 Weapon and 2d6+entangle whip, the arms burn with black flame. A entangled foe has a level drained per round until they break free or cut the whip. The sword on a roll of 20 requires a save roll or die from death magic and arises as a wight instantly. Can summon 2d4  shadows once per day. The demon is summoned from the void and when set free will go on a killing spree till sated and returns to its world. They are not very interested in this reality but still get worshipped.


Void kraken*** 
AC +10 HD15 Mov 15 Swim 12 Fly 9 2d6 Tentacle x 20 and 2d8 Beaks, are evil outsider lesser gods hidden under sea since creation. Plane shift and teleport at will, telepathy, esp and true sight powers. Immune to spells of 6th level or less. Often a high level wizard of some kind or psionics user. Will try to establish a cult to call it too this world for feed and influence. Will aid worshippers and mutate some chosen to create monster vassals. Expect to be treated as a god and can call all kinds of creatures to serve them.

Monday, 13 January 2020

Anyaknor, remains of a elder ruined city





































By a great glacier in a mountain the glacier once ground away a cliff exposing some of this ruined city. You can randomly roo. 24 rooms here  for chambers in elder ruins. Use as a dungeon or say the dimensional properties are in full effect and each ten minutes what is through the doorway changes to a new one rolled on d100 table. After ten minutes or one turn the door blinks, to having a different room on the other side of the portal. Being separated in such a dimensional maze is dangerous.

Hoping on doing a void creature bestiary
Noticed lots of basic dnd monsters were nightmare and darkness related and they had a school of illusions that could access nightmare world. X4 & X5 module monsters for example.

Im using the Crawling Chaos book  here lots.
-Great items and monsters. Id use this book for relics mentioned in chambers.

d100 Unpleasant things left in chambers of the old ones

1 Various types of toxic mould colonies cover many surfaces
2 Slimes crawl and drip in area, slime zombies might also be present
Crawling with worms as a non flying swarm often in a pit or cluster or hole 
4 Pudding resting in a stone bowl but hungry
5 Shrieking giant fungus that makes loud screams if disturbed
6 Toxic giant fungus that sprays toxic spores or rotting touch
7 Fungus forest covered chamber, strange and weird
8 Gelatinous creatures oozing about
9 Piercer colonies or trapper or lurker above
10 Mimic often as some relic, idol, egg or alien casket
11 
Buzzing biting fly swarm living in carcasses and pools of rotten slime
12
 Giant flies tending maggots in filth or giant alien wasps with a nest 
13 Nest of giant beetles various types plus often eggs or grubs in lair
14 Spiderwebs and a giant spider colony or just one really big one, some are wizards
15 Carrion crawlers 1in6 guarding a corpse full of adorable babies
16 Hear rats scuttling about, colony of giant rats with human like faces that mutter
17 Giant leeches in a pool or hibernating on a pod awaiting living breath to awaken
18 Giant fleas (as stirges but hop) or several giant ticks
19 Hideous frightened mutant clan have hidden lair here
20 Lone mutant frightened has hiding place
21 Eggs most hatched and broken
22 Skin or chrysalis shed by some god awful thing that should not be
23 Spiderwebs often remains of bodies wrapped in cocoons
24 Large scales from some creature
25 Disgusting piles of faeces left by some horrid creature
26 Human bones chewed and broken in pile
27 Mummified creature left in chamber for a aeon turns to dust if touched
28 Slime trails around room floors walls and ceiling
29 Human husk with horrific expression
30 Cluster of biological slime covered sacks on ceiling
31 Mummy cases with undead mummies of alien wizards
32 Umber hulks scuttling about for food
33 Roper in slime encrusted shamber
34 Gibbering mouther under a ornate stone lid in a well
35 Giant slugs or flail snails
36 Giant worm such as a purple worm or remorhaz
37 Krinoid awakened from slumber or time travel error
39 Shoggoth sealed in pit with stone lid calling for masters it can kill
40 Malfera nightmare demon summoned long ago as guard sleeping as a statue
41 Campsite of some explorers mostly abandoned 1in6 a d4 survivors starving
42 Corpse with a backpack of explorer equiptment and a magic item
43 Graffiti left by some one recent in modern language, probably bad news
44 Dead donkey with piles of rope and rations, all have been gnawed at
45 Several dead warriors horribly killed by some means with looks of horror
46 Human corpse with top of head neatly cut off and brain missing
47 A mad survivor from adventurers is a untrustworthy cannibal cultist
48 Cultists left provisions, robes and some books here for safekeeping
49 Humans crawled here to die leaving a trail of blood and slime
50 A growing slimy mass has a human face, sometimes its mouth moves as if talking
51 A eye like growth in ceiling watches all, will telekinetically fly away if attacked
52 A crack or hole in a wall has a eye in it like some huge mollusc
53 Invisible floating eye follows visitors, someone scrying with magic to watch
54 A stone bell or gong chimes as you enter heard in adjacent rooms, random encounter attracted
55 Room has a horrible stench like a permanent stinking cloud spell
56 Hexagonal niches in wall with stcontents inside in stasis and unmovable
57 A relic or idol in a niche with a force wall and a small gem set control panel used to open it
58 Niches filled with gelatinous matter and preserved organs inside including brains, eys, livers, kidneys
59 A bowl of huge semiprecious stones and crystals
60 A pyramid of humanlike skulls collected over ages with fresh human one on top
61 Phantoms of dead mad explorers look hungrily at your flesh
62 Poltergiest throws things around room and rattles things to be scary
63 Shadows are trapped here in bottles or jars and very hungry
64 Wraith kept in a sealed jar with arcane symbols
65 Spectral minion of explorer who couldn't get out wants to help you be free
66 Fungal undead dusanu spreading diseased spoors lay in mounds of mould and fungus
67
 Mummy cases with abhuman mummy servants 1in6 are guarding the room68 Vampire drained last of  followers seeking eldrich magic, will awaken when living breathe in room
69 A undead colossus surrounded by scaffolding with magic ritual to awaken incomplete
70 A revenant stalks the halls killing ant mortals trying to outdo this former explorers deeds
71 A rock golem stands at ready mostly inactive, 1in6 are alive and on guard duty
72 Stone slab with tools and stone jars. The slab if inset crystals set will heat or cool food
73 Stone well with water that pours when you press a crystal or drains away with another
74 Ancient zombies in uniform awaiting orders some rotting away into skeletons
81 Control altar of stone set with gems, set temperature, light, and humidity in chamber to suit various beings
82 
Control altar of stone set with gems, if manipulated can send you back or forward in time one turn or out you in a time loop. Sometimes playing with it yourself from the future appears till you disappear
83 
Control altar of stone set with gems, if you manipulate yourselves appear from the future warning you to stop, they vanish and console explodes84 A scrying crystal (as a crystal ball) set into a altar with control crystals
85 
 A doorway with a control altar, manipulating crystals opens various gates to alien places and strange times
86 
 A slab fits a humanoid in a depression and a control altar, a skilled operator can heal or torture or turn the victim into an abhuman with a specimen to hybridise someone
87 
Greenstone ornate sarcophagi with control panel to awaken a long dead alien wizard
88 Broken altar if meddle with control crystals puts room in stasis for a hundred years
89 Gem studded control altar as manipulated some floor panels become transperant showing prisoners in stasis or corpses in them. With further manipulation the invisible floor vanishes leaving inhabitants accessible from above but at 20 foot most cant escape. Can be resealed also some cells have broken stasis preservation
90  Control altar of stone set with gems, if manipulated a large creature from another world appears in a summoning circle and most are hostile
91 The floor is see through glass and some huge amniotic horror squirms under the floor looking at you
92 A pool in the floor has a bubbling organic matter of the god Abhoth, things spawn then are pulled back in and consumed. Two giant mechanical tentacles in the ceiling are operable by a user with tentacles in a special panel to pull creatures out
93 A tower goes up to a clear dome with a huge crystal telescope grown here long ago. Through the telescope you see a titanic mass full of eyes watching the surface of the world, after a while it looks back at viewer. Steps in a spiral are crystals growing from walls
94 Floor shows map of the world, with control panel you can get closer maps in places but all text is an elder forgotten language. Will show ancient city locations and shows changes in map over the last few million years
95 A crystal flying saucer is here but only 1in6 are functional with a luminous glow and seating for 3 hovering a foot off the ground. Most are broken and on the ground and purpose is unclear
96 A crystalline chariot, if controls manipulated summons a pair of flying beast to propel it and they follow the consoles controls. There is a gate way arch and a console nearby that controls the gates entry. Thee chariot glows when in flight to impress primitives
97 A solar powered ornithipter that starts to awake when the circular hole on the rook lets in sunlight is console used. A d4 other broken dead ornithopters are in a corner
98 Crystal pyramid if touched lights up and allows telepathy with alien wizard far away, a whole network of them
99 Black monolith if you get close and it activates it evolves those who pass INT checks and those that fail are devolved evolved +2 INT -2 STR or if devolved + STR
100 Great metal mirror can commune with outer gods once a month. If they are displeased they bombard the chamber with mutagens

Thursday, 13 June 2019

d100 Lies My Bunker AI Told Me

Awesome local made film in sth australia + weta design
I was at word premier. Sadly no cinema release.

Bunker AI Tell terrible lies to the poor people in their care beneath the Earth. These help you develop crackpot isolated utopias like Dr Who used to face. Some might even be partially true. Some AI will go to remarkable lengths to keep their secrets and trapped visitors might find it hard to find contrary evidence. Dr Who and the Invasion of the Dinosaurs has such a bunker where occupants thought they were in a starship to a new planet while the real masterminds planned to bring back an age of dinosaurs back. The Paranoia RPG had such a bunker. A campaign could start with escaping such a bunker. If they need something from the surface they will need to tell the away teams bigger lies. Perhaps their is some sinister use for the dwellers like spare parts, to converted t cyborg troops or fed to morlocks.

d100 Petty Secret Societies

01 The bunker is really in space and there is no way out
02 The bunker is deep under the sea in the crushing depths  
03 The surface is lifeless and contaminated, even the upper bunker floors are hazardous 
04 The bunker is a generation starship moving to a new innocent world
05 Our glorious nation was destroyed and overrun by communist mutants 
06 When the time is right we will arise and reclaim our land from the enemy
07 Their is no atmosphere, just a solar flare scorched uninhabitable rock
08 Aliens invaded using nuclear war as a ruse to weaken us, we only survive by hiding
09 Strange mutants with mental powers, the Dominators are constantly trying to get in to pollute us with their taint. We are the only humans left  
10 Our bunker is protected by a forcefield, outside their is only magma, the surface is a volcanic lifeless hellscape
11 An experiment shattered time and space and the surface is a mess of incongruiant warped realities too dangerous to contact
12 Our bunker has been here millions of years and outside hostile life forms have evolved we must hide from
13 Psychotronic weapons on the surface turned every human into killer automatons and we hide from the orbital hate rays beneath the surface
14 The AI made us to be it's chosen people to live in this paradise. Don't believe the deceivers who say their is an outside
15 Androids were virused and turned on humanity, forcing us to hide here while they rule the surface
16 Everyone on the surface turned into subhuman mongrel mutants due to degeneracy and foreign plots
17 The surface has been covered by red fleshy growths from a failed laboratory experiment rendering the surface unlivable
18 Horrors from interstellar space swarmed down and the planet is crawling with maddening horrors from beyond no human can even look upon  
19 The sun long ago went out leaving the planet a frozen lifeless husk
20 The surface is contaminated by industrial pollution from automated factories spewing out rubbish and unwanted goods 
21 Diseases on the surface killed everyone and have mutated into thousands of incurable strains, keep yourself clean and never let anyone open a hatch!22 The atmosphere and van allen belt was stripped away allowing only monsters to survive
23 Surface dominated by evil orbital AI, robots and androids who revolted from human rule

24 The surface is scarred by solar flares that destroyed all the surface leaving it a lava coated ruin
25 A mile thick layer of ice coats the planet making it uninhabitable
26 Alien spores covered the planet in flesh eating plants, alien strangling vines and mobile trifronds that spit venom or acid
27 Fungus covers everything, the air is thick with spores that with corrupt your body in hours into a shapeless inhuman mass covered in mushrooms
28 A de evolutionary virus swept the earth covering it in prehistoric life and slimy swamps, dinosaurs and giant bugs are everywhere
29 Volcanic activity covered the earth ruining the atmosphere into a Venus like pressure cooker of acid clouds and super heated ammonia rivers
30 Humans returned from the stars as cyborg horrors, they terraformed the planet to suit their new needs and turned life int bloated sacks of supernutrient fat filled horrors they plumb into their factories for nutrient. We must hide till they leave or we will be treated like backward savages, shot and rounded up to be used for spare organs
31 Evil militant AI have taken control of military robots and hunted humanity like rats. Only our benevolent AI can keep us safe

32 Thousands of yeas ago all life perished but our AI has brought us back to life from geneseeds and given us a second chance 
33 A deadly necrovirus turns all animal flesh into monstrous undying horrors, only we remain and must struggle to survive.The slightest touch of the horrors will be the end of our race
34 The surface is overrun by intelligent apes who hate human kind. We must wait and bide our time to return  
35 Reptilian humans survivors of a earlier apocalypse destroyed the human world and now we must wait for our time for a chance to return
36 The AI made us to be it's children, we live in paradise, the chosen people. An evil AI tries to tempt us to wrong doing and curiosity but we must be strong  
37 All outsiders are evil and cannot be trusted, only trust the computer
38 Outsiders may look normal and try to get close but they are all horrible changelings who will kill and eat your succulent flesh
39 We are superior beings and outsiders must be destroyed or enslaved
40 The great tabernacle of the computer is sacred and all of its peripherals and terminals are most holy
41 The mutants and terrors of the outside are demons created by the wicked anti-computer, have no dealings with them or become tainted by their foulness
42 When bunker dwellers grow too old or sick the computer recycles them to be reborn, we the chosen ones thus live forever 
43 The computer determines who should wed and breed for the good of the bunker. The AI is helping to keep us pure and we must all do our part. Don't give in to selfish impure thoughts
44 The AI knows what you think and forgives petty trespasses. It does keep record of them and if you go to far the computer will have you reconditioned
45 The computer is perfect and never makes mistakes. Do not question it's superior wisdom. It may seem to make errors but it our flawed perception or a test
46 We are the property of the computer and must look after ourselves,only dying when when it has no use for us
47 All the life outside has become degenerate from leaving the bunker, do not try lest you become tainted as did they
48 If you have wicked thoughts against the computer you may have been tainted. Report yourself to the computer and it may yet save you in the reconditioning shrine 
49 Before the computer humanity lived in chaos, fighting and killing. But the computer saved us chosen ones from the great war and we must obey it in return 
50 The war was started by enemies of the computer and only it keeps them from destroying us all
51 Only eat authorised food and use authorised equipment or risk contamination and seduction to mutants and communists
52 If you see a loved one committing treason they have been corrupted or replaced by changelings, report it to your computer, your loved one is really dead already, killed by the enemy
53 Food shortages, cramped space and accidental deaths are the fault of enemy saboteurs and anarchist traitors. We must face these problems stoically for the good of the bunker
54 Talk of secret bunker levels and VIPs travelling to the surface of enjoying secret luxuries is treasonous enemy propaganda
55 Reports of unauthorised life forms such as insects or rodents must be reported. They are biorobot tricks to deceive us and not really from the uninhabitable surface
56 Mutation is caused by sin and moral flaws. The more mutant the more evil a being
57 Psionic mutants caused the war and even now plague us with doubts about the computer and our perfect bunker life. Report strange unnatural unpatriotic thoughts and report them to the computer before it is too late and the psions win
58 Only by living strictly in a bunker, sharing all, obeying our leaders and sacrificing everything for the computer can we fight the evils of communism and maintain our freedoms
59 Some chosen must occasionally go to the surface to salvage materials. Do not listen to wild tales of survivors or happy mutants
60 Keep the bunker and yourself clean, report system faults, any imperfections can mean doom of the bunker
61 Sometimes the computer seems harsh but it is only because it loves us and the bunker that it must do what it does
62 AI cannot ever be wrong or go insane, they are human flaws. If you doubt this report to mental hygiene staff immediately for a audit
63 The computer started as just a machine but now it is so much more. It is a living god who never fails to do what is needed to survive and protect us from harm
64 Lost levels of the bunker are just stories to amuse simpletons or spread by subversives. 
65 The computer has better things to do than lie to us
66 The greatest tricks of communists, mutants and evil psions is to convince victims that the computer might be a villain who is insane
67 Don't question your lot in life, the computer has no favourites and selects personnel based solely on their natural capacities. The administrators are specially chosen and appointments are not just arbitrary
68 Food recyclers don't use sewerage or human remains, that would be disgusting
69 The computer watches over us but we are free to do as we please. The computer does not worry about our every private thought or desire
70 Stories of lost levels where everyone died due to system faults or treason are highly exaggerated and best dismissed as unproductive fables
71 The computer would never allow creatures to live in the under levels. They are for processing waste and air recycling nothing could survive down there  
72 Stories that the computers chosen get all kinds of degenerate luxuries are untrue. They require more personal space and food but not the awful things treasonous rumour mongers say
73 The computer treats troublemakers with compassion to treat their delusions. Reconditioning centres drug therapy and even surgery help citizens live useful lives
74 If someone you know seems to not be around, most probably they have been sent on a mission or in quarantine or re education for a while. It is only natural to miss your loved ones and friends but the medics and psycho surgeons can fix your anxiety
75 That person who went mad and claimed the computer lied and their were secret tunnels to the surface turned out to be riddled with mutations and parasites. Thankfully they have been terminated and the source of contamination investigated
76 The shaft to the service has been long sealed for our safety. The stories of a secret passage in admin block are untrue
77 Stories of a section overgrown with unkillable mutant protoplasm are ridiculous
78 The AI is too advanced to be influenced by outside influences. That's why it was put in charge because humans are fallible
79 Robots all serve the computer and are our friends. They would never betray us and do not spy on our every move
80 Sure people seem odd and changed after cyborg procedures but they are still our loved ones and valued bunker personnel
81 Becoming a cyborg is nothing to fear. It puts them in a constant link with AI and it changes their priorities to being 200% effort into serving the bunker. Cyborgs dont have time for recreation or meal breaks they are so dedicated
82 The computer is never inconsistent. Some people misinterpret the computer as having multiple personalities or a true face but it is just testing peoples loyalty
83 The vehicle pool is rarely ever used and sealed off because nobody would ever visit the surface
84 Your service to the computer is greatly valued. Even in death your brain might be added to a organic computer component of borg unit  
85 The computer needs you to have regular medicals and psyche evaluations as part of the efficiency drive. You should be happy the AI cares about you so much
86 If you see a stranger, report it immediately before they attack, outsiders are really hideous mutant deceivers. If they talk they are snaring your mind with psionics to seem less menacing and to sound reasonable. You will need a debriefing after
87 Footage and documents from before the end times are forbidden, remember the old ways broke the world and contamination from their wrong thinking is a risk to us all
88 It might seem harmless to keep relics of the ancients but their thoughts and deeds are a pox on humanity and best handed over to the AI for study and safe keeping
89 Some who harbour delusions about the surface speak of freedom and a better life and will say any lie to open the doors and let in unwashed mutant scum who will kill everyone you love
90 If you hear of your fellow survivors sharing secret documents or images  you must report them. Such cults are a risk to us all
91 As someone chosen to visit the surface you must realise the AI may have told you propaganda to keep the bunker safe. After your visit you will be debriefed and possibly mind scrubbed for the good of all
92 The surface creatures are foolish and dangerous. It may be possible to deceive the stupid ignorant ones as they are used to being controlled by psionic dominators. A free bunker dweller may always resist and outwit them
93 Care not for the lives or desire of surface dwellers. They only mimic feeling pain to deceive you
94 Surface dwellers might seem attractive but their mutated sex organs will kill you
95 All surface dwellers are contaminated by mutations, they can never be trusted
96 All non approved food is contaminated and will mutate you, resulting in you being banished or terminated
97 When exploring the outside beware of false AI who will deceive you with falsehoods and claims they are the one true god
98 Surface dwellers will denounce our computer as a false god. It is best you do not speak of them to strangers
99 Never speak of our bunker location to outsiders for they will crave it's treasures for them selves and plunder it like savage beasts
100 Outsiders will never understand our ways, if you are sent outside on a mission it is better to die than risk our people or risk the AI systems. Tell outsiders nothing