Tuesday, 20 June 2017

d100 Mental Mutations

Mental powers are some of the most exotic mutations and have a increased chance of mental defects or powers that will cause problems. Most powers have visible effects when in use. Mental powers might be known as psionics or psychic powers or spell like abilities are used for such powers.  Names used for practitioners include mesmerist, medium, mystic or even witches.

Powers not divided into types like most mutations based on organs or body parts. Possibly more powerful than other tables but some more detrimental. Some of the major mutations are problems too. Some of these risk your characters personality and behaviour while previous ones are mostly cosmetic. Psionic mutants probably blend in better but might go crazy or look scary using powers. Many petty powers are in fact brain defects or mental illnesses. Some of the later major powers might seem liabilities - serenity, pacifism, berserker.

I do also have a Psionics spell system that has proven popular in my games replacing standard psionics and illusionists. I let ppl take this list for clerics or elves or bards or wizards if they want to be from a alternate tradition.

Psionics Spell list and Classes
Psionics and Sorcery Mentalist Spell List 1-3
Psionics and Sorcery Mentalist Spell List 4-5 with Shaman Class
Psionics and Sorcery Mentalist Spell List 6-7 with Psionicist Class

Trained psionics tend to look down on mental mutants.

This is probably my final word in mental powers and psionics for my games. I've always hated creating whole crazy new systems for powers and felt most oficial systems broken.

Mutation tables so far
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations
Faerie Mutations
Possible: Fish, Amphibian, Arthropod (crabs, arachnid, insect), Ape, suggestions????

d12 Sources of mental mutation
01 Among first born of the coming race
02 Family bloodline of strange abilities
03 Experimentation on your bloodline
04 Exposed to psychic phenomena
05 Non human taint in bloodline from hidden race
06 Exposed to cosmic or reality warping forces
07 Exposed to weird crystals
08 Ate brains of a planar entity or some plane shifting organ 
09 Haunted by spirits growing up
10 Attacked by parasites from overspace

11 Exposure to powers of a psychic awoke your powers
12 Modified by superior beings


d100 Minor mental mutations
01 Smell or feel uneasy if mental or spirit phenomena used within 3"
02 Ectoplasm forming can produce a pound of slime within 1"
03 Sense evil intent towards you within 1"
04 Trance for one hour replaces sleep
05 Temperature drops when unhappy by ten degrees within 1"
06 Temperature raises when andry by ten degrees within 1"
07 Eyes glow when mad or using powers
08 Hair raises when exited or using powers as if in wind or from static
09 Mental resilience +1 wisdom bonus score
10 Hibernate three months once a year

11 Horrible nightmares and flashbacks make you mutter and sob in sleep, 
12 Fried nerve endings diminished sense of touch and pain
13 Split personality offers flawed advice nobody else can hear 
14 Memory lapses and repeats telling people things annoyingly
15 Mutters and and tells rambling stories even when alone
16 Prone to irrational weeping in all kinds of situations
17 Prone to irrational laughter in all kinds of situations
18 Unnatural charm +1 Charisma bonus
19 Insects, vermin and parasites repulsed and try to keep a foot away
20 Directional sense always feel magnetic north
21 Perfect sense of time to the second with clock precision
22 Numerate as if had a calculator or advanced abacus skills
23 Highly sensitive to pain and paranoid about threats of injury 
24 Empathic sense can feel strong emotions within 3"
25 Phobia as strong fear of a specific thing like strangers, spiders, darkness, etc
26 Hostility field disturbs people you meet -1 Charisma modifier
27 Suicidal tendencies and gloomily fixated with death and risk taking
28 Mental block has 1% chance of any stressful situation being forgotten after
29 Narcolepsy has a 1% chance of any stressful situation inducing d10 minutes deep sleep
30 Aura sight can see aura of living things within 3" can use to target in dark
31 Enormous ego is sure is the greatest and best at everything ever
32 Amnesia when HP below 10% of maximum 
33 Mania is obsessed with something like fire, darkness, stealing, sex, etc
34 Planar sense can feel dimensional gates or multiplanar beings within 3"
35 Defective alter ego will seize control for a d4 hours if reduced to 1 HP and fail save
36 Seizures has a 1% chance of any stressful situation inducing d4 minutes attack
37 Unconscious calling attracts hostile creatures increasing chance of wandering monsters
38 Heal one HP once per person per day 
39 Spectral breeze everyone in 3" cone feels a chilly breeze one round per level per day
40 Glow aura makes mutant glow at will 1" radius light
41 Can ignite small fires by concentration within 1" as if using a flint on flammable material
42 Animal bond can form strong empathic attachment to animal over range of 3"
43 Glimpse invisible spirits or astral bodies for one round per level per day within 3"
44 Can over hear spirits or astral bodies talking on spirit plane or telepaths within 3"
45 Plant empathy can sense well being of a plant by touch
46 Sense location of dramatic past events like murders or torment within 1"
47 Automatic writing allows a spirit to use your hands to write or draw while in a trance
48 Can repulse dirt and water from body and clothing once per day per level
49 Thoughtography can burn a image from mind onto a surface once per day per level
50 Call ethereal fog over 1" radius once per level per day
51 Control a small hand sized rodent or bird one round per level per day
52 Call a swarm of flies or harmless insects to do bidding one round per level per day
53 Aport a small hand size object to and from ethereal plane once per level per day
54 Astral knife can be formed at will only harms non corporeal or other planar beings
55 Can see inside sleeping persons dreams by touch one round per level per day
56 Can scare a animal under 4HD if fails a save once level per day within 3"
57 Can calm a animal under 4HD if fails a save once level per day within 3"
58 Make a hand size object levitate one foot if concentrated on within 1"
59 Objects in room rattle and make noise when mutant is angry, upset or scared
60 Hostile spirits are attracted to mutants inner anguish, most are petty and troublesome
61 Always knows is a certain loved one in trouble or within a mile often a sibling
62 Can control several cubic feet of smoke, fog or fine particles one round per level per day
63 Can form ice crystals on water or fluids or chill food by concentrating within 1"
64 Long lived mutant expands life expectancy by 2d4 times
65 Cause a object to vibrate within 1" by concentrating often noisy
66 Able to tell if attacked with disease or poison at moment of contact
67 Can sense medical condition of others by touch ans amount of HP
68 Can sense hidden water within 1" through ground 3" with some kind of divining rod
69 Can speed read if literate reading and studying ten times faster
70 Photographic recall memory can specifically remember something specified when seen 
71 Can measure distances and lengths from sight 
72 Can accurately predict weight of persons or objects
73 Alignment extremist is driven to judge everything be extreme moral code
74 Ambidextrous can use hands equally well
75 Improved split personality offers useful advice and second opinions 
76 Can survive comfortably without food or water a day per level
77 Hear whispers and moans of the dead even more depressing in certain locations
78 Have dreams about ancestors lives often triggered by recent events in own life
79 Orgone energy accumulator gains a d3 HP per day from sexual act
80 Has perfect sense of harmony, rhythm and can play any instrument instantly
81 Can douse a small flame (torch or smaller) within 3" once per level per day
82 Immune to eating off food or drinking diseased water but not poisoned
83 Eyes or nose bleeds when using powers or very stressed
84 Can animate a small cubic foot dust devil one round per level per day within 3"
85 Can enter death like trance for one hour per level using 1/10th the air supply
86 Can labour twice as hard performing work of two in any manual labour
87 Spot weakness adds +1 to hit one attack per level per day
88 Aura Barrier HP +d4
89 Aura Shield +1AC
90 Sense pain or death within 3"
91 Have extra two contradictory personalities who disagree on everything
92 Rage can add +1 damage bonus one round per level per day 
93 Ectoplasmic hand size item creation one round per level per day d3 knife possible
94 Evil eye victim within 3" saves or -1 on next saving throw
95 Resistance +1 on a saving throw once per level per day
96 Attribute Amplifier pick one stat gain +1 for one round per level per day
97 Open or close a door or chest or bottle within 3" once per level per day
98 Lesser regeneration regrow fingers, ears, nose and heal double normal HP from rest
99 Third eye can see spirits or non corporeal on astral plane one round per level per day
100 Probability control gain a +1 on any dice roll once per level per day

d100 Major Mental Mutations
01 Sense any living being or spirit within 6" unless blocked by four inches of wood or stone
02 Read surface thoughts in 6" who fails saving throw one round per level per day
03 Heal 2hp per level per day by touch can spread points out as needed
04 Power Shout add 1d3 damage to any attack once per level per day
05 Mental Bolt d4 damage once per level per day within 9" victim gets a save
06 Telepathy can communicate within 9" one round per level per day with known person
07 Bio Control can add +3 to a save vs disease or poison once per level per day
08 Push a person with telekinesis, save or fall once per level per day
09 Defencive Aura +2 armour once per level per day
10 Aura Barrier provides effective +2HP per level once per day
11 Spectral Mist formed from ectoplasm 3" wide once per level per day
12 Evil Eye reduce foes save roll -2 
once per level per day
13 Rally causes a demoralized person to make a new morale check once per level per day
14 Sense Weakness +d6 dam +2 hit once per three levels per day with one round prep
15 Animate Weapon once per level per day can use a weapon telekinetically within 6" 
16 Confusion Cloud once per day all within 3" save or confused for 1 round/lv
17 Fear 3" cone effect once per day all in area save or flee for 1 round/lv
18 Empathic Sense can feel emotions of others within 6" can enhance communications
19 Dual Mind can perform two mental acts at a time or one can sleep while other on guard
20 Inflict Madness 6" range, saves or paranoia and delusions for turn, once a day 
21 Pyrokinesis can generate a d4 fire with one round intense concentration
22 Cryokinesis can generate a d4 cold with one round intense concentration
23 Image Projection once/day can project self image to communicate to a friend for round/lv
24 Accelerate Healing with a turn concentration can heal d3 per person per day
25 Mental Screen can resist attempts to read mind +3 save
26 Telekinetic Arm can be used to manipulate or hold items one round per lv per day
27 Hypnosis as charm person 6" range once per four levels per day
28 Allurement aura makes living things attracted to mutant within 3" not always for best
29 Psychometry can read history of location, corpse or thing once day per level 
30 Sense Home always knows distance and direction home, takes month to change home 
31 Fearless is immune to any psychological effect causing fear or anxiety
32 Illusion can make a victim who fails save see a illusion one round per level per day
33 Inhibitor field prevents mental mutations working within 3" if fail save per round
34 Levitation can float with concentration 1" across or 3" up a round per level per day
35 Mind Meld can communicate and share thoughts by touch one round per level per day
36 Mental Block any attempt to interrogate or probe mind causes mutant to block memories
37 Danger Sense mutant only surprised on a 1in6 chance
38 Life Drain once per day can drain by touch 1HP/level from victim by touch and heal self
39 Exorcism can repel spirit occupying a victim giving them a extra save once per day
40 Possession can by touch dominate a person's body by touch once per day for one turn
41 Enhance Strength +1d4 for one round per lv per day
42 Paralysis can hold a being in 6" still for a turn once per day if they fail to save
43 Phobia can make victim have fear of one thing for a turn once per day if they fail to save
44 Force Barrier one round per level per day that blocks missile weapons from one direction
45 Seizure induces a being helpless in 6" for a d10 rounds once per day if they fail to save
46 Stunning Force stops a person for a round who fails save in 3" rage once/lv/day 
47 Planar Voices give possible advice once per day per level give d3 contrary suggestions
48 Prophetic dreams warn of danger or death or disaster, greater threat more days warning
49 Sense planar beings or gates or other disturbances within 9" or further for very powerful
50 Suggestion by talking for a turn to victim if fail save changes alignment for hour
51 Fanaticism can add +1 once per level per day day on any roll, can use any or all at once
52 Life Drain Touch, heal self by sapping life from others or by withering plants 1hp/lv/day
53 Animal Attraction can draw small animals, fish or birds near, possibly kill and eat them
54 Draw Beast once day call wild beast near to serve as a mount or pack animal or eat
55 Healing Trance one HP recovered per hour in deep trance
56 Berserker can enter homicidal rage +2 hit/dam can fight until -9 hp, fight till no victims left
57 Group Mind can place self and one friend per level into a mind link if within 12"
58 Psychokinetic Bolt 2d6 damage 9" range once per 3 levels per day
59 Psi Bolt 3d6 damage 6" range once per 4 levels per day, save to resist only affects living
60 Heat Touch can inflict 2d4 damage by touch one round per level per day
61 Suspended Animation can enter trance for predetermined time using 1% food and air
62 Pyrokinetic Bolt 2d6 fire damage 9" range once per 3 levels per day
63 Psychoelectric Discharge d8 electric touch one round per level per day
64 Aura Barrier one round per level per day, can absorb level in HP
65 Poison resistance can get extra save vs any poison  once per level per day
66 Disease resistance can get extra save vs any poison  once per level per day
67 Illuminated can get extra save vs illusions once per level per day
68 Iron Will can get extra save vs mind control once per level per day
69 Advanced Mind +1 Intelligence 
70 Advanced Forethought +1 Wisdom 
71 Advanced Magnetism +1 Charsima
72 Call Swarm can call flies, moths other bugs to fill a 1" square round/Lv/day
73 Ectoplasmic Discharge once per level per day can slime someone or 1" square
74 Visibility can make spirit or invisible thing visible to all if fails save one round/Lv/day
75 Animal Empathy can crudely communicate with animals and possibly calm them
76 Dream Travel once/night can appear in dream by touch or very distant for loved one
77 Genius Loci can speak to spirits of a place and ask a question per three levels per day
78 Planar Eye can see beings hidden in other planes, strike any out of phase or displaced
79 Compel Truth with frightening gaze, victim saves or tells secret once per 3 levels/day 
80 Ectoplasmic construct form hand size object round/Lv/day, at 5th can be weapon size 
81 Soul Gaze can detect unusual souls of secret undead, supernatural or planar beings 
82 Biological Sustenance does not require food but still enjoys eating
83 Astral Travel can once a day enter trance and soul can enter spirit world, risky
84 Ghost Light can glow illuminating 1" radius or project a 3" cone of eerie coloured light
85 Psychic Wind can raise a breeze disturbing sand, snow, paper or leaves in 3" radius
86 Call Darkness reduce light 3" radius to night, dimming light sources not direct sunlight
87 Disturbing Force can make everyone in 9" feel on edge, disturbs animals and sleep
88 Telekinesis can move 10lb per up to 1" per level one round per level per day
89 Poltergeist when angry small objects thrown about and people slapped in 3" radius
90 Telekinetic Manipulation fine motor work like lock picking within 1" by concentration
91 Psychokinetic Choke once/level/day within 3" victim living saves or helpless for round 
92 Iron Fist once per day per 5 levels unarmed attack can inflict 3d6 damage
93 Arouse erotic feelings in other living beings who fail save but mutant no longer feels any
94 Summon Spirit can call on petty invisible spirit for aid round/level/day most 1HD 
95 Serenity the mutant experiences no highs or lows and is is immune to strong emotions
96 Pacifism the mutant is incapable of deliberately killing any living being
97 Jaunt can teleport up to 9" once per four levels per day by sight or to familiar location
98 Teleport once per week to any well known place random and risky otherwise
99 Plane Shift once per week to any well known plane random and risky otherwise
100 No longer naturally ages by act of will force, possibly other forces might age them 

Sunday, 18 June 2017

Terrible Campaign Ideas: Goatquest



Past Goat Goodness
Goat Goddess that started all my goat projects as used in petty gods
Actually a RQ character I played
http://elfmaidsandoctopi.blogspot.com.au/2013/04/petty-gods-stuff-nanny-binx-and-behni.html

Goat BX class and spell list - needs a bit more work
http://elfmaidsandoctopi.blogspot.com.au/2016/10/goat-quest.html

Good Magic Goats
http://elfmaidsandoctopi.blogspot.com.au/2016/09/d100-kids-of-nanny-binx-for-goatquest.html

Chaos goats, Magic Goat Comunities, Goat Monsters, The Anti Goat
http://elfmaidsandoctopi.blogspot.com.au/2016/09/more-important-goat-secrets-and-chaos.html

Chaos goats, magic dung
http://elfmaidsandoctopi.blogspot.com.au/2016/11/d100-chaos-goats.html

Campaigns For Goat Quest

The basic campaign I envisaged for this was a peasant rural countryside being infiltrated by chaos. The nobility and cities are disinterested or corrupted and have no care for rural poor.  The church is mostly ineffective. Nonhuman races know and want to help but hate each other and wary of humans. Goats must investigate and stop chaos in secret. Humans cannot know what goats are up to and cannot be trusted. With goats it is obvious when tainted they are either adorable or monsters (but this might not always be true).

Option one is goats are farm animals awoken by magic (perhaps Nanny Binx or her children) and must initially live on a human farm solving village mysteries. As they grow in ability and learn to speak they can work on more sophisticated mysteries and possibly have a human follower to pretend to own them.

Option two is veteran goats of higher level from a goat village with friends among elves and fauns need to infiltrate humans looking for cultists. This could lead in from the first type of game.

The table in the previous mentioned blogs have lots of tables to create some heroes and villains and plots afoot in your game area. I have other posts on villages and ones increasingly corrupted by chaos and hell (see sidebars). Dark Albion Cults of Chaos has lots of good stuff for making cults too.

This would all be a pretty typical campaign but the point is being goats adds to party challenges. It also removes many normal goals of adventurers like loot, glory and status. Goals are more about secrecy and providing a world where you can eat and have babies without monsters.

You could also have a goat player following a normal party and who could sneakily introduce them to the world of magic goat intrigue and hidden chaos cults gradually in between dungeon crawls. Mostly humans are dupes, mostly stupid and ignorant and greedy. Vulnerable to chaos corruption.

Normal adventurers have their uses to goats and are worth following about or nudging towards killing monsters. Chaos forces frequently reawaken and repopulate ancient dungeons and a good goat can motivate humans and help find these pits of evil.

Lots more demons can have goat forms too like a succubi/incubi goat.

Obviously this requires own BX hardcover book and i need a goat skill list and more spells.

A goat hexcrawl for wild goats to colonise might be good. Would include local goats good and evil, predators (like wolves, wild dogs and smaller stuff like fox might bother kids), natural hazards, tasty food items, good and evil villagers, hunters, humanoids etc. Each goat needs a family tree for obligations and motivation. A lone goat is suspicious. A doe is more flexible socially and can join new herds if accepted by females and the matriarch. Patriarch billy goats are more fussy and only tolerate younger males they can get rid of if a threat. Larger herds will have more bucks especially if real threats exist. Gangs of exiled billy goats might form and hang on fringes of of a herd. Some are vulnerable to chaos cults. A billy might have several brothers or friends who support him.

Friday, 16 June 2017

d100 One Room Dungeons



So one room dungeons. Not very common and unfortunately have either a whole faction camped or a single great beast. These are often big rooms or chambers or open ruins. You can place them in hexes or just use them when players on their way somewhere. In a dungeon infested land like my setting players might get distracted by other dungeons on the way somewhere. There is at least a dungeon every six miles in the mountains. So this is my way out of that problem. Possibly quick single encounters. Most of these are a single open area but with a few niches and sub rooms. They are open plan by design or accident. Of course you could use them as lairs or develop into bigger dungeons. Lots of these are ruined former dungeons because there should be lots of them in a murder hobo economy. They are mostly not profitable based on monster lairs or piles of rubble with possible scrap and petty loot.

Thinking I might try d100 treasure defences soon. I'm still mostly playing fallout.

d100 One Room Dungeons
01 Hall of sorrow - building exterior wall, insides collapsed, built as lords feast hall, now lair of six trolls who feast here and sleep in remains of the cellar
02 The Ruined Keep - a defencive keep burned down by chaos forces in war long ago. A wight dwells here with his half strength thralls, if slain the curse on  this place departs
03 Tower of Kazmandiar - a wizard tower mostly destroyed by alchemical explosion. A spectre of the wizard dwells here killing adventurers who seek his books or items
04 Forgotten Temple - a basalt slab with long opened door, inside is a great brazen cauldron containing a guardian shoggoth who has protected temple wealth since pre human times
05 The Great Fungi Cavern - a huge chasm with a giant fungi forest, populated by a farming goblin tribe worshiping the great worm who sleeps under the garden
06 Red Fort Ruins - mostly remains of outer wall and earthworks now a bandit gang have occupied it with own tavern, shacks, fishing hole and graveyard
07 The Great Mine of Klanth - a huge chamber hollowed out under a hill, a orc tribe have built a village here to raid local region and support a temple
08 Ruzbaan Hall - crumbling house outer wall within is mass of crumbled bricks and a clan of gargoyles still picking through ruins for treasure by night
09 Slate House - ruined manor house with remains of statues and artworks, a bugbear clan live here and have area covered in traps, a great mound of severed heads lies in the middle
10 Count Yaorga's Manor - a shambling ruined mass of bricks said to be home of a vampire lord, the castle was destroyed to stop him, his coffin is buried deep under rubble

11 Spectral Castle - a battle was fought here and all defenders were killed by orcs, by night spectral soldiers patrol the grounds, by night phantom structures
12 The Golden Hole - adventurers cleared out the dungeon, then locals smashed down interior walls digging for secrets, now just a sprawling rat filled mess with a few coins

13 Goat Hill Barrow - a artificial hill with a great niche filled chamber full of burials guarded by a wight knight who has kept adventurers away for a thousand years
14 Gorgon Hill Mine - a old single chamber tin mine since stone age now inhabited by a gorgon and piles of human remains since cursed by a night hag for not leaving her offerings
15 Erolia Heights Cave - a small cave opens into a huge hollow inside the hill and inside there is a a pair of stone guardians protecting a relic lost aeons ago
16  Golem Hill - a great dark pit a child tricked a golem to fall in hundreds of years ago, the creature rages against all natural life and utters foul blasphemies to taunt the gods
17 Glacial Cavern -n the mountains a huge melt water gave feeds several streams and inside ice toads guard pure crystals belonging to the elemental ice lords
18 Wolf Head Mine - former iron mine now known as  a place where wolves meet and howl together when gathered by a werewolf who issues commands to terrorize local villagers
19 Briarwood Cavern - the village of Briarwood was swallowed up by the earth and was found in a huge cavern, now goblins live here growing mushrooms in a parody of village life
20 Turamgor - a dark elf cave fort abandoned by builders who retreated deep into the earth but still populated by their wild pets, spiders and a few stragglers not welcome home
21 Forrt Wrath - a Dwarf underground ruined fort haunted by undead dwarves and huge rats, dwarf relics are said to be hidden among the rubble sealed chambers
22 Stonecurse Cavern - a cave that used to be used for rituals but a cursed person became a medusa and killed everyone leaving it covered in ruined statues and carnivorous bats
23 Belang Hollow - a powerful evil spirit has it's home here where it cares for and heals local monsters, it hates adventurers and always has guests who seek to protect their benefactor
24 Evil Hollow - a crumbling staircase leads to a huge grain storehouse of the ancients but now it is haunted by several wight knights and their undead horses who raid locals monthly
25 Stinkfish House - a house on marshy coastline where the internal floors have collapsed but locals have seen glowing lights, heard odd croaking and found webbed footprints nearby
26 Shambling Dungeon - this dungeon was being built by a evil wizard but destroyed before completion, villagers come to steal bricks but have reported kobold hammers sounds of late
27 Ballast Hill - mound of rubble dumped by ships as ballast. After decades it was discovered evil gnomes had hollowed out the mound and built a village inside
28 The Old Hulk - a floating ship hulk has been abandoned for years and after a storm was lifted onto rocks. Inside a family of evil mermaids have settled in and snatch victims to eat
29 Old Stooped House - was abandoned after rat men came through the floor through a tunnel leading to a huge cavern where ratfolk live, as numbers grow so does their evil
30 Crag Hill is a steep difficult climb but recently a cave was uncovered at the peak, since then hobgoblins have been creeping out by night to raid local farms, a great cavern is within
31 Split Hill a grassy hill with a crack in the top since a quake a few years ago. Evil vapour came out, a child lowered in on a rope saw gibbering humanoids in a great temple cave  
32 Black Creek Cave the source of a toxic stream has a cavern within. Goblins operate a mushroom leather tannery inside which pollutes the stream, they are not malicious really 
33 Hell Hall Dungeon was a former evil temple smashed into a huge empty chamber by holy templars. Cultists, dungeon vermin and beginner adventures can be found 
34 Murder Hall where a evil noble who tortured villagers was burned alive by the mob. In recent years strange lights and sounds possibly of undead have been seen within the shell
35 Tin Hill Ruins once a smelting and metal crafting factory operated by a wizard till the mine was empty. Now lights and noises scare locals. Tin golem folk are having loud parties
36 Slime Cavern home to slime creatures but since a demon cult came things have been wandering out for food. Inside a crude idol of the slime god has been sloppily erected 
37 Marsh Cave is a haunted cave long shunned by locals and is home to a hag and her guardian pets with a bone cage full of adventurers she abuses and eats
38 The Old Quarry was abandoned years ago but the semi flooded pit has some tentacled horror living in it that snatches sheep and wild goats that graze on the edge
39 Blue Hill is noted as a place where lightning strikes and visitors disappear from. A cavern at the base is home to a blue dragon and his charmed adventurer followers
40 Glacier Falls is a cavern mouth covered by waterfall. Inside a white dragon lurks who likes to freeze the falls solid into a ice wall while enemies passing through
41 Craggy Hill Cavern is a great cave with spectacular stone formations and spike filled natural pits. A family of camouflaged cave lizards live hear living off giant cave crickets
42 Nightmare Gully is a rectangular gully with steep cliffs surrounding it and is filled with long dead trees. Several giant spiders live here trapping stray mountain goats 
43 Chicken Hill Cave was formerly a favorite place for chickens to graze till farmer refused a wizard his daughter. Now a cockatrice has poisoned the area and the farm is a ruin
44 Blood Gully a sight where a famous murderer dragged his victims till caught and placed in a gibbet. Now avoided due to the killers spectre and his gruesome remains
45 Shit Hill Gorge is a stool shaped grassless hill with a famous stench. The gorge on one slope has only one entry where a Otyugh wallows in a ancient sewerage pit
46 Midden Hill is a ancient mound of garbage with earlier layers mostly shellfish remains from pre humans. A hidden tunnel opens into a chamber where local were rats plot evil
47 Hell Cavern is a smoking cave covered in soot with upen bubbling magma caves. Salamanders like to frolic and wallow here leaving bejewelled egg shells scattered around
48 Chunder Cavern is behind a old tavern where drunks for hundreds of years vomited in on the way home. A few drunken adventurers ladened with gold even fell in. Goblins live inside.
49 Wizards Crack is a split in the earth into a huge chamber where failed wizards used to meet to spoke lotus resin till one day bugbears ambushed them and moved in
50 Hellfrog Hill Cave a huge flooded cavern where giant frogs eat bats and giant cave crickets. Locals say a military payroll was lost in here and fools disappear often seeking it
51 Sunken Quarry is a flooded quarry growing with reeds and several steep stair cases cut into the rock. In the bottom live dimetrodons released here as babies and giant dragonflies
52 Goat Canyon used to be where feral goats lurked but now a clan of goat men have taken over commanded by a witch who shelter under the cliffs and perform foul rituals
53 Demon Dungeon was a feared cult complex purged by templars eighty years ago, now it is a huge cave with shattered masonry where zombies and skeletons still arise from rubble
54 Shattered Keep is a hilltop crumbling fort and within a band of orcs live in the rubble and raid area with their dire wolf riders. The shaman has been declaring death to human kind
55 Cragmoor Falls a isolated mountain gorge with a waterfall and marsh land where a civilization of crested newt folk who are last of their kind but can breed rapidly
56 Blood Canyon is site of a massacre many years ago and remains of weapons and zombies can be found here. Young evil priests come to enthrall undead servants
57 Hobgoblin Hall a ruined manor the floors and roof long missing, now a hobgoblin band of mercenaries and bandits live here with goblin serfs growing fungus and labouring 
58 Hammer Falls Cavern a isolated mountain cave behind a heavy waterfall with a dangerous churning lake at the bottom. Behind the falls is a cavern with a nereid and nixies
59 Old Squid House a fraternal order of fisherman long wrecked and abandoned and windows boarded up. Cultists inside perform diabolic elder rites and sacrifices
60 Mistletoe Cove is a cliff shrouded hidden bay wit beach one side and a circle of oak trees where nature cult used to meet when resisting the modern church, cultists often hide here
61 The Old Log Fort was a temporary fort to suppress robber knights years ago and long abandoned. Now it has become occupied by a gang of bandits heavily infiltrated by cultists
62 The Great Shroom is a hidden forest hilltop but is actually a gigantic toadstool cap. Inside the great chamber underneath is a dark elf camp site used for millennia for surface sorties
63 Crannock Hole is a great fog filled pit with a narrow spiral path to the bottom. Ogres live here guarding a closed chaos portal sealed for a thousand years   
64 Bloodrock Manor is a shell of a ruined estate famed for a aristocratic cult who murdered and sacrificed local children. The mob burned the cult but phantoms have been seen
65 Elder Temple in a great rock hewn temple from pre human times guarded by a golem, remains of aeons of mushed adventurers litter the steps 
66 Great Stone Temple a great hollow carved into a mountain top once home to monks now the survivors are spider hybrid chaos cultists dedicated to feeding their demon god
67 Great Ape Ruin a sprawling heap of rubble of a ancient civilization where angry apes live. They hate humans who betrayed them in the dawn age and ruined their civilization
68 Sunken Palace was a ancient complex mostly sunken beneath water now only a ruined great hall chamber is on the surface where fish folk gather for sacrifices
69 The Great Tree is the hollow stump of a dawn age giant tree that once reached the heavens, now grubby worm people live in the hollow eating the remains of the wood
70 The Churn Dungeon was destroyed when a relic was used to turn interior walls into mud flooding the great expanse into a muddy rubble drowned pit with some possible treasure 
71 Porridge Hill Dungeon was burned out and the wooden interior walls were destroyed leaving a single burned out chamber, local villagers come to collect useful scrap and bones
72 Bleak Valley Temple has been long forgotten and the statue of a dead forgotten god is worn featureless. Goblinoid tribes meet here to plan war and fling feces at the statue
73 Warmasters Folly was a sprawling dungeon where a villain planned conquest with a humanoid army until a quake collapsed the dungeon killing all and leaving a great ruined pit
74 Well of Pain a great black flooded pit once a dungeon complex that collapsed and was flooded, now a sobbing water spirit mourns the dead victims of the dead prisoners
75  Owl Peak Cavern a ghastly cave where were-owls dwell. They worship a demon owl idol. The floor covered in regurgitated pellets of human remains and feces
76 Goblin Gully is a small isolated hollow in the hiills surrounded by steep rubble slopes and filled with gnarly trees. Goblins meet here for markets and festivals on full moons
77 Vile Crater is a meteor fall site now flooded and inhabited by slime creatures. Decades ago a anti paladin threw holy relics here and many pilgrims have died recovering them
78 Harlot Gorge here a mad priest had dozens of prostitutes hurled off a cliff now is haunted by banshees and avoided by everyone sane. The priest himself jumped in with his gold later
79 Fanny Hill Dungeon was a multi level complex that collapsed crushing most lower level occupants then abandoned. The rubble filled chamber inside still has hidden treasure 
80 Crow Hill Mausoleum where a cursed family was interned in this huge single chamber tomb. Now the family arise as undead to worship the demon prince of undeath nightly
81 Misty Moor Quarry is a great mist shrouded pit on a haunted moorland quarried by dungeon builders long ago and abandoned. A stone giant family live here with children
82 Gauntlet Keep was a mountain fort destroyed but the outer shell. Inside the shell a humanoid garrison is camped preventing humans from returning but mostly lazy 
83 Bloodthorne Peake is a mountain retreat dungeon of a wizard for his menagerie but a monster escaped and killed him collapsing the structure leaving a massive chamber
84 Bean Hill Dungeon was swallowed up by a planar portal mishap leaving a great burned out cavern where xorn and earth elementals frolic and crystals grow
85 Temple of Therizorn was a great chaos temple dedicated to a fake god. When crusaders came they removed all the idols but cultist pilgrims still come seeking the false god
86 Iron Hill Mine is a great hollowed out hill where meteoric iron was removed. Now degenerate derro pick at the remains to build a iron golem and hate ray beam array
87 Smoke Hill Cave is avoided by most locals and believed home to salamanders but instead deep gnomes have a workshop building steam automatons in secret 
88 Forbidden Temple is a great walled enclosure with hundreds of defaced demon idols. Cult pilgrims come to worship  and paladins come to deface idols and kill worshipers
89 Peatbog Gully is a huge rectangular pit in a swampy gully. It was mined for decades before a layer of sacrificed peat bog mummies was uncovered who now haunt the pit 
90 Fever Hill Dungeon is a dungeon where all the inhabitants died from plague due to poor hygiene or the machinations of the rat god. Now were rats mostly live here 
91 Black Temple is a square slab of obsidian with great square pillars built by serpent men aeons ago, a giant snake with human torso and arms guards the holy texts and idols   
92 Temple of Zagorax the horned demon god whose cult were shattered and idols smashed long ago. In recent hears a great horned beast has been seen in the temple chasing looters
93 The Great Air Plaza is a great stone slab connected by stairs to the ground seldom seen. The plaza is covered in a invisible force maze with air elementals in the centre guarding a gateway. Skeletons of lost travellers litter the maze. Air elementals area thriving comunity  
94 The Onyx Dome is a demonic prison sealing away a demon lord since the dawn age and built by the gods. If the magic puzzle door is bypassed you can meet the giant demon
95 The Terrible Stone Circle was used for ancient blood rites long ago. The stones are demons and if any treasure hunters disturb the site demons awaken one by one
96 The Colossal Beetle is a gigantic insect exoskeleton left since the dawn age. Demon parasites inside feed off remnants, an adamantium splinter from a god weapon is inside
97 Pleasure Pit of the Flesh God is a great pit in the mountains overgrown with fleshy growths and alien organs. From time to time monsters spawned here wander to civilization
98 Titanhelm is a great chamber under a mountain formed from a lost titan helmet. Cultists who hate the gods come to worship and plan rebellion against them 
99 Skullhill Cavern is formed from the rotting head and skull of god killed in the dawn times. Inside maggot men wizards plunder arcane secrets from the god brain
100 The Prismatic Dome has sat in a valley for aeons made by pre deluvian wizards to store the sacred relics and monsters of their age. If breached the relics and monsters will scatter and menace the world. The archive contains secrets of stopping the monsters and relics like the uranium golem, the obsidian dragon, the opalescent aurora and bound elemental beasts lords  

Sunday, 11 June 2017

Monster Sub breeds Three


These have been going well and inspiring some new monsters too. Id rather modify existing monsters than make up endless new ones or create one shot monsters. Have printed Xor character sheets for game. Will hand colour some and scan next so will have colour and B&W versions. Will try and expand xor community gen and pre create a bunch for a d100. Possibly some kind of online random generator maker will help. Gun rules for my setting on the way as all guns do about a d8 is boring. With lots of multi barreled ones and blunderbus scatterguns and small artillery and grapnel guns and whaling harpoon guns you can put on wagons and blow away dragons with. d100 One Room Dungeons might be a goer too.

This is my third attempt to rewrite monster manual now. Id like something tablified for one hand and descriptions in booklet separate. Simpler descriptions with types grouped together. I can see this I will be able to edit in with my earlier versions.

No way do dolphins get a page when i can read a encyclopedia or a children's animal book. In DnD dolphins and whales are fucking fish like people thought they were for most of history.

So today's boring old monsters....

d12 Ant Sub Breeds  AC17 HD2 Att d6 Mov18"
1 Ant Swarm AC13 HD1 Att d3 Mov6" larger swarms are just multiples of these  
2 Giant Ant AC17 HD2 Att d6 Mov18" standard giant ant workers
3 Giant Ant Warrior 3HD Att 2d4 these are suicidal fighters, some breeds are berserkers
4 Miner Ant AC17 HD4 Att 2d6 these mine gold and guard it possibly for the gods
5 Fire Ants HD1 but have painful venom -4 to hit and half move from pain if fail save for hour
6 Stinger Ants - giant ant but with venomous bite +2 save or die over ten minutes in agony
7 Carpenter Ant - giant ants saw down trees and houses and build own wooden forts
8 Termites - related to giant ants but blind, build huge mounds and eat dead wood
9 Colossal Ant - HD10 Att 2d8 rare but regard humans are rivals to enslave and eat* 
10 Slaver Ant - sit on human back, mandibles around neck, decapitate to enforce ants will*
11 Tree Ant - these cause trees to fuse into a mass to become nest, grow fungus inside
12 Pyro Ant - these spit self igniting fluid, each spits one d6 bolt per fight, immune to fire 

*Intelligent breeds have pheromone like telepathy and practice slavery of other ants and possibly humans. Slaves might be made to work in tunnels, process food or care for grubs or eggs or might be farmed as food

d12 Rat Sub Breeds AC13 HD1hp Att1hp Mov 15"/6"swim diseased bite

Common Rat - standard rats most black with grey and brown becoming recent arrivals
2 Rat Swarm - group of rats attacking together some fused by tails HD1-2 Att d4
3 Giant Rat HDd4 Att d3 Mov12"/6"swim common monster rats found in town sewers
4 Wolf Rat HD1 Att d6 Mov15" used like hunting hounds by some humanoids, grey
5 Plague Rat HD4 Att d3/d3/d6 diseased bite, black, spreads plague miasma over area 
6 Pack Rat HDd4 steal shiny things to hide in their burrows which they defend if have young
7 Colossal Rat HD8 Att d6/d6/d10 Mov 12"/3"Swim bear size, will burrow own tunnels
8 Gargantua Rat HD 30 Att 2d12/2d12/2d12 very rare usually primal spawn of rat god
9 Splat Rat - resemble giant rats but come in odd colours, explode on death d4 5ft radius*
10 Chem Rats - as rat swarm, green-yellow, releases choking gas like stinking cloud spell
11 Rat Lord - hideous intelligent ten headed rat HD6 Att d4x10, some cast spells and talk
12 Slime Rats as giant rat but covered in green mucous, d3 acid touch, damages weapons

*possibly developed by dwarves or alchemists as alternative powder charge for guns

d20 Bear Sub Breeds
 AC13 HD3+3 Att d3/d3/d6* Mov12"/6" 
1 Black AC13 HD3+3 Att d3/d3/d6
2 Grizzly AC14 HD5+5 Att d6/d6/d8
3 Cave AC14 HD6+6 Att d8/d8/d12
4 Polar AC14 HD 8+8 Att d10/d10/2d6
5 Panda AC14 4+4 Att d4/d4/d6 black and white omniverous
6 Owl Bear AC15 HD5+2 Att d6/d6/d12 owl head and feathers
7 Hook Horror AC AC15 HD5 Att d8/d8 vulture head with hook hands
8 Croc Bear AC15 HD7+3 Att d6/d6/d12 desert dwelling, cults mummify them
9 Wolf Bear AC14 HD6+2 Att d6/d6/d8 wolf headed
10 Tentacle Bear AC15 HD8+4 Att d6x4/d6/d8/d12 4 tentacled bear monster, 1" reach
11 Magma Bear AC 16 HD8 Att d8/d8/d12 live in lava can spt 4d6 firebolt or mele
12 Demon Bear AC18 HD12 Att d8/d8/2d6 only harmed by magic, invisible in darkness
13 Necro Bear AC15 HD6 d8/d8/d10 drain level on touch, victims arise half strength wights
14 Serpent Bear AC 16 HD4+4 d6/d6/2d6 poison bite, intelligent and serves elder demons
15 Night Bear - shape shifting evil corrupting bear, invisible in dark, charm person 3/day
16 Mole Bear - burow at 3", hairless, poor vision, ambush from underground surprise 1-4
17 Blood Bear - grapples victims, sucks blood leaving gory husk, half hp drained heal it
18 Spirit Bear - protect humans from supernatural for offerings, see and attack magic beings
19 War Bear AC17 HD6+6 d8/d8/d12 wear full plate and are intelligent serving good
20 Phantom Bear - can pass through walls and evade harm in spirit form and turn invisible
* both claws hit will grapple and deliver equivalent of bite 
automatically, will crush victim till dead, bears are berserkers and fight up to -9 hp

d12 Crustacean Sub Breeds
 AC17 HD3  Dam 2d4/2d4 Mov 9" Surprise 1-4 4 foot shell*

Giant Crab AC17 HD3  Dam 2d4/2d4 Mov 9" Surprise 1-4 4ft shell
2 Colossal Crab AC18 HD12 Dam 2d8/2d12 Mov 12"  12ft shell
3 Gargantua Crab AC20 HD50 Dam 4d12/4d12 Mov15" 40ft shell
4 Giant Shrimp AC15 HD1 Dam d3/d3 Move 4"/12"swim, dislike leaving water, 2ft shell
5 Giant Isopod AC 15 HDd4 Dam d4 Mov 9" 1ft shell sea bugs
6 Giant Dragonfly Larvae AC17 HD6+1 Att 3d4 Mov3"/24"Swim 9ft long
7 Cave Lobster AC16 HD4+4 Att 2d6/2d6 Mov 6"/12"Swim, surprise 1-3 8ft shell
8 Giant Trilobite AC15 HD2 Att d6 Move 6"/16"swim 3foot shell
9 Giant Hermit Crab AC18 HD6 Dam 2d6/2d6 Mov9" live in variety of giant shells
10 Giant Horseshoe Crab AC17 HD8 Dam 2d6 Mov 9" 6ft shell
11 Sea Scorpion AC17 HD5+5 Att d10/d10/d4 plus poison Mov 9"/15"Swim 8ft shell
12 Sea Spider AC15 HD3 Att d6 Mov 6" once bites hangs on and sucks fluid each round

*move equally well on land and water mostly unless specified, many have limbs and antennae making size almost double from shell

d12 Flightless Bird Sub Breeds AC13 HD1-3 Dam d4 peck or 2d4 kick Mov 18"

1 Giant Kiwi HDd4 1ft 10lb small fat bird, long curved reed beek, can be trained to write
2 Dodo AC 10 HD1 3ft 30lb delicious plump, inept, inability to ID threats, can talk but stupid
3 Rhea HD1d3 or kick d4 5ft tall 90lb small grazing grassland birds peck 
4 Emu HD2 d4 peck or d6 kick 6ft 130lb scrubland grazers wish shaggy brush like feathers
5 Cassowary HD2 6ft 130lb Att kick or axe crestbutt d6 or charge 3d4, tropical forest birds
Ostrich HD3 7ft 300lb ridable and can be used to pull carriage as light horse
7 Axebeak AC14 HD3 Dam d3/d3/2d4 vicious pack hunting bird, can be ridden
8 Terror Bird AC14 HD4 8ft 330lb Dam d6/d6/d12 vicious pack hunting bird 
9 Elephant Bird/Dramornis AC15 HD8  Dam d8 peck or d12 stomp 10ft 1100lb omnivorous 
10 Moa AC15 HD9 Att d10 peck or 2d6 kick 12ft 1200lb herbivorous fearless bird herds* 
11 Achaierai AC15 HD 5+4 Dam 2d8/2d4/2d4/2d4/d10 four legged, stinking cloud/per fight 
12 Fire Strider AC14 HD 2+2 Att d6 kick or spit d6 firebolt 9" range, exotic mounts  

*also called honkers for resonant long range call 

d12 Cetacean Sub Breeds
 AC16 HD12 Att 5d4 Mv30"

1 River Dolphin AC16 HD1+1 Att d6 Mv24" small often odd looking some bright pink
2 Marine Dolphin AC15 HD2+2 Att 2d4 Mv30" common dolphin
Narwhale AC14 HD6+6 Att d12 double with charge Mv21" unicorn of the sea, eat men
4 Beluga Whale AC 14 HD8 Att d12 Mv30"
5 Killer Whale  AC16 HD12 Att 5d4 Mv30"
6 Humpback Whale AC16 HD18 Att 2d8 slap Mv18"
7 Sperm Whale AC16 HD36 Att 10d6 Mv18" huge toothed whale
8 Blue Whale AC17 HD50 Att 6d6 slap Mv18" good whales will chase evil whales
9 Lyngbakr AC19 HD72 Att 10d12 Mv18" might pretend to be small islands
10 Basilosaurus AC17 HD24 Att 6d4 Mv24" prehistoric sea monster
11 Bull Whale - evil whale calls cows to shore with charmed bull call to eat them 
12 Shell Whale AC19 HD36 Att 10d6 Mv18" has armoured barnacle layer and attacks ships