Tuesday, 20 March 2018

The Problems with Batmen...Fixing broken beastmen tables

There are two main strains of batmen. The common cave bat men and the more horrible vampire batmen. The former mostly hide from surfave people and are no longer the ancient brites they were. The later are religious worshiping their demon bat vampire queen and sacrificing prisoners on their blood ziggurats. I've accidentally done bats twice so re writing both entries to be more different.

So anyway
Cave Batmen are now the type on the common table and vampire batmen are the type on the subterranean beastmen tables. Will have to have them being more different in practice. Am writing 2 beastmen a day to get through the next Forest Beastmen table.

Cave Batmen
People don't realize how many millions of batmen dwell beneath the earth in huge colonies squirming up close. One day they will swarm up and eat everyone. Most batmen cannot fly but can climb and like to hang from ceilings and branches to sleep. Some do have wings but these tend to not use weapons. There are small batmen or batlings who ride giant bats. Such batlings fight goblin batriding tribes. There are also large flightless bats that walk on two legs with huge jaws and claws used as hunting dogs if small ones or mounts if large ones by the batfolk. Bats use any magic and never forgot many vile rituals and disgusting rites. 

They became one of the ruling monster races of the olden times for their savagery against the previous insect and worm races, the only mammals in the Monster Empire. At night they still surface but restrain themselves in fear man will destroy them They also creep into the sewers but keep away from contact with man till the time is right and they can blot out the sun forever and eat everybody, even their past allies. They often blind their captives and slaves. Hybrid batfolk cultists are rare and very secretive. 

Some degenerate batmen have lost contact with their race and are mere savages now. The flightless ones use climbing and leaping prowess and also make hair ropes for swinging and abseiling. The worship gods of darkness, night, the underworld and even insect and worm gods for food. Some batfolk are less evil and their are tribes happy eating bugs and farming them in caves. Their are black and grey and white furred batfolk in different tribes. The ghost bats are the rarest. Vampire batmen have their own entry. There are ginger fruit eating ones in jungle lands.

Sailors have found islands where every mammal niche has been filled by bats. Many bats also gain mutations from their cults or the people they eat or the strange glowing cave lights of underland. They are poor at communicating with humans and very alien. They do have eyes they just don't need or depend on them but are handy to read non engraved texts. They are impressive climbers and enjoy hanging upside down with their cohorts screeching madly.

d12 Cave Bat Men Troubles
1 A underground stream fed pool keeps washing up heartless terror stricken scratched corpses. As numbers rise and people vanish authorities offer a reward
2 A ancient obsidian dagger for not quite human hands was stolen from a private museum and the owner offers a reward
3 Strange footprints have been found and something is gutting sheep and returning to the local caves
4 A strange monolith with carvings of a bat cult have prompted scholars to investigate a cave mouth depicted on the petroglyphs. Murderhobo veterans are required for their underground survival skills to escort scholars
5  A vigilante has been killing criminals, tearing out their hearts as a warning. The thieves guild offer a reward for any who can identify this masked mad man. Some say it is similar to the prostitute killer a few years ago. Some say he has a secret cave hideout
6 Thousands of bats have taken roost in a old ruin and several people who went to investigate have been found half eaten and brutally murdered
7 A cult have been seen meeting in the bat filled caves by night dragging naked victims with them. The rumours and sightings have increased and authorities are assembling a posse
8 A secret meeting of frog and rat cultists has been raided by the secret police who found they were cooperating on finding a mutual enemy the law was not aware of. A inspector wants to assign adventurers to investigate this hidden menace
9  Goblin bat riders have been seen for years in the area spreading spores of magic mushrooms across the land hoping to initiate the great rot. But recently someone noticed the riders had different ears and trapped one in a net to see. It was a horrible bat creature wearing a loincloth of human leather carrying a scribe set and messenger bats with notepaper of human skin vellum and blood ink. Many attended the public vivisection and examined the artifacts of this unknown civilization. Scholars offer research and exploration grants to learn more
10 A wizard has been using clairaudience to probe dark depths of the earth for sounds. Recently he heard millions of chittering voices in the deep and after a while he realized they were intelligent beings using a unknown language. He wants to send explorers via teleportation or spelunking to investigate
11 A orchard community has been plagued by nocturnal fruit theft. In some nearby forest the adorable vegetarian fruitbat me live in tree houses. They may be negotiated with for trade but the humans for the moment are horrified out of fear and ignorance
12 Old farmer Bill has been tormented by night creatures screetching his name from the darkness at night and tormenting him. Whatever the things are they have been killing his dogs and vandalizing his farm every night

Vampire Bat Men
Some batfolk of aristocratic bloodlines of the great vampire bat goddess are also blood drinkers, the most savage and evil of them all. Under the earth they build step pyramids where they perform bloody sacrifices to feed their goddess or she will devour the universe.

Hideous cave dwellers who mostly come out at night. Humans fear them because in ancient times thew were conquerors and part of the great monster empire. They also have links to vampirism with some tribes eating blood and worshiping the vampire bat goddess one of the great underground evils. Her pyramids are found in jungles and hidden places from when her cult murdered thousands to appease her lust. Some go the next step and become supernatural undead vampires and not just blood drinkers. Many worship and mate with demons also and can be found populating the abyss. Some are content eating bugs and some more harmless ones only eat fruit but they don't appear in non tropical areas. You may hear them screeching to spread terror but also for their echo location. Most batmen are now flightless with only some of the greater ones regaining the power of flight or at least gliding. The even have breeds of flightless bat creatures for hunting pets and beasts of burden.

d12 Vampire Bat Men Troubles
1 Batmen raiders by night have been kidnapping people for the rites of their horrid blood goddess. Somewhere nearby a rockslide has opened a cave temple releasing them
2 A blinded madman was found screaming in the bottom of a well bats have been seen swarming into. He claims there is a underground city of horrid batmen plotting to destroy the surface. He is identified as a local lad who vanished decades ago
 Bloodless corpses have been washing up from the sewers prompting vampire hunters but their usual techniques of finding undead don't seem to be working
4 A scholar has found a manual showing the savage bat men at worship and bloody sacrifice. He has heard rumours of a cave complex and would like to hire escorts to see if the batmen still act out their ancient rites or have degenerated over the aeons
5 A villager has raised a batman since a baby he found and the creature is an asset to the community killing foxes and wolves. Now wild batmen have been coming by night trying to get it to leave and join it's lost family and enter the embrace of their horrible goddess. The bat child would rather live with his human friends
Something has moved into the village well and makes horrid screaming noises and stealing sheep
7 A farmer has found a stone lid and opened a strange passage. Now since the seal is broken screeching night demon things have raided every night and simply resealing the hole and burying it has not helped
8 Sewer workers have discovered bloody alien graffiti under the city drainways and many dead rat men. The city sewer clerk has decreed explorers must find the new threats
10 A rural temple of the sun god collapsed into a sinkhole. Rescuers went in to see if they could find the priests but found them all missing. Tunnels indicate the area was undermined and the priests kidnapped
11 Dwarves are looking for adventurers to help them raid the temple cult of the batmen who have kidnapped dwarven children as hostages in their attempt to take over the dwarf mining complex
12 Some explorers found a cave recently under a waterfall with easily a thousand human skeletons, remains of where ancient batmen have discarded their sacrifices for generations. The locals want revenge and are hiring adventurers to clean out the fiends

Monday, 19 March 2018

The old Character Design Game

This is a bunch current thoughts on my system rewrite.
Will do in basic steps bits at a time like basic 4 classes and character stuff first
then add extra classes in various comps and source books and combine all together when at least half done. Nothing in stone yet.

Classes and Prime Requisites

Assign stats as you please but consider-your best stat in your class prerequisite gives you extra abilities
-your class prerequesite stat is equal to the highest level you can gain or 20 max
-you can change your class once per +1 INT bonus you can have

You can roll again till your bonuses reach +5 or better in total 

Prerequisite Stats & Bonus Benefits
Basic Four Classes 
Cleric WIS bonus divine pells d8HD Medium armour
Fighter STR bonus WP +1 Unarmed +2 Critical Hit +3 Cleave d10HD Any Armour
Thief DEX bonus NWP +1 Sneak +2 Street Wise +3 Acrobatics d8HD Light Armour
Wizard INT bonus arcane spells
d d4HD No Armour
Basic Four Races (Mysterious Demi Humans)Dwarf CON +1 Engineer lore +2 
 Blacksmith (or other craft) +3 Gunpowder Any Armour
Elf CHA bonus spells choose one list Any Armour d6HD  Any Armour
Gnome WIS
 bonus spells choose one list  d6HD Any Armour
Halfling DEX bonus NWP +1 Sneak +2 Survival +3 Herbalist d6HD Medium Armour
Secondary ClassesDruid WIS
 bonus spells bonus nature spells d8HD Light Armour
Monk WIS bonus NWP +1 Acrobatics +2 Tumbling +3 Feign Death 
d10HD No Armour
Bard CHA bonus spells
 choose one list d6HD Light Armour
Sorcerer CHA bonus arcane spells 
d8 HD No Armour
Secondary Races (Forbidden Monsters Races)
Abhuman CON +1 Survival +2 Track (or other lore) +3 
(pick one) Lore, d12HD Light Armour
Changeling CHA bonus spells choose one list d6HD No Armour
Giant STR  +1 Smash +2 Lifting +3 Eating d12HD Medium Armour
Tako DEX
 bonus spells choose one list d4HD Any Armour
Tertiary Classes
Paladin CHA
 bonus divine spells d10HD Any Armour
Ranger DEX
 bonus nature spells d10HD Medium Armour
Alchemist INT bonus alchemist recipes No Armour
Shaman WIS bonus 
mentalist spells No Armour
Tertiary Races (Psychon Apocalypse Races)
CON (Golem) bonus apps d8HD No Armour
Mutant CON (Freak) bonus mutations d8HD No Armour
Alien INT (Outsider)
 bonus spells choose one list d4HD No Armour
Psionic WIS (Mystic) bonus mentalist spells d6HD No Armour


Roll and allocate
Roll four lots of 3d6 stat rolls
- only one stat can be below 9 raise whichever ones you wish otherwise to 9

Two stat rolls of 4d6
- 12 min 18 maximum to help your prerequisite class stat high
Assign as you please 

your reject rolls can be used for your starting followers
each reject set is one follower (1+CHA bonus max, pick best stats)
this might take 3 or 4 four tries low stats could be a child or animal or old aunt


pick and allocate one of these sets of scores
18 17 11 10 9 9 (74 total +5 bonus total)
18 14 13 11 9 9 (74 total +5 bonus total)
16 16 13 10 10 9 (74 total +5 bonus total)
16 13 13 13 10 9 (74 total +5 bonus total)
13 13 13 13 13 9 (74 total +5 bonus total)
18 16 13 10  9 8 (74 total +5 bonus total)
16 16 13 13 9 7 (74 total +5 bonus total)
no starting followers

or be a more modest hero and struggle more
16 13 10 9 9 9 (66 total +3 bonus total)
13 13 13 9 9 9 (66 total +3 bonus total)

What are Stats for
CHA ability to befriend or influence others, command followers
CON ability to resist disease, poison, hold your breath or other resist bodily shocks
DEX ability to dodge traps or dangers, manipulate tools or be sneaky
INT ability to solve riddles or puzzles, understand things, spot immediate clues or know stuff
STR ability to lift stuff and smash things and hit hard or throw things further
WIS ability to resist magic or spells, use will power, common sense, experience or foresight

Sample Basic Classes and Prerequisite Stat
CON Dwarf
DEX Thief, Halfling
INT Wizard
STR Warrior
WIS Priest. Gnome

What is Bonus for

CHA bonus is your to your number of loyal followers +1
CON bonus is added to your HP every level
DEX bonus on all to hit rolls and AC
INT bonus to WP or NWP or Languages, can take skills not from your own class
STR bonus to damage on all muscle powered weapons
WIS bonus to luck points +1 (thieves get +1/Lv)

Bonus for stats
Stats below 9 are damaged by disease or injury and could be restored
the cost of this is beyond earnings of a commoner
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18-19 +3
20-21 +5
22-25 +6

Spell Bonuses for classes with high prerequisite stats provide extra spells
+1 one first lv spell at first level
+2 one first leval spell at first level and again at second
+3 one first level spell at first, second and third plus a second lv spell at 3rd
+4 one first level spell at 1st to 4th level plus a second lv spell at 3rd
+5 one first level spell at 1st to 5th level plus a second lv spell at 3rd
+6 one first level spell at 1st to 6th level plus a second lv spell at 3rd and 4th
a first level spell can be replace with 4 cantrips with a certain skill
some learn a extra cantrip slot as a skill, goblins do it all the time
some classes get proficiencies instead of spells or other abilities

Hit Points HP
Class HD + CON Bonus
d4 Wizard
d6 Bard, Elf, Sorcerer, Gnome
d8 Cleric, Thief, Druid,Halfling
d10 Fighter, Monk
d12 Dwarf, Abhuman, Giant
Most persons without character class like commoners d4 or d6 for typical fighting men 

Roll for 1st level HP has a minimum 
d4(3min) d6(5min) d8(6min) d10(8min) d12(10min)

Armour Class AC

AC is total of AC points in best possible case, you might also record AC vs missiles or from behind. AC Number is 10 + DEX bonus + Armour bonus + Shield Bonus + other skills or magic

Light Armour

+1 Heavy cloak*, bracers*, heroharness*1gp
+1 cloth, padding, leathers, furs, wrappings 4gp
+2 Gambeson, 15gp
+3 Leather armour, Fibre 20gp
Medeum Armour

+4 Ringmail armour, scale armour, hide armour, bezainted armour  -1 Mov 75gp
+5 Chainmail armour or metal scale armour -3 Mov 150gp
+5 Breast Plate* 
 -1 Mov 250gp
+5 Elfmail -1Mov 1500gp (dwarfmail, orcmail or high tech human ballistic mesh)
+6 Reinforced Chain, splintmail armour -6 Mov 250gp
Heavy Armour

+7 Platemail armour -6 Mov 400gp
+8 Fullplate armour -3 Mov -1 incoming damage 2000gp, custom fitted (or ballistic plate)
Power Armour

+9 Scout Power Armour 10000gp +3" Mov and Jump, 2 hydrogen cells for 12 hours
+10 Atomic Power Armour 100000gp 
+3STR d6 unarmed, atomic power cell 30 days
*Can be stacked with other items every +4AC -1Mov


Cap helmet* 1gp
Full helmet* (halves perception) 75gp


Buckler +1 vs one attack
Small Shield +1 vs any incoming attacks
Medium Shield +1 +2 vs missiles
Large Shield  +2 -1 Mov

Movement (Mov) and Range (R)
Standard Mov is 12".
1" is ten foot indoors and ten yards outdoors for Move (MOV) or Range (R)
time measured in one minute combat round or ten minute turn
Cone areas off effect are 30 degrees times range
Explosions or clouds are measured in circles across in inches" or radius in inches"
STR in Items under 2lb is non encumbered
More than STR in Items under 2lb is light encumbrance -1"Mov
More than STRx2 in Items under 2lb is  medium encumbrance x1/2 Mov
More than STRx5 in Items under 2lb is  heavy encumbrance Mov 1"
More than STRx10 in items under 2lb can lift with a STR roll standing to max of STRx20

Untrue but quick Simplified Scales and Conversions for game:
Foot 30cm Yard=Metre 2.2lb = one kilo,  quart=litre, gallon=4 litre mile =1.6 kilometres

Followers could be....

Pet or mount in animals or servant, friend, spouse, relative or lover
Any interesting available person you meet might be convinced to be your follower in play with a CHA roll if they like you and have no other commitments. Banishing a follower unjustly might make all of them leave you (Morale roll each one to stay)

Command Radius for followers and hirelings
Most use CHA bonus in inches to command troops to rally or motivate them
Bonus adds to their morale roll also
Fighters add their Lv to their CHA command radius bonus
-1st lv average charismatic fighter could be a sergeant
-high level fighter can influence huge area of battlefield
Troops need to be commanded to do certain things
-charge superior odds or forces
-hold line if charged by superior forces
-close ranks if broken ranks
-stop looting corpses or treasure keep fighting
-stop tormenting prisoners keep fighting
-stop running away if morale broken
-don't go charging into enemy trap or taunts, stick to plan

Patron God
Roll for your god from one of the tables grouped by pantheon
reroll till you find one you like
all the ones you reject are angry at you
let DM appoint you a patron based on your occupation, past or class
Be a godless heretic almost as bad as a witch or cultist

Luck Point Can be Used To:
Reroll any dice after the fact to succeed better
Change a spell memorised to another one you could have
Have a common item you forgot or found like lamp, rope, water
Heal d4 HP could stabilize wound if bleeding to death
Revive if unconscious with 1HP in a d4 turns

Saving Throws, skill tests and difficulty
Simple Task roll over relevant stat to see if you fail-Something you are skilled in
-Anyone can normally do but has some risk especially if under pressure
-Saves using your prerequisite score
-Making a roll against some one or thing offering minimal resistance
-basic trap or mild poison from unskilled user or mild
-Especially skilled or prerequisite stat save in simple task automatically succeeds
-Possibly taking a long time on simple task automatically succeeds

Difficult Task roll over half relevant stat to see if you fail

-Tasks you have no skill in but can still try with a serious risk
-Additional difficulty attempting something you are skilled in
-Any one could take a risky chance in in task but mostly would fail
-Attempting a skilled task vs 
some one with successful skill roll
-Saves not using your prerequisite

Impossible Task roll over stat bonus to fail

-Very unlikely to succeed without skill but slim chance
-Unskilled versus a successful skilled person
-Something you are skilled at at but near impossible difficulties

Starting Loot and Status in Shadelport

d10 Thief, monk, sorcerer, druid, mutant,
giant, abhuman, shaman, outsider

1-6 common 7-9 freeman 10 noble

d10 Priest, warrior, wizard, bard, elf, dwarf,
halfling, elf, dwarf, changeling, paladin,
ranger, gnome, robot, psion

1-3 common 4-8 freeman 9-10 noble

Common Status
Live off a copper a day minimum 3d6 copper to start

Pauper, beggar, peasant, slave, servant, labourer, monk, watchman, serf. Some of the better ones have more and have some savings and a hovel, the worst are destitute beggars or criminals.

Clothes: old shirt, old trews, old hat, string belt, foot wrappings or sandals woven from reeds

Items: cheap bowl, wooden spoon, sack, a piece of cloth, small knife d3, candle, clay or wood pipe

Arms and Armour: sling d4 or staff d6 or club d4

Provisions: loaf of coarse old bread, gourd or clay jar or water, d4 1=onion 2=turnip 3=plump rat 4=bowl of tripe

Trinket (1cp): d6 1=wooden beads on string 2=wooden holy symbol on leather thong 3=clay or wood palm size figurine 4=carved bone medallion 5=candle 6=carved wooden cup

Followers: married partner, child, friend immediate family member, dog, cat, goat, pig, donkey,rat, squirrel, sheep, crow, chicken

Freeman Status
lives off a silver a day minimum 3d6 silver to start
Town person, shopkeeper, yeoman farmer, trader, priest, officer, craftsman, house hold warrior Some of the better ones own a shop, farm, business and/or a town house, with money in a bank.

Clothes: good outfit and a old everyday outfit, hat, cloak, shoes, leather belt, pair of stockings

Items: nice cup, nice bowl, knife, bag or backpack, blanket, small knife d3, oil lamp, tinderbox, clay pipe

Arms and Armour: dagger d4 and shortbow d6 plus d12 arrows or small sword d6 or spear d6 or hand axe d6

Provisions: full skin of water, loaf of fresh bread and d6 1=pound of cheese 2=pound of spicy dried sausage 3=rabbit 4=fish 5=pidgeon 6=bowl of eel stew.

Trinket (1gp): d8 1=family brass crest ring 2=tiny silver holy symbol necklace 3=old bronze arm ring of clan 4=large symbolic key on a string 5=a legal document such as letter of recommendation, banknote, passport or merchant licence 6=very fancy hat 7=bone dice 8= personal note, map or verse on parchment 

Follower: Friend or relative or married partner, student, child, servant, slave, dog, cat, goat, small cow, cart pony, sheep 

Noble Status
live off gp a day minimum 3d6gp to start

Noble or richest merchants or large scale land owners. Some of the better ones have land and taxation rights over commoners.

Clothes, fancy court outfit, colourful everyday outfit, coloured cloak with symbol, pair of  boots, pair of fancy shoes, ornamental leather and fur girdle with metal or ivory decor, silver signet ring
Items: Ornate tin lantern with built in tinderbox, knife, pewter cutlery, pewter mug, brush, hand mirror, bar of fancy soap, cloth, blanket, ornate knife, plate and bowl

Arms and Armour, padded armour +1AC or gambeson +2AC, fancy dagger, any bow or crossbow or pistol, any two hand weapons and a shield in good condition with family insignia

Provisions: dried fruit cake, wineskin with good wine, week dried rations, pound of cheese, loaf of best bread and d8 1=piglet 2=pheasant 3= duck 4=chicken 5=joint of boar 6=joint of deer 7=nice fruit and berries, 8=large game meat pie.

Trinket (30gp): d6 1=gold family ring 2=enamel brooch of family 3=mask used by secret society or cult 4=tiny gold holy symbol 5=letter if introduction from noble 6=family tree 7=small book with selections of holy verse 8=deck of playing cards 9=dose of poison or sleep drug or narcotics in tin 10=fancy box of sweetmeats and bottle of mead

When you spend the amount of living money to class standard for a month and have basic clothes and items according to your status in public you get accepted. Wearing clothes not of your station might be a criminal offence.


Im considering modifying my robot class into a golem class but would need to change at least names of abilities, power sources, etc but interesting

Sunday, 18 March 2018

Disapointing Monsters: The Chaos Drake

Monster Manuals encourage you to recycle stuff. I like old stormbringer game that said lots of monsters should be unique. Grab at least two random animals - mash them up, add chaos features from random table. It is that easy. I'm going to do some unlovable one off monsters that are so unlovable when you kill one it will probably be the last of it's kind. Except the cursed to live ones. They need some local moral issue fixed to have the gods let you off. Monsters are the bitter venom of the gods sent to judge us. They are just Doing their job too. Will do more like this. A book of one hit horrors?

The Great & Terrible Chaos Drakeaka the Horrible Draken aka the Lake Monster aka the Doom Drake
AC 17 HP 137 (28HD) Att Peck 4d6 Wingslap 2d6 save or fall Mov 9" on land 12" water
-Only harmed by magic or silver or cold iron
-Immune to Fire or Cold +1 damage per die from acid
-Great Qack x3/day 3d6 to all in 3" radius STR save or fall over
-Baleful glare is used vs missile attacks, cast curse each round as only attack 12"
-Beings it kills arize as zombies in 24 hours
-Regenerates a d4 each ten minute turn
-Can breathe water
-Any medium creature can be impregnated with its lesser spawn 3d6 damage month later

The nest is in a underwater cave 30 foot deep in rock in middle of the lake. Their are ruins in the lake bottom of the place the gods damned. In the cave are 3d6 Zombies and the Treasure.

Finger of St Braddon cure disease x3/day, bless x3/day, +1 on cleric turning level if used as holy symbol in gold box worth 800gp

36082gp 7467sp 14569cp 7 rubied d6x100gp each diamond ring worth 1000gp
+2 giant slayer sword, ring of protection +3, boots of water walking with feet in them, rotting spell book with xd6 1st Lv, xd4 2nd Lv, d3 3rd Lv and one 4th Lv spell once belonged to a famous wizard, wand casts light spell d100 charges only works for good wizard, dagger +3 that can silence the death cry of any being dispatched

d10 Rumours about the Draken
1 It has killed over a hundred men over the years even many knights sent to fight it!
2 The great Draken is often seen paddling about on the misty waters of lake doooooom!
3 Mo mortal can slay it without the blessing of the gods!
4 A nobleman committed a terrible sin by the lake once and the Drake is the wrath of the gods!
5 The drake is furious and angry and dislikes being taunted or people on it's land!
6 The Drake of doom lives of fish mostly but be sure wicked men will draw it forth!
7 The dead it has slain walk around the bottom of the lake guarding the Drake's nest!
8 if the Drake kills it takes their body, some it eats some it takes to its nest for a terrible purpose!
9 Over the decades the Draken has become uglier and more chaotic, now it's bigger than a cow and has many lesser spawn to replace it one day!
10 A holy man tried to turn the lake monster with the finger of St Braddon but both disapeared

d10 Prophecies of the Beast

1 The monster will spawn offspring one day which will replace the beast at the right time
2 The cult of the beast seek to one day use the flesh of the beast to make chaos mutagen potions
3 Who lands the deathblow on the beast gains the favour of a god and the wrath of another
4 The lost finger of St Braddon will be returned to its' church and there will be healing miracles
5 The spirit of the lake goddess wil anoint one of the heroes who slay the beast and bare them a child
6 The Drake knows it's own spawn will replace it so it usually kills whatever beast or fool it loves
8 Once free of the curse a new village shall be built there and prosper
9 The legendary treasures of the lake will unlock more mysteries
10 When the monster ant all it's spawn are cleansed the foul mists shall depart forever

d10 Strange Locals to Meet on the way (each knows a story)1 Angus McKraken old stern man warns those who sin bring on wrath of the beast
2 Rory Gallagher a drunken old shepherd has heard the Drake and the cries of victims

3 Brother Austin Thule here to see if the holy finger could be recovered 
4 Granny Argus a witch who gives gloomy prophecies and offers medical aid
5 Timmy Strange, local idiot boy plays like small child sometimes gives lucid prophecy
6 Lars Hendrickson local hunter, wants the beast dead because it took his lover
7 Gunter Nickelson wood cutter, parents were murdered on foggy night just like tonight!
8 Widow Olan mother of Timmy, lost her knight lover to the beast and has seen his walking corpse
9 Alder McDougal a chaos cultist offers to help monster hunters and betrays them

10 Hugo Jennings a young lad who wants to watch heroes fight and record their exploits, knows lots of monster lore but never seen it

d12 Local Lake Encounters1 Common zombies once common folk 2d6*
2 Swarm of ungre eels by lake shore 3" across, 2 damage per round HD3 AC 13 Mov 6"
3 Undead Knight now a wight, has remnants of armour and a piece of jewelry d6x100gp

4 Chaos cultists come to throw a victim to the beast 3d6 commoners with d4 HP each
5 Chaos cult elite of coven, priests equal to party in level, come to sacrifice a victim 
6 Witch has come to mate with the Chaos Drake to fulfill a evil prophecy
7 Phantom figure of priest sometimes seen, a spectre of spectral minion or something
8 Lady of the lake, spirit of the lake nymph unable to manifest until the drake curse is gone
9 Young cultist gathering sack of monster dung cult hope to make into a mutation potion
10 Doppelganger pretending to be escaped victim of the cult has rope burned wrists even

11 Doomdrake Spawn a small chaos waterfowl HD2 AC13 Att Peck d8 Move9" 12"water* 
12 Fog becomes thick with visibility only 3" with light and 1" without light
*no more wights total than party members, 100 zombies in total at any one time, 2d6 Doomdrake spawn in total

Running the Chaos Drake Encounter
Don't let on it is a duck, or make spawn too obvious they are ducks
Confuse it with dragon and chaos beast talk if possible, call it the draken or chaos drake
Play for suspense and horror right up till you meet the beast
Make everyone players meet tell a terrible story about the Drake
Spawn might have feathers but are tentacled fleshy stomach like sacs with a few filthy feathers most would not recognise as a duck. Have fleshy wattle covered skin and a orange beak and one red eye and webbed feet the most duck like part of body.

Running the Further Encounter

Some of prophecies are interesting
Killing all the spawn and zombies and wights will help area
Find and destroy the cult who keep at least one spawn in a cage and have treasure and sacrifices in cages

Saturday, 17 March 2018

d100 Dodgy Docklands Encounters for 1920's

Next Episoded100 Saucy Slumlands Encounters for 1920's
Need some stuff like this for travels in my cthulhu game and gangbusters goons might enjoy too

d100 Dodgy Docklands
01 Workers having a smoke
02 Workers playing dice
03 Workers playing cards
04 Men having a dog fight
05 Men having some sly grog from guy with coat and bottle in bag
06 Someone exchanging package with security guard
07 Big angry guy accidentally bumps into you
08 Workers striking an warehouse in angrymob
09 Striking workers fighting private security
10 Striking workers fighting cops
11 Striking workers abusing scab labour under watch by guards
12 Bunch of old women in work clothes smoking
13 Communist agitator talking to striking unionists
14 Gangster talking to unionists
15 Homeless bum sleeping in alley
16 Bum out asking for work
17 Homless drunk
18 Homeless urchin
19 Gentleman hobo with cane and bowler
20 Clumsy clerk with big glasses and pile of papers
21 Cigar chomping factory boss with two men
22 Cleaning woman with trolley
23 Cab driver having a smoke 
24 Waggon load of fish piled by old horse led by old man
25 Fish packers in rubber work clothes, stink of fish
26 Fishermen in overalls and bags to or from fishing trip
27 Large truck driver delivering load
28 Small van delivering packages 
29 Telegram delivery boy on bike
30 Bakers looking tired
31 Printer workers covered in ink
32 Girl selling matchsticks
33 Paperboy reports to a gang
34 Shoeshine boy reports to a gang
35 Old negro musician busking for coins
36 Old blind man begging (really a spy)
37 Beat cop on patrol with club and whistle
38 Someone up in telephone pole with tools probably not legal
39 Irish gang members loitering by a alleyway
40 China man or woman on way somewhere
41 Old prostitute drinking and high on heroin
42 Three younger prostitutes with razors
43 Two prostitutes with a pinup 
44 Rentboy looking cautiously about
45 Chinese boy on lookout or meeting point for concealed opium den
46 Italian gangsters loitering around alley
47 Greek gangsters smoking and talking
48 Old man with guitar playing
49 Drug dealer lurking in alley
50 Drunk playing an accordion with a monkey or parrot
51 Booze seller hanging in alley

52 Gun dealer hanging in alley
53 Newspaper stand also sells drugs
54 Newspaper seller also runs numbers racket for gang
55 Newspaper stand reports to a local gang
56 Stray dog 1in6 has rabies
57 Rats swarming everywhere
58 Hundreds of cockroaches
59 Immigrants looking for work
60 Nervous anarchist carrying bomb to a meeting
61 Gangsters in car out to inflict violence on someone
62 Twitchy arsonist casing out a joint
63 Private detective pretending to be a bum to watch area
64 Private detective in car watching while having a drink
65 Crooked off duty cop in car watching something
66 Private detective leaning on wall in alley reading paper watching someone
67 Undercover police detective watching business
68 Speeding car
69 Two policemen on horses
70 Police car driving through area on lookout
71 Salvation army band collecting charity

72 Men collecting for strikers
73 Veteran with missing limb begging
74 Girl handing out flyers for a singing dancing show
75 Kids running around
76 Stray cat makes some noise in bins
77 Unionists marching with a banner
78 Gang with bats and axe handles on the way somewhere
79 Surly large overalled men with boat hooks and gaffs
80 Weasly man with .22 out to mug some one
81 Speed addict with switchblade looking for someone to rob
82 Thug with club desperate for cash looking for soft target to rob
83 Burglar casing building
84 Overweight Man leaning on wall, bulging eyes which stand out
85 Lookout for some dodgy delivery men
86 Man with trolley with crates on it
87 Horse cart and scruffy man collecting rag and bone
88 Dead horse on street
89 Car collision
90 Speeding motorbike goes by
91 Small bus goes by
92 Car with boat trailor goes by
93  Speeding police car

94 Ambulance o1in6 mental hospital
95 Retarded huge lad laughing at something
96 Paranoid man thinks someone after him walking quickly looking uneasy
97 Grifter with shell game going
98 Conman trying to sell stolen goods quick at bargain price
99 Man trying to sell some stolen guns quickly at low low prices
100 Shootout from a payroll office robbery quite near

Friday, 16 March 2018

Giant Mutations

Oh by the way Giants were not real. There was no cover up.
Will go over older mutations eventually - didn't put game mods in older basic mutations

Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations

Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Paladin Mutations
Cyber Mutations
Psychon Mutations
Surgical Mutations

Failed mutation system
Apotheosis Mutations - too many mutations
Mutant Character Class

d12 Sources of mutation
01 Ancestor was a giant
02 Local portal to giant land opened near by
03 Intimate with a giant*
04 Cursed by location of giants
05 Blessed by some giants
06 Ate some giant food that looked delicious
07 Cannibalism triggered it
08 Tried a strange potion of mushroom
09 Cursed by evil gnomes
10 Strange cloud passed you and you got a flu after
11 Exposed to auras of giant ley line
12 Giant spirit from aeons past occupied you for a time
*very young giants especially half breeds look like adult humans and infiltrate them

d10 basic types1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain

d100 Minor Mutations
01 Giant foot long nose immune to stink or nausea attacks and spells
02 Giant droopy elephant ears hear normally sub sonic sound like a dog +1 listen
03 Giant eyes gain night vision
04 Cyclops single eye
05 Extra eye, possibly in forehead or back of head
06 Huge nose runs and sneezes often
07 Extra face on head or both can be partly fused with three eyes
08 Face split in middle one pretty one ugly
09 Face split in middle one male one female
10 Prehensile trunk like a elephant also makes a good snorkel
11 Obese with bulging fat and loose floppy sweaty skin +1AC
12 Warty covered hard skin +1AC 
13 Open pustules and sores stinks of rot
14 Strange tattoos all over
15 Floats in water easily with some equipment, can even sleep floating in sea
16 Skin has a exotic colour and smells and tastes spicy like pepper or cinnimon
17 Spikes growing from skin, natural attacks take 1pt damage
18 Stony flesh +d4HP
19 Immune to fleas, ticks, leaches or other vermin by tasting foul and smelling bad
20 Scarified all over from torments
21 Hump holds enough water for week
22 Spikes growing from vertebrae and shoulders, d4 unarmed
23 Plastron shell +2AC from behind
24 Hold breath in rounds equal to CON
25 Can breath smoke without discomfort
26 Non functional tiny ornamental wings like bat, bird or bug
27 Huge hunched shoulders
28 Barrel chested -d12 inches shorter
29 Bony Ribs +1AC
30 Rippling chest +d4 HP
31 Huge gut holds food for a week
32 Can eat vegetation like grass or wood
33 Rotten meat is delicious and causes no harm
34 Can eat diseased food unharmed
35 Can eat poison food unharmed
36 Flatulent and belches often, save to resist when stressed, 
37 Diarrhea, violently excretes bucket full of sloppy mess once a day
38 Takes ten minutes to urinate once a day, large floppy genitals
39 Eat your body weight in food daily or feel starved and grumpy
40 Constantly aroused huge genitalia
41 Giant clumsy hands, loss of fine motor skills -1
42 Tiny hands, gain in fine motor skills +1
43 Claw fingernails d3 unarmed
44 Long arms almost extra yard
45 Freakish spider like fingers
46 Extra fingers 5+d6
47 One arm is a huge club fist d4 unarmed and poor manipulator
48 One arm is a tentacle two yards long
49 Hand has a eye on it
50 Freakishly hairy arms
51 Huge Feet +1" Mov

52 Long Legs +2" Mov extra yard tall 
53 Bow legged -1 Mov
54 Club footed -1 Mov
55 Hairy feet and legs frighten children and small animals
56 Webbed Feet +3" in water Mov
57 Extra smaller leg +1 Mov
58 Limping -2" Move
59 Run like quadruped using knuckles +3 Move if use both arms or +1 if only one
60 Huge tendons +1 yard jump
61 Huge beard reaching the ground grows a foot a day if cut
62 Beard twitches and moves like a crude stupid limb
63 Fangs d3 with overbite can bite for unarmed attack
64 Long Forked Tongue foot long
65 Huge ornate moustache at least a foot wide
66 Mouth like a lamprey can only suck food or blood
67 Horrible yellow rotten teeth
68 Drooling problem
69 Horrible breath
70 Smoke comes out your mouth if even a bit excited or mad
71 Huge head like carnival character

72 Head bobbles like a bobblehead doll
73 Head shrinks like a pinhead
74 Grow tiny horns d3 unarmed
75 Spikes on head, d3 damage if swallowed to attacker a round
76 Head smoulders when angry
77 Huge sloping forehead
78 Hammerhead
79 Bony dinosaur like crest
80 Deformed skull with horrible bone growths
81 Huge heart +d4 HP
82 Huge Liver +1 vs poison, drink twice as much booze
83 Huge glands +1
84 Common allergy d6 1=nuts 2=fish 3=eggs 4=flour 5=hayfever 6=bees
85 Huge fist size bunch of lumps under skin
86 Small gremlins live inside body
87 Crawling with worms inside
88 Hyper aroused all the time
89 Urges to reproduce constantly
90 Spew up green bile at least once a day
91 Craving for human flesh
92 Dont notice filth or stains
93 Innate sense of superiority

94 Easily Angered
95 Constantly crave food
96 Resist charm and mind control +1
97 Alcoholic binge drinker
98 Tasteless fashion and colour sense that upsets and horrifies
99 Second personality often critical
100 Glowing brain cracking out of head, leaking and disgusting 

d100 Major Giant Mutations
01 Huge evil eye d3/Lv once per Lv per day 6"
02 X-ray eyes can see through stone or flesh for 1" per Lv
03 Swine snout can track like dog and smell things buried foot underground per Lv
04 Huge ears has sonar like a bat 3"/Lv
05 Impaling snout d4 unarmed sucks a d3 blood per round after if victim doesn't escape
06 Sense magic 1"/Lv blocked by foot of stone or wood
07 Can sense magical weather change or clouds from horizon to horizon
08 Giant can see ley lines and gate points to faerieland or giant land
09 Extra face, cause confusion in 3"cone three times per day
10 Fear Aura 1" radius, save of flee, round per level per day
11 Iron or silver weapons required to hit or any magic
12 Skin self sealing only bleed one round will stabilise wounds
13 Hard flesh +2HP per level
14 Skin becomes metallic or stone +4 AC
15 Skin glows and inflicts d3 electricity on any making unarmed attack
16 Skin drips foul slime, nothing alive will bite or taste you twice, save or vomit
17 Skin fireproof half fire and heat damage
18 Skin hairy like yeti half damage from cold
19 Skin is disgustingly mucous covered half damage from acid
20 Skin drips acid, ruins clothes and scars floors, d3 to any unarmed attackers
21 Huge lactating breasts can provide food for one person per day per level
22 Face in chest with sharp teeth d6 unarmed attack or bonus attack to grappled victim
23 Muscular chest +1STR
24 Temporary STR booster +d4 for a round per level per day 
25 Breathe water
26 Large folding wings bird or bat or bug, fly round/Lv per day at full Mov
27 Giant vigor +d4 HP +1/Lv
28 If killed returns to life a day later
29 Titan Heart +1CON
30 Rotating waist 30 degrees can fight any facing equally, no back unless ambushed
31 Can eat anything even rocks unharmed
32 Can shit a cubic yard of waste per level makes compost or can set like mortar33 Intestines burst out and act as a extra grappling attack yard/Lv
34 Prehensile tail 2 yards long can hold tool or weapon as a hand or support weight
35 Spiked club tail d6 extra attack
36 Small clones burst through flesh monthly d6 damage each time
37 Can reproduce with any living creature
38 Any creature you have eaten in month you can cough up a baby clone once a week
39 Your dung grows a tree one foot a day per level to a height of 10+1/Lv
40 Your genitalia can sense fertile males or females or whatever within 1"/Lv
41 Huge pop out claws d6 unarmed attack 
42 Huge club arm no manipulation d8
43 Arms can elongate yard/Lv
44 Extra set of arms +1 attack
45 Favorite weapon appears in hand by will from giant land and back
46 Store one favorite hand size item in giant land summoning it at will
47 Summon being from giant land 1HD/Lv once a week, must bargain with it for service 
48 Hands can create light 3"area round/Lv with a use/Lv per day
49 Shoot lightning arc 3d6 9" one use/2Lv
50 Conjure storm clouds or fog once a week mile/Lv area
51 Legs can elongate yard/Lv

52 Springing legs +1Yard jump/Lv
53 Walk on water at will
54 Walk on air round/Lv/Day
55 Extra kick attack d6
56 Centaur legs +12" Mov
57 Legs torn into fish tail in water, full Mov speed in water 
58 Earthshaker stomp 1" radius/Lv, all human size bipeds save or fall over, use/Lv/day
59 Digging feet can kick up cubic foot of soil per level per round by kicking earth
60 Your kick is like a axe d8, can cut wood
61 Breathe Fire 3d6 1" range/Lv, use/2Lv day
62 Snake beard extra d4 attack round, save vs poison once per Lv/day
63 Crystal beard +1 WIS
64 Crystal Moustache +1INT
65 Blow wind, 3" cone FX, humanoids save or fall and blow 1" away, use/Lv/day
66 Prehensile tongue tentacles can make grapple attack foot long/Lv
67 Huge trapjaw teeth d8 damage and can hold on d4 a round
68 Fold out teeth +1 extra d6 bite attack
69 Can bite through rock and metal inch per/Lv round
70 Vomit up acid spray 3d4 1" cone, use every 2Lv/day
71 Huge antlers or horns or single horn d6 extra attack

72 Head can separate and reattach and levitate as a speed of 2"
73 Blazing halo of magic flame d6 unarmed attack and can ignite flamible
74 Halo of light over head, can heal 2HP/Lv on anyone point by point as it pleases
75 Extra Head with own personality, harder to charm or mentally influence
76 Serpentine elongated neck yard per level, could use to spy or grapple
77 Whenever beheaded d3+1 heads grow back
78 Huge Muscular Neck cant be strangled or asphyxiated against will and filters air
79 Prehensile Hair foot long per level can hold things or grapple or swing on
80 Snake hair extra d4 attack round, save vs poison once per Lv/day
81 Powerful Liver immune to all poison
82 Immune system resists all disease
84 Plane shift to giant land or return once a week use
85 Healing Suge d8+1/Lv once a day
86 Regenerate limb or other body parts hacked off in a week to a month
87 Dimension Door 1"/Lv once a day
88 If unconscious teleports to giant land
89 Superior balance and reflexes +1DEX
90 Regenerate 1hp per round
 except vs fire or acid, but grows increasingly cancerous
91 Identify spell one property per Lv/day by touch
92 Invisible round/Lv per day
93 Brain unlocks giant lore gains d3 Strange lore NWP of choice

94 Can sense who has giant blood or human blood with 1"/Lv
95 Can speak to all giant beings and their kin (but not giant animals)
96 Can cast enlarge on self round/Lv per day as it pleases
97 Can cast reduce on self round/Lv per day as it pleases
98 Can turn into a gnome hour/Lv
99 Lesser under 1HD goblinoid and kobolds want to worship you 10/Lv
100 Orcs and hobgoblins want to serve you 1HD/Lv

d12 Apotheosis

01 Bloom into a huge moronic gargantua go on a rampage then sleep a millenium
02 Grow into a huge moronic giant, 1/2 INT then wander on hunt for human flesh
03 Head keeps growing till body crushed and dies to at least house size
04 Becomes a ogre and doesn't remember much wanders off to start a lair
05 Becomes a ogre mage and terrorises the land and gathers minions
06 Become a cyclops and flees into the wilderness to grow grapes and herd sheep
07 Become a formarian and lust after rotten flesh, wallowing in mud and tormenting slaves
08 Become a hill giant and head for the high country to join a clan
09 Become a stone giant and go to the mountains to build a lair
10 become a frost giant and seek a glacial lair
11 Become a fire giant and look for a volcanic lair

12 Become a insane troll and go on a rampage