#feat: XOR
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snailsnaps · 2 years ago
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i got brainrot again and it would NOT LET ME REST until i drew them
hello, meet the robo-turtle
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snailsnaps · 2 years ago
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Ladies, gentlemen and gentletheys.
💙✨ THEM ✨💜
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a typical thursday
[+ a lil bonus below ✨]
i couldn't be at peace until I drew it sorry-
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Xor belongs to @snailsnaps and Nova belongs to me (obvi ajsjsj)
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aobashi · 1 year ago
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AOBASHI HOUR 20230826 24:00- #AOBASHI
Talk & Select : hide shino
Vantage & Milk Talk - Million Miles Away (Edit) - Single
Deetron, Jamie Lidell - Cry With The Stars feat. Jamie Lidell (DJ-Kicks)
ATT & DOUBLE PEACE - Purple Flamingo
Hertz - Cis (Original Mix)
Masaru Hinaiji - Outrage (Dub Mix)
UMEK, Matteo Vitanza - Trouble so Hard (Original Mix)
XOR Gate - Minor Axis (Original Mix)
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secretmeaningofthings · 4 years ago
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Strict Tempo broadcasts Thursday nights at 7pm Pacific @ twitch.tv/voxsinistra
On YouTube - youtu.be/Ogild1DYuFY
Full show with sets from Xibling, Pleasure Victim, Stacian and XOR - www.twitch.tv/videos/937451863 ​youtu.be/Pwh4IGyeKhY​
linktr.ee/VoxSinistra
Baroque - Enish Neud Photo - Suspicion RFX - I Need A Freek (RFX Rework) Anatolian Weapons - Blood on the Pavement Cuerina Raw Dry feat. Chuminga - Nocturno Baile Delectro - We like to kill people Filmmaker - Duty-Bound Majority G3rilla-K - Pectoralis  HEART PEAKS - Please Violence Sebastian Melmoth - The Sharpest Dart in Melancholy's Quiver (Qual Remix) Kaball - New Star (Equitant Remix) Sadxmafioso - Owen Gray (Bad Faith Actor remix) Extermination Expression ‎– Jerusalem Master Of Destruction - Al Ferox remix T.G.T.B. - Bizarre Assailment Tzusing & Hodge - LCD Meshes - Уничтожь Всё Что Непонятно (Destroy Everything That Is Unclear) HEART PEAKS - Hammer Action MANASYt - Under the Sink
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solplparty · 3 years ago
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[New Release] 09/01 국내힙합노래모음ㅣ국내알앤비노래모음 https://youtu.be/RCsGKfpze4o [New Release] 09/01 국내힙합노래모음ㅣ국내알앤비노래모음 #국내힙합노래모음 #국내알앤비노래모음 #최신힙합알앤비 [Track List] 00:00 Cthree (씨쓰리), HEEE - 4am (Feat. chanchan) 02:45 Ha rang (하랑) - What you gonna (prod. wavytrbl) 06:01 LOI - 다시 08:40 HwiD (휘디), 아이누 (iNu), KOOPA JADE (쿠파 제이드), REVI (레비) - 오후에 (Oh Yeah!) 11:33 XOR - 불량식품 15:46 이경민 - Baptism of blues 20:07 지우 (ZIU) - GOT IT (Feat. bbaeddull) 🏃‍♂️ Follow us http://luminant-ent.com/ https://facebook.com/flexwag 💁‍♂️ Contact [email protected] FLEXWAG 플렉스웨그
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largando · 7 years ago
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FILENAME: EMO_Xor_DodgyDeals.ipt Header: Dodgy Deals of Xor When adventures arrive in a Xorian market looking all foreign and dim witted, out from the meat flap shanty town tents and dark fleshy pits crawl con men and cultists and wizards keen for a fresh rube. Sometimes they offer something decent or at least leads to an adventure. These could be used elsewhere. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/01/dodgy-deals-of-xor.html
table: DodgyDealsOfXor Assassin selling rot grub in a seashell sealed with wax Assassin selling green slime Assassin selling grub that turns victim into an insane mummy Gardener selling creeper plant that kills victims and turns them into zombie guardians Old murder hobo selling baby mimic Old hunter selling baby carrion crawler grubs Flesh miner selling purple worm egg Wizard selling flesh golem (prone to fits of insanity if angered) Toothless crone selling ear centipedes that turn victims into mindless beserkers Old merchant offers a village for sale and its 6d6 people as slaves Shifty noble selling impressive titles with documents and heraldry Merchant offers healing potions if mystery chest delivered unopened Noble offering murder contracts on his rivals Mature widow seeks husband for legal reasons will pay Priest requires idol to be stolen from rival sect Wizard apprentice offers masters cloning services (will make a few extra on side) Old murder hobo selling maps of caverns he could never finish Shifty guy selling details of traps in a wizards lair full of books Man selling forged documents to claim to herd of goats "easy riches!" Creepy elf selling love potions Creepy goblin in alley selling ingested poison potion Dwarf selling block of ice "quickly I haven't got all day" Goblin selling fungus chunks claims they have magic power Guinea pig folk selling ladies underwear from lands beyond Xor Shifty dude selling pleasure slave octopus folk in cages Man offers chit to enter the secretive glory hole club Pimp offers attractive woman by the actually a succubi Apprentice offers discount spell book but all spells flawed Wizard offers lesser 1HD demon and name amulet to command it Witch selling flying ointment made from babies, must be naked to use Pimp offering cheap but strange prostitutes, actually polymorphed dogs and rats Mutant offering "temporary only" mutation potions Old man claims he can make your boobs bigger by sucking on them, only a gold piece! Filthy homeless man claims is a divinity who can restore virginity by having sex with him Hungry doppelgangers in form of pretty youths invite you to an orgy A horrible fat ogre offers gold coins to anyone who gives him an oiled body massage Goatmen need a naked human for a holy ritual and will pay with a potion Goblin selling a frozen cube of troll flesh going cheap for a quick sale Man selling gremlins in bottles, great pets for the kiddies, going cheap Witch selling a quasit in a lead iron box in return for a virgin Cultist selling an imp in a silver cage requires 4 slaves to sacrifice Strange outlander selling cheap addictive black lotus resin, price doubles each dose Wizard offers to grow you multiple sets of attractive breasts for low low price Cultists selling idol of para elemental lord of evil, claims you can ask it one question Goblin offering bucket of milk with magical powers (24 hours adds d3 CHA) Goblin offers bottle of Xor urine he claims works as a healing potion Goblin offers bottle of Xor blood if released grows into an ochre jelly Goblin selling pointy teeth ready to implant into empty gums and grow Elf selling poems guaranteed to get your lover compliant Bugbear selling pickled human heads Man selling adorable baby bugbears Man selling maps to lost civilization swallowed by Xor thousands of years ago Pimp offering gelatinous blob for good times at low low price Wizard needs to by human semen, gives a silver piece per sample Wizard offering surgery to make you feel unbelievable happiness for rest of life Alchemist requires adventurers to deliver giant suppositories to giant cyclops Wizard offers to enlarge your genitals to horse like proportions, mostly painless Old woman offers you to swim in her magic pool naked to receive invulnerable skin Man offers bets who can beat his 4 armed bone golem, loser gives winner all property Alchemist pimping out flesh golem with wig and bad make up for extra cash Incompetent ogre seeking new best friends, will follow party and mess up everything Healer offers cheap treatments for sexually transmitted diseases Old man offers free oil massages for young musclebound adventurers Woman selling leather belts, hero harnesses, masks, boots and whips Wizard offers to take you to another world far away from Xor Man wants money to not feed puppies to slimy orifice in ground Lady claims will give gold to any man who can satisfy her, actually a shape shifting horror Man selling what he claims to be 8 legged two headed double decker dog Goblin invites you to naked wrestling club (for goblinoids) Mutant selling glowing crystals he found in strange metal wreck Goblin selling tasty yogurt like fluid stuff he found bubbling up from ground Thieves selling stolen goods and picking pockets of any which inspect goods Shifty woman selling trunk of second hand biological sex toys from deceased mom Pimp with doppelganger prostitute that looks like your dream lover Naked old man says he needs help to get out of Xor Troll offering people to stab him in guts 2gp a stab Woman selling mystery sausages from a bone pushcart Man selling cavemen in cages half price Goblins playing dice games Thief with table playing shell and card games Man with mouse organ whacks rodents with mallets to make squeaking tunes Shifty thugs offering loans with 100% per 24 hours, reminders in form of beatings Chess playing ape man bets on comers for silver or food Man selling illegal drugs or slaves actually a constable in disguise Old lady with filthy bucket selling fresh transplant organs, surgery extra Children in coat disguised as adult trying to solicit strangers for help finding vice Elf artist selling filthy scrolls illustrating depravity Tattoo artist with squid man assistant looking for work Cultist offering free sex and drugs if you come to cool secret party Pimp with hobbit harem Bearded man selling hair restoration potions (hair grows coloured inch/hour for life) Man selling magic beans in return for livestock or slaves Woman selling fist size twitching tumors as food Creepy hunchback offering free hugs Dwarf selling extra grip living boots, feed off your dead skin and sweat Cultists selling slaves barley capable of caring for selves after INT drained Elf selling living jewelry of flesh with blinking eyes for gems, gross with no function Wizard offering to change your gender with a spell Wizard offering to swap you head for various animal ones on little cart Molten blob of flesh with face offers to turn you into immortal shoggoth FILENAME: EMO_OSR_Philosophers.ipt Header: Philosophers in Fantasy Philosophers in fantasy rpg's? Not something that springs to mind in most settings. Focus on modes of thought and finding the truth through argument and logic. Study theory of knowledge and ethics. Might offer important knowledge, solve riddles, ethical advice, teaching, expertise. Philosophers ideas sometimes become popular influencing law makers, conquerors, commoners, educators, magicians and more. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2016/12/d100-philosophers-part-1.html elfmaidsandoctopi.blogspot.com/2017/02/d100-philosophers-part-2.html
prompt: Show me: {Pregenerated Philosophers|Philosopher Classes|Disciplines|Methodologies|Styles of Work|Famous Philosoper Endings|Schools of Philosophy|Create a Philosopher } Pregenerated Philosophers table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [!{choice}] table: CreateAPhilosopher ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& School[@SchoolsOfPhilosophy]& Level[@PhilosopherExperience]& Discipline[@Disciplines]& Methodology[@Methodologies]& Style[@StylesOfWork]& Class[@PhilosopherClasses]&
table: PhilosopherExperience Student of philosophy (level {1d3}) Philosopher typically (level {1d4+2}) Teacher of philosophy (level {1d6+4}) table: PhilosopherClasses Wizard, who asks metaphysical and material questions to further magical studies Sorcerer, who contemplates his powers and will and his place in the universe Bard, who tells entertaining lessons and specializes in rhetoric and sophistry Cleric, who follows abstract philosophical concepts, cosmology, eschatology and metaphysics Monk, an athletic philosopher given over to contemplation and self knowledge Warrior, who pragmatically kills people and offers simple brutal wisdom Rogue, who is concerned with linguistic trickery, plunder, power, and politics [![|2|2|2|2|3] PhilosopherClasses >> implode  and ] table: Disciplines Anatomy Physics Alchemy Cosmology Ethics Epistemology Logic Theology Language Mechanics Botany Zoology Hydrology Geology Meteorology Thanatology Astronomy Eschatology Dungeonology Mythology Aesthetics Self Knowledge Geometry Athletics Education Politics Mathamatics Music Warfare Rulership Justice Medicine History Geography Phrenology Numerology Divination Occultism Science Magnetism Spiritualism Immortality table: Methodologies Deep Meditation for months Intense Contemplation of subject Seclusion in [|a cave|a hermit shack|in nature] Starvation, exposure and self abuse Debating other philosophers Getting drunk in a grove and writing Thinking in comfortable chair with cats Breaking taboos on [|sex|food|hygiene|some vice] Living homeless with almost nothing Debating with students Public speaking in common places [|Getting drunk|Drug abuse] Dancing and athletic feats Speaking in courts advising nobility Communing with nature and wild beasts Research in library studying past experts Wallowing in misery Testing hypothesis with experiments and tests Socializing at dinner parties with thinkers Communing with otherworldly entities (tricky) table: StylesOfWork Dialogue Epic Rhetoric Poems Oratory Play Odes Prophecy Monologue Treatise Testament Maxims Codex Letters Hymn Commentaries Inquiries Fables Riddles Aphorisms table: FamousPhilosoperEndings Burned for heresy by church Executed by state for trouble making Made it rich and lived well Involved in despotic take over that eventually failed Offended rich or powerful person Died alone in poverty Died happily married with lots of children Advised a tyrant and died shortly after patron Struck by lightning or other "natural" event Killed by angry mob Eaten by monster (sphynxes common) Died of exposure and hunger War hero who received state funeral and monument Ideas wildly popular during lifetime and a while after death Killed in a fight in pub or marketplace Died after going mad from syphilis and espousing rubbish Died very popular but students split into squabbling factions Works were banned by state or church who burned books after death Killed trying to prove idea or with apparatus failure Taken away by divine beings table: SchoolsOfPhilosophy Fire is the prime element above all others and is the source of everything Air is the prime element above all others and is the source of everything Water is the prime element above all others and is the source of everything Earth is the prime element above all others and is the source of everything All the elements in harmony explain all phenomena All the elements in violent struggle explain all phenomena Earth Air and Water are the true elements, fire is not a thing The elements include a fifth element a spirit filled void that binds all the worlds Para elementalists use combination elements lightning, ice, mist and crystal Quasi elementalists use combination elements radiance, metal, shadow, wood Chaos is the true prime element, law is eternal stasis, inaction and death Law is the prime element, chaos is an entropic breakdown of reality and destruction The balance seeks to keep law and chaos restrained and in harmony to benefit the world Lawful Good teaches to obey laws state of holy law and to be kind others Lawful Evil teaches to use the laws of powerful to benefit yourself at cost to weak Chaotic Good preaches altruistic hedonism, goodness only works with freedom Chaotoic Evil preaches no restraint in killing, cruelty, only recognize brute force or desire Primal Chaos teaches chaos must resist seduction of intellect, thinking and sentience Khaos is a corrupt philosophy where devils used demons to control mindless chaos Good preaches you should help others, be kind and do the most good for everyone Evil preaches selfishness and cruelty, rob the weak and punish them Neutral use good and evil to benefit the self and their own kind as required Elemental Evil claims by uniting evil elementals they will control the universe Demonic Evil study demonic sigils, names, titles to gain power over the world Diabolic Evil study the political machinations of devils and the hierarchy of hell Elder Evil study prehumanoid gods of darkness, their servant races and their history Necromancy studies the power of death, the void, spirits, the underworld and undead Elemental purist select one element, hate all others and oppose one as an enemy Somnambulists study dreams and the dreamlands, illusions a phantasms Celestialists study the angels, archons, devas, cherabim and nature of paradise Beast Mastery study the ways of animal kind, man is just a beast Plant Mastery study the living power of the world tree, herbs and plant spirits Fungi Mastery study the living power of the world shroom, drugs and fungi spirits Healers dedicate themselves to healing others and caring for the sick and teaching Weather Mastery studies seasonal climate shifts and predictions Alchemists study the chemical and occult properties of materials and life Natural Philosophers study all the systems of nature and it's correct balance Materialists claim everything is made of tiny modrons following complex but strict rules Astrologers see the stars for predictions, analysis of problems and movements of gods Anatomists perform dissections to study how bodies work but (but dislike being burned as necromancers or heretics) Stoics are pragmatic and famous for enduring suffering and piety to the divine Cynics say everything will be worse than you think and are pessimistic Realists demand proof and observable examples over word games and pure logic Materialists seek physical explanations and workings of reality Utilitarians try to inflict the most pleasure and good on the most people possible Hedonists say pleasure is the most good but long term pleasure better than quick ones Mechanistic Socialists inspired by dwarves to work collectively on communal machines Morbidism revel in gloom, doom and the pointlessness of life, life is suffering Village Communalism believe everyone should live like peasants and kill the rich Positivists have can do spirit and are always optimistic, it is pragmatic to act happy Fluxians debate the movement of energy and changing states of matter Statics debate the inherent illusion of change, life is eternally recursive again and again Legalists seek to reform everything and are keen to destroy the old order and history Formulists like everything explained with numbers, diagrams and formulas Phantom Realists preach life is a dreamy illusion, if the dreamer wakes everything ends Demonic Mechanists preach all nature animated by invisible demons there is no free will Dualists preach two all powerful beings battle to control or destroy the universe Monists all is part of a single great mindless being, those who understand this know most Aeonists believe world is mashed up from remains of previous universe by a lazy god Devolutionists believe we are reincarnated from monsters and killing them is purification Mediumism believe you can channel spirits of dead or yet to be born to learn of future Exactism practice physical disciplines and the master beats students who fall short Devaism practice meditation and non harm of living for the serious practitioners Bruteism only by torturing and making others suffer can you truly feel alive Tanism practice sex rites and drug abuse to gain enlightenment, critics claim it is bullshit Roulettism believe you only feel pleasure when risking everything for the moment Apeists believe everything is an imperfect copy and free will is just copying others Mono Cosmicism meditate to commune with the world spirit in hopes of release Self Cosmicism meditate to commune with true self and control body and desires Monadism teaches life is related through the first being and we should all love each other Arkanism teaches wizardry is the sun source of science and knowledge and the universe Planarism teaches world is shallow sideshow to the ultimate reality of multiverse Arkane Reptilianism believe the reptile overmind shall return the age of reptiles rule Spherical Recursion teaches world is a hollow sphere within a sphere eternally Cosmic Arborealism shows the cosmos is interconnected by a wood between worlds Octomantic Correlationism pits 8 schools of wizardy in confict as the cosmic trigger Insantism believe universe created recently complete with false memories and history Autamonism teaches everything is clockwork mechanism running down with no free will Atomic Realism claims all things made of tiny cosmic motes with individual soul particles Metamodronism says there is one modron and all are minute parts of it Divine Regalists teach rulers are bound to their lands fortune and fate to the cosmos Universal Judicialists teach justice principles must be applied to all equally forever Hedonstic Realists seek to appoint a ruler to apply pleasure or pain to all subjects Codifiers collect and debate laws for the best justice but feud among peers lots Hegamonists seek to establish a lawful utopia, criminals are to be killed by automatons Consciencialists teach an actual demon and archon watch our every moral choice Egalitarian Selfism preach all are equal and obligated by love to serve society Cooperative Pacifism say all beliefs can be accommodated in name of peace and love Combatists study strategy and warfare and place soldiers above the weak Peasant Realism preaches farming life is best and all other work is a folly Law vs Chaos is all that matters, more extreme the manifestations or conflict the better Good vs Evil is all that matters, more extreme the manifestations or conflict the better Light vs Darkness in cosmic battle are all that matters but a bit more difficult to pin down Light and Darkness are in harmony and the wise person balances these forces Life vs Death are cosmic forces locked in struggle to maintain fragile existence Conspiracist Empiricism believe secret societies and cults control history Temptationists believe godhead makes all events a test to see if souls worthy of progress Indiferentists believe divine made everything but doesnt care and nothing matters Spiritual Evolutionists teach spirits migrate from body to body, evolving towards godhood Glorious Stasis school shows the universe is a great broken machine now in linear time table: PregeneratedPhilosophers Philus the Taxonomer Writes lists categorizing everything and students wrote learn them. Belerend the Observer Experiments with lenses and has a spyglass he uses to spot merchant ships coming into market. Gamus the Healer An expert medic and now monster vivisectionist. Dolrun the Metalurgist Made new stronger metals and now works on metal golems. Sariam the Air Diviner An expert at predicting wind now interested in air elementals. Karill the Elusive An expert debater and legal council now aids wizards making pacts with planar beings. Prianna the Golden An expert at interpreting omens from the gods and their will. Aldmont the Builder Experiments with new building methods and plans settlements. Una the Sage Is a wise woman who is versed in many fields that strangers pay to visit. Radnab the Gorger An expert cook and expert at measuring wealth and good fairly. Kazaam the Mad Preaches to his animal friends and any who listen to his secrets of fortitude and will power. Gudlub the Marsh Man Contemplates in the swamp and has brought peace between men and the frog folk. Poola the Uncaring Preaches on methods of being compassionless, ran away to live with the humanoids after being driven from city. Onigard the Relentless Teaches his students to be resilient and never give up. Perrud the Wise An expert builder, healer and scholar has been teacher of kings and has raised barbarians to civilization. Godrub the Enlightened Is an expert at finding pleasing sacrifices for the gods. Kirralee the Mystic Is a prophetess and sage, her teachings have been recorded by scholars and spread by bards far and wide. Dollrad the Tree Sage Is an expert herbalist and healer who teaches the secrets of trees, some say he was raised to be a druid as a slave child. Orda the Sea Mistress Was taken by Tako to live under the sea and now has returned to teach common folk the lore of the sea king and how to not over fish. Noola the Dragon Sage Was raised by a dragon and is now a premier draconologist who has many secrets yet to reveal despite demands of wizards who crave them now. Ulrab the Corpse Reader Is an expert on workings of bodies and wounds and observation but uses his skills to find murderers and aid the courts. Saldrab the Dabbler Likes to help the common folk and is interested in everything. Has helped improve farmers tools and methods and gave away gold the king gave him to poor. Salradmar the Devious Has aided rulers facing enemies with tactics and tricks but only serves to help commoners not empire builders. Tricemong the Alchemist Is a genius of potions and artificer to kings, some say he is imortal and travels far under new names every few decades. Sanderont the Poet Lives in a grove writing poems and making fine wine, satyrs guard her and some say are her lovers, she preaches living in balance and harmony. Erebran the Brilliant Is a great poet, healer and soothsayer who advises rulers and wanders the kingdoms seeking truth. Merromas the Trollsnatcher An expert in troll lore has many kept in cages, he dissects them in hopes of discovering medicine and healing methods or to recover ancient troll lore from when trolls were civilized and smaller than chaos trolls but bigger than barn or bush trolls. Gorlok the Miner An expert in finding minerals and mining methods, who disappears for long periods into the under realms. Zirria the Beast Tamer Writes lore on beasts and has many brought to her school. Of late she has wandered off looking for wild beasts in their natural lairs. Karad the Despairing Teaches a melancholic philosophy which is popular with slaves but not with church or state. Palidag the Prosperous Turned his brains to trade and now advises kings, some have imprisoned him but he bribed his way to freedom. Ormund the Meloncholic Teaches the gods hate us and do not care, poor are most attracted to this and he has been banished from many lands. Gnudran the Walker Teaches of other worlds and brings back great treasures, often recruits adventures but most die. Elrehot the Shinning One A great beauty who teaches the science of reading character by skull shape. Only beautiful are qualified for this art and she collects many bleached skulls in her study cabinets. Gulden Draas the Doomed One Is an expert on undead, burials and erecting untainted grave sites, he has his study in an ancient crypt and he knows many entrances to the land of the dead. Argandel the Silent A tongueless philosopher who writes texts on contemplation of the universe, his books are copied across many lands. Urfinglad the Comedian Makes witty observations and writes plays actually with hidden meanings, teaches students optimism. Lodron the Sparing An expert in miserly commerce and dividing wealth exactingly. Tirrinagog the Gymnastic Teaches arts of muscular culture and fitness, he claims extraordinary powers through flexing muscles and self confidence. His educational scrolls are sold to scrawnly male youths across the world. Karlestran the Egalitator Preaches the duty of kings is to distribute pleasure and pain fairly among the peoples. A hedonistic materialist, she is often disliked for interfearing in the divine right of kings. Zorond the Wise Teaches there is a single non sentient godhead that manifests emanations that seem sentient which offends most religions even the evil ones. Goramond the Pontificator Contemplates any idea to a fault with slow deliberate logic which annoys most people but his eventual conclusions prove worth while. Colad the Elementalist Teaches all things arise from interactions between the elements and souls and gods are just emergent properties on the elements. Pelanorus the Astrographer An expert on astrology, astronomy and navigation. She made calendar reforms and is consulted for celestial alignments and anomalies. Florian the Numanistic Is a currency reformer and speculator who has reformed economies and helped ruin other states to allow hostile take overs. Zebagora the Nullist Teaches nothing is real except suffering so everything is permitted. Carnab the Randomist Teaches everything is just luck including magic. Askilan the Linguist Analyses language in complex ways that just alienates people or is used by smug posers who want to seem clever. His school does offer good language studies however. Dunslinor the Maker Theories future life will be autonomous magical constructs but mostly his school makes golems and war machines for kings and armies. Tearon the Mechanist Teaches all life is just souless constructs made by gods as toys. Orinid the Eschatologist Studies possible ends of the world, disasters and doomsday and she is often consulted by important persons when bad omens appear. Runewald the Diabolist Is an expert on devils, demons and true names of evil. Cormen the Thanatologist Studies the nature of death and the inevitability and futility against the reaper. Keramane the Vivathrope Teaches secrets of health and vitality using unusual anf exotic treatments. He often feuds about the effectiveness of his methods with other healers and charges a fortune for his treatments. Dorlen the Magnetist Uses mesmerism to treat patients and perform demonstrations. Korelon the Minimalist Who teaches how to do more with less and has the cheapest rates. Arbornan the Forester Has abandoned civilization and entered the sylvan worlds of satyrs and elves and tree folk, he rarely shares secrets with humans anymore when he once advised kings. Kameran the Musicologist Theorised relations between matter and song and the structure of the universe, recently began studying bards and musical monsters. Ormond the Occultist Is an expert in occult theory and logic who has outwitted wizards, cults and sorcerers on behalf of rulers, he is angered by shams and fears of magicians and teaches magic only to overcome it and tyranny, his theory is stripped of supernaturalism and based on materialism like a science. Dernaldra the Diviner Interprets the obscure poetic prophecies of seers and mystics. Keladamaranad Was raised by witches and now free teaches mental discipline and mystical self contemplation. Solitary monks are his main followers who abandon common lives studying his doctrines. Uron the Defiler Teaches the only way to true knowledge of the self is by breaking laws and taboos, so fornicating and drug abuse and murder are practiced by cults. Some followers reject these cults as debased and evil hedonists who miss the point of the teachings, Uron himself has been bricked up in a prison for decades some say. Ardjat the Martialist Is a martial arts teacher who only teaches fighting to those who learn his mystical philosophy of peace and balance. Many rulers and warriors come to him and he rejects them. Torjataran the Peacemaker Travels the wold trying to end conflict between rulers and contriving situations to benefit each other. Many followers have been massacred in the past. Kerlana the Unicorn Queen Is a great healer and peacemaker believes monster hordes can be dealt with and lives amongst them to influence their leaders. Most cannot understand how she does not get killed. Zentran the Iron Mind Teaches strict maxims of uncaring selfishness and strength. For the underconfident he can help make them more assertive, for the already over domineering his teachings turn them into maniacs. Zentran currently is mad and in and out of prison or homless in the mountains. Tollrenol Studies the philosophy on non humans especially goblinoids to learn their thoughts and non human philosophy. Most humans don't appreciate his efforts branding hima traitor. Very few see worth in his studies and encourage him and copy his research. Orizihad the Dualist Caame from the wasteland with a philosophy of absolute law vs chaos extremism that caught on with the mob and kings have used to justify war. Horace the Egalitarian Preaches all people are equal and all wealth should be divided among community by philosopher kings, wealthy and nobility hate him, commoners love him. Kalegax the King Slayer Learned dwarf philosophy of society as a machine and individuals as cogs for the collective state. He has taken this to human lands and caused unrest among poor. He teaches rulers are subversive and against the people, a kind of parasite, his teachings are forbidden by many states and his followers have been caught using dwarf weapons from ancient caches. Corilandra the Celestial Contemplates otherworldly intelligence to seek wisdom and has made strides in questioning other beings, strange cults have begun to sabotage her work. Chrystantine the Examiner Is a skilled assessor of value of things, opportunities and her advice is sought by kings but she only offers advice for peaceful and lawful purposes or defence. Erabos the Defender Protects the commoner in legal battles with the state or against the nobility. As fame and popularity increased there are important people who want him dead and poor ready to make him a saint or riot if any harm her. Ganandru the Overcomer of Obstacles Preaches a philosophy of heroic struggle against the odds. This is misused by some elitist noble sects but also loved by poor fanatics who throw away lives to better their communities. Many individuals use teachings to achieve great ends. The master has been in hiding for decades shamed by those who misuse teachings. Unrihad the Slayer of Ill Thought Teaches pure contemplation and eradication of selfishness and evil. Many followers retire to live as asthetics which has radically altered transmission of wealth and reduced inner family murders and intrigue in noble houses. Traditionalists feel threatened by this. Gunupratanan the Remover of Barriers Teaches meditation and inner mastery, followers shun wealth and can endure many physical torments. The master is deep in a cave meditating among spiders and cobras shunning the world of materialism. Zoranadagor the Flesh Render Teaches flesh is weak and self abuse and starvation help you become godlike. His students exhibit magic powers but one sect are becoming increasingly linked to demonic cults. He dwells in a ruined dungeon shunning humankind. Eronaghast the Gazer Looks beyond to the stars to see mysteries within. His star gazing sect are uninterested in astrology or recording movements of the stars merely staring into the stars. Followers have been building towers away from civilization for this purpose, the master has stared so long his eyes are white and blind but he still spends nights staring into space. Genaridon the Saurian Teaches reptilian wisdom is the best and helps followers awaken memories of their incarnations when reptiles ruled. Many other scholars warn he is being duped by serpent men wizards and implore kings to banish his school. Orbrihanus the Great Sage Collects books from around the world and has opened libraries and schools. Recently she has sent scholars to teach literacy to the poor which has outraged priests and nobles. Bonbisat the Terrible Travelled to ancient places of power and learned strange secrets from prehumans and the Arkons. Now she has returned to start a school and has been teaching meditation and magic to commoners which has angered the authorities. After she resisted them easily and threatened nobles with her power all fear and shun her. Payadstarum the Deviant Has established a nation wide sex cult among the mercantile classes teaching magical power and enlightenment come through orgies and drug abuse. The sect has become secretive and increasingly includes nobility. Zerodnar the Winter Sage Lives in the snow far from civilization in lands of mostly darkness. His followers expose themselves to cold and ice and fraternizing with races of the ice flows becoming increasingly distant from the world of mortals. Begorax the Dominator Teaches strategy and the will to win at any cost. Nobles send him their sons and he incorporates them into his fanatic sect ready to take over the state. He plans a new society base on pillaging, slavery and brutality. Uldragax the Spelunker Was a natural philosopher seeking to go as far down into the deeps as possible to learn what is inside the world and what or if the world is supported by. His students have been exploring the deeps and many have disappeared. His school has many maps and detailed information of the under realm. Voronian the Scarlet Sage Operates a school and library but the cloistered students are not passive or weak. She teaches wisdom must be torn from the world and that the ignorant must sometimes be overcome by force. The scholars have even been acused of stealing from private archives but they provide knowledge to seekers on request for a minimal donation. Erodnar the Invulnerable Teaches iron will and immobility to his monastic students who prefer to study in isolated mountain libraries and scriptoriums. The master and students have little interest in the affairs of the world but might intervene occasional if provoked or debated. Oolanskaad the Mystic Abandoned conventional logic and sought truth through silent meditation in isolated wells and caves, he awaits signs of the apocalypse the only thing that will make him return to civilization with his scattered pupils. Maagdeborg the Chosen Is an expert in ancient and lost kingdoms and their philosophies. Students collect samples of writings and artifacts and the school studies them to reconstruct the past. Konisgaren the Dreamer Examines the hidden realities of dream and nightmare lands. Glorimunuk the Cynic Teaches meloncholic rules and maxims for living in a horrible uncaring universe, likes to adopt elderly and sickly dogs. Morgalan the Explorer Travels the world to confirm her theories of natural philosophy. Also works on ship design and testing them. Knargran the Interloper Writes theories other planar life and works on gate devices to hopefully explore other dimensions. Eloran the Whisperer Teaches chaos can be dealt with, controlled and used by law which inspired numerous lawful evil rulers and chaos came to call their subjected kin Khaos. Kirrilos the Pragmatic Teaches you can enslave and use beings of chaos to labour and pay for their crimes rather than just kill them, later he began setting up camps and selling their hair and body parts and fertilizer before priests and paladins drove him away into hiding. Wardran the Idiot Preached to chaos church that sentience and technoogy are too lawful and taught followers to use trepanning to free themselves from the lies of law and order. Vordran the Warped Teaches chaos is not to be feared and mutations are heroic. The philosopher is now a gelatinous mess of eyeballs and slime but he still preaches the cosmic secrets he has learned to those who visit him in his pit. Koolaman the Lucid Teaches seeing through illusions and false hood with his 27 rules of verification. Lorinastra the Lawmaster Contemplated the mysteries of cosmic law from her slumbering tower and now she has made mechanical constructs from her arkon sent knowledge to serve her and order. Her sect hides in isolated places to await for chaos incursions. Many of her students wander the land and cities looking for agents of chaos to be reported and destroyed. Krotunis the Pure Specializes in cleanliness and moral hygene to avoid the taint of chaos. With ritual bathing and examination of naked persons, the students of Krotunis can determine if a subject is tainted. Students have filled libraries with volumes on bathing and avoiding chaos popular with fanatic and puritanical zealots. FILENAME: EMO_OSR_DungeonPheromones.ipt Header: Dungeon Pheromone Types I started reading about this when I saw a documenatry on a lamprey infestation of the Great Lakes and how pheromones helped beat them. Developing things that attract females and others that scare them made a push pull plan that helped beat them. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/dungeon-pheromone-types.html
prompt: Show me: {Pheromone Potions|More About Fantasy Pheromones } Pheromone Potions table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}& {choice=='[{$prompt1} >> replace / /\/]'}& [@{choice}] table: MoreAboutFantasyPheromones [#{rep} PheromoneDesc] table: PheromoneDesc Using Pheromones in Fantasy
Xor In my Xor setting pheromones are a common potion type and often keyed for specific purposes so I wrote up this table of interesting ones. In other settings pheromones and scent based-chemicals could be useful. Planet Psychon would work fine. Druids and animals - pheromones as text As I wrote about along time ago Druids, learning animal languages, can also read animal scents and possibly some skilled hunters might do this to a lesser degree. Scent marks are like writing for animals or at least graffiti. A fluent animal scent reader can identify the gender and health of a scent maker and can tell if it is a dominant pack member, how big its territory is and how often it patrols. It can be annoying that your cat-man follower rubs himself on every door frame and pisses briefly at every intersection, but they sure know when they come across their own or others' scents, which can be handy. Goblins could be pheromones sensitives They leave territorial scents and even barracks might be scented for goblin caste or status. When a goblin tribe reaches a certain size the chief develops more HD and his immediate elite followers grow bigger. Possibly this causes hobgoblins and bugbears develop, or pheromones in a concentration cause goblins to become cannibals and then morph into new forms. Goblin creches might release a calming effect to stop cannibalism. Goblin tunnels might have chemical trails marked for long trecks and trade routes. A well traveled trail feels safe. A weak one-way trail scares goblins as it might be a monster lair. Concentrations of goblins might effect their aggression or reproductive pheromones. Some pheromones might trigger mutations or adaptions to new environments. When you kill goblins their blood gives off pheromones that warn others, making their women and young retreat and enraging leaders and warriors. Being covered with their blood might make things worse. Elves might manipulate goblin pheromones to enslave them or settle them as barriers between elfland and human lands. Elves might control goblins' aggression and breeding output or use to mutate certain strains. Possibly demons or chaos things might manipulate goblins this way. Bugbears' and hobgoblins' odours might make goblins submissive or wary. Some Common Pheromone Types &
& NecromonesReleased on death makes others afraid (or other species hungry)& CalmingMakes species relax, possibly released when submissive or mothers norsing& TrailLike ants might leave markers, common trails read as safe, one way as risky & TerritorialMark borders of a territory of group or a gender or individual& RoyalLeaders produce scents to command their followers& SexArousing odours or signals to atract mates& SignalModifies behavior typically makes more sexually receptive or defencive& PrimerTrigger physiological developments or mutations or suppress others from breeding& EpideicticTell other females not to lay eggs or breed here& AlarmAlerts group to danger some might be specific like fire, intruder, boss in danger& AggressionMakes colony ready for war, flood, or disaster& AggregationMakes come together for breeding or other purposes& ReleaserAlters behavior for example mother rabbits use to make babies nurse& RecognitionDetect own tribe or detect close kin to avoid inbreeding& MarkingMark some eggs as queen and others as drones or other uses&
Hostile Species use of pheromones Some species use pheromones to disguise themselves and infiltrate a colony Some might alter behavior of a colony for own game Some might use as lures for traps Follow prey trails or set up ambushes on trails Prey may recognise and fear predictor scents Parasites rewire prey to be attracted to predator scents to pass themselves in food chain Physiological Changes From pheromones Plants if alarmed might produce toxins or tannin to make themselves taste bad Mole rat queens suppress puberty in other females so only they breed Colonies might produce specialists like more soldiers or specific workers Pheromone Potions Alchemists might be able to extract pheromones and possibly shamans especially non human ones might be able to make or uses a few types of pheromones. A druid being a shapeshifter would find it easier to create potions based on their first hand knowledge. On Xor or Psychon specialist pheromone potion users would be more common. Some creatures might leave scent trails or musk or urine or feces or organs like glands that easily make potions. Tears, sweat and other fluids might be source of potions. Potions vary in prices from cheap from wild shamen and druids who use them often, but mostly they are rare and expensive. People apply them to themselves or near dungeon air intakes. Scent carries at least 100 yards in a dungeon and becomes intense to recipients to within 30 yards. When applied outdoors the air may carry the scent up to 100 to 300 yards or more but if the air is still or the wrong direction only about 30 yards. Outdoors intense reactions are only 10 yards. Recipients might get a save with milder contact but none with intense dose. Some especially primers need contact. Royal types need to be eaten. Versions that effect animals work on normal size and giant size versions or beast men versions and possibly magical hybrids Potions are highly refined and function differently to natural pheranomes Feel free to replace species rolled with something similar or suitable for environment &
& Very Common Potion30gp& Common Potion100gp& Uncommon300gp& Rare500gp& Very Rare1000gp&
table: PheromonePotions Goblin Necronomes make them uncomfortable and start to flee and reduces morale Hobgoblin Necronomes make them violent and warlike with bloodshot eyes Bugbear Necronomes make them hide and prepare ambushes Mindflayer Necronomes make them wary and begin to retreat or hide and call for minions Lamprey Necronomes make them retreat even jump out of the water in blind panic Shark Necronomes make them hungry and look for corpses to eat Goblinoid Calming agents cause them to be more interested in grooming or socializing Owlbear Calming agents make them fluff up and sit in nests or have a dust bath Rust Monster Calming agents make them feel sated and curl up into slothful state Carrion Crawler Calming agents make them slow into a torpor and lose appetites Gelatinous Cube Calming agent makes them slow to a halt and not react to motion Ochre Jelly Calming agent makes them stop and flatten into bubbly jelly pools Ant Calming agent stops colony states of alarm or aggressive making them sit still Ant Trail can be used to lure ants into traps or slow them with complex crossings Termite Trail is used to lure termites to wooden structures as act of sabotage Slug Trail makes other slugs stop to eat the trail to see what interesting things rivals eat Carrion Crawler Trail makes other crawlers follow in hopes of stealing rival victims Gnome Trail makes gnomes follow the trails marching in line and sing songs Green Slime Trail lures the slime away to somewhere dangerous to it or a container Feline Territorial scent makes them avoid areas if extracted from larger cats or group Canine Territorial scent makes them avoid areas if extracted from larger pack or animal Bee Territorial scent makes them look elsewhere but might make them prepare for war Kobold Territorial scent makes them rush home and tell chief who sends envoys Orc Territorial scent makes orcs wary, some scout area while rest rush home Goblin Royal jelly makes a goblin change into a sub chief and a further dose Bee Royal jelly makes a bee grub grow into a fertile bee queen Ant Royal jelly makes a bee grub grow into a fertile ant queen Termite Royal jelly makes a bee grub grow into a fertile termite queen Dinosaur Royal jelly makes dinosaurs grow extra HD if fed to as baby Leech Sex scent attracts aroused leeches to swarm on target Goblinoid Sex scent makes goblins constantly aroused and think about horny Hook Horror Sex scent makes them seek a mate, without one they tear themselves apart Beholder Sex scent makes them slobber and drool crying out for a mate Grell Sex scent makes them seek source and entangle it and become aroused Tiger Beetle Sex scent makes beetles drag chunks of meat to source to seduce a mate Unicorn Sex scent makes unicorns more attracted to virging human females Goblin Signal makes tribal members start cannibalising elderly and weak members Baboon Signal makes lady baboons butts swell up and attract males Dragon Signal makes them crave humanoid virgins to eat to stimulate their reproduction Owlbear Signal makes owlbears shuffle about on all fours and rub their butts on walls Goblin Primer makes goblins have a chance of mutating into hobgoblins Hobgoblin Primer makes hobgoblins have a chance of mutating into bugbears Hydra Primer makes them grow a extra head Dragon Primer accelerates their development into next growth stage after a binge of food Ogre Primer triggers mutations that make them more hideous Faun Primer changes them into more magical satyrs Locust Primer changes them into larger (+1HD) carnivorous (d6) cannibal specimens Orc Primer changes orc into a leader which might lead to inter tribal conflict Slub Primer changes slug to larger +1HD version Troglodyte Primer changes them into a leader type with extra HD Displacer Primer turns a panther into a displacer beast Gnome Primer turns a gnome into a dwarf but they save to resist and try to avoid Mutant Primer stimulates development of new mutations Wasp Epideictic prevents them attacking person covered in scent Carrion Crawler Epideictic prevents them attacking person covered in scent Griffon Epideictic overcomes urge to eat a horse and makes them receptive to mating Ant Alarm triggers colony defenses making them seal doors and hide children Goblin Alarm makes the colony entrench themselves and seal lair entrances Hobgoblin Alarm makes them ready armour and weapons and prepare tight formations Gremlin Alarm makes colony hysterically flee the area abandoning everything Kobold Alarm makes them retreat to lair while setting and arming traps Dragon Alarm makes them alert and listen and smell for threats and prepare to fight 63 Goblin Aggression drives them crazy bouncing, biting, scratching and screaming Hobgoblin Agression makes them furious, swear and break formation Bugbear Aggression makes them come out of hiding, foaming at the mouth screaming Kobold Aggression makes them over run their own formations and traps towards smell Dragon Aggression makes them angry and violent and initiates a rampage Swine Aggression makes pig beings grow furious and roam looking for fights Bee Aggression makes them angry and attack anything in territory or near hive Ape Aggression makes them scream and fight anything or each other if no threats Rat Aggression makes rats crazy attacking any non rat near their lair or the smell Troll Aggression makes them howl and bite each other and themselves in fury Hyena Aggression makes them howl, laugh, snort angrily, and snap at anything Dwarf Aggression makes them bite their shields and foam at the mouth beserkly Frog Aggregation attracts frogs of all types in area and often starts them spawning Locust Aggregation makes them gather into swarm then begin to eat everything Leech Aggregation makes them swarm to mate and then feed Orc Aggregation makes a horde gather and inevitably a leader declares a war Halfling Aggregation makes them assemble for a giant picnick or party Gnome Aggregation makes them hold hounds in ever growing circle dancing and singing Harpy Aggregation makes them swarm over area shitting and vomiting filth and swearing Kobold Aggregation makes them gather with tools and dig a functional dungeon complex Spider Aggregation makes them swarm and cover in web or build nests if not spinners Scorpion Aggregation makes them gather in swarm and challenge each other Bat Aggregation makes thousands of bats swarm to location squeaking and flapping Shark Aggregation attracts dozens of sharks who swarm mercilessly Rabbit Releaser makes rabbits swarm thirsty for milk and suck on everything Manticore Releaser makes them stop being jerks and playful like kittens Dragon Releaser makes them want to sit on treasure mounds or nests for days Goblin Recognition makes them accept you as goblins in community Ant Recognition makes user seem to be a ant and accepted in colony Leech Recognition makes them not want to drink users blood Ochre Jelly Recognition makes them not devour users Slug Recognition makes them think user is one of their children Dragon Marking makes dragons of same type extracted from mistake user for kin Spectral Hound Marking lures a interdimensional horror to the marked victim Bee Marking makes them take user to hive and feed royal jelly too Lycanthrope Marking makes them seek to inflict the target with their infection Minotaur Marking makes them attracted to subject and able to follow anywhere FILENAME: EMO_OSR_LoveInterests.ipt Header: Romantic Fantasy Love Interests I did several of these for super hero gamers in the past and could do another. I thought a fantasy version would be handy for love-interest spawned adventures. This table is made to be gender neutral; I have lady knights in my setting. This is a good table to roll for everyone between adventures possibly with carousing tables or as a alternative for less grubby adventurers who seek romance rather than wizard clap and gambling debts. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-romantic-fantasy-love-interests.html
table: RomanticFantasyLoveInterests A young farmer catches your eye but they are wary of your kind. A common rural tavern worker strikes your fancy but their creepy parent not pleased. A seasonal farm labourer who has traveled far invites you for a drink. A attractive youth invites you to a party but it is full of sleazy hipster flagellants. A attractive young shepherd is lonely and invites you to join them for a picknick. A youth who plays a instrument invites you to hear them play in the woods. A kindly attractive youth seems interested but has strict religious parents watching. A attractive youth keen to spend time with you but has d6+4 over protective siblings. A shy youth smiles sweetly at you bat has abusive cruel parental taskmaster. A striking youth finds you attractive but family are secret cultists wary of strangers. A cheerful youth invites you to tavern, they have a revolting life span reducing job. A handsome militia guard offers to show you a good time and keep you safe. A shy house servant keeps bumping into you while running errands. A cocky homeless youth selling stuff from a pushcart keeps making saucy comments. A hard working cook sends you tasty commoner treats and packed lunches. A hardy labourer whistles at you while working on building sites. A burly butchers lad sends you pig trotters and head cheeses of finest quality. A rat catchers apprentice avoids talking work but quite charming, probably not were rat. A junior scribe sends you poetry and has been drawing you from afar. A aprentice print maker sends you slightly flawed prints, studios main work is filthy porn. A shifty hooded youth has nice used goods for gifts, member of a bandit gang. A charming youth is a gang leader with a small army of street urchins. A well dressed commoner regales you with amazing stories actually in the beggars guild. A sharp tongued youth interested in you is actually a member of the assassins guild. A armed youth asks you about a past follower member of bounty hunters guild. A well to do suave bastard is actually a thief guild member and spy. A fancy dandy is actually a professional duelist who picks fights for a living. A young larikan performs slieght of hand tricks and is of course a thieves guild member. A professional seducer and con artist decides to prey on adventurers for easy gold. A attractive prostitute develops a unprofessional attraction to the adventurer. A well dressed youth of a merchant house sends gifts of embodied handkerchiefs. A rakish youth of a merchant house invites you to a party in a private club. A noble you invites you to a inter family horse race which tends to end in a riot. A rascally youth of a good guild family invites you to a secret sewer pit fight. A mysterious foreign trader treats you like nobility but trades in slaves and drugs. A older but wealthy merchant clan head sends you gifts and letters. A older wealthy merchant seeks marriage for legal reasons mostly. Attractive youths of rival merchant houses compete for your hand till the bloody end. A grubby but welcome exporter of goats demands you marry them goes mad if refused. A creepy guild master offers you taste finest wine ladened with a love potion. A attractive knight declares love for you and demands a quest to prove their love. A weary old war hound seeks to retire with wealth and seeks a unconventional partner. A important officer seeks your hand but has covered up a terrible massacre. A important officer seeks your company but they love conflict and war. A old knight wants you to marry into his clan to improve the bloodline. A charming officer seems attracted to you but is actually a foreign agent. A wild frontier commander with a brutish gaze monitors likes you but is a werewolf. A charming and sophisticated knight admires you but is a member of a cult. A romantic knight tries to seduce you and declares you to be their one true love. A war weary knight invites you to their lonley keep on the moors. A attractive noble seeks your hand but manour has corpses of last marriages hidden. A stunning noble likes you but their family are cursed and live in a haunted manour. A noble youth enoys your company but family want them dead for the inheritance. A eccentric decadent youth craves company but wicked cultists seek to corrupt them. A noble youth likes you but family in sprawling manse are mad wizards. A noble youth finds you attractive and parents now want you dead. A noble youth invites you ta a fancy ball full of fancy snobs and local rulers. A noble youth invites you to a posh garden party as a novelty guest. A noble youth stabs someone hurling vile abuse at you defending your honour. A foreign ruler sends you exotic gifts and invitations to join them. A nun or monk has been admiring you and writing of your deeds, they might be tempted. A member of the clergy has become tempted by you despite the church not approving. A religious student is obligated to be celibate but has become sorely tempted. A druidic holy person invites you to cavort with supernatural sylvan festivities. A holy person invites you to perform public fertility ceremony on a high holy day. A corrupt old holy person seeks you to be their secret lover and sends you gifts. A holy person from a sect allowing marriage is interested in courting you. A paladin or holy warrior of a sect deems you a worthy partner with only a few changes. A cleric has renounced their holy vows to pursue you and will go crazy if rejected. A priest of a evil cult invites you to be their consort and engage in evil rites. A scruffy young apprentice has been following you about clutching their robes. A talented young apprentice has been studying you and has fallen madly in love. A sleazy young wizard has decided who to use their charm person spell on. A elderly wizard has decided you are their dream lover and will try to possess you. A wizard wants to buy a cube of your flesh for no particular reason, honestly. A wizard offers to grant your wish within their power for your hand. A wizard offers you potions and magic for you to be their lover. A wizard is going out with someone who looks just like you made with magic. A wizard has decided to kidnap you so you will learn to love them in a dungeon. A wizard promises to destroy your friends or a town if you dont marry them. A dwarf noble offers your parents iron ingot and weapons for a betrothal. A earthbound elf loves you and is bannished from people for this forbidden love. A well of hobbit with a huge pleasure burrow offers you to be lover. A gnome offers you gems, gold and magic item to be live in lover. Attractive love interest is actually a doppelganger agent of evil. Passionate attractive love interest is actually a lycanthrope. A half orc declares you to be one true love but prone to furious rages if rejected. A beast person from the wilds is attracted to your scent and has been following you. A shape shifting dragon in human identity decides a dalliance with you would be fun. A humanoid king has fallen in love from afar with you will try gifts then kidnapping. Attractive love interest is a shape shifting spirit folk, kin to plants or mountain or river. Attractive love interest is a shape shifting spirit folk, kin to animals type. Attractive love interest is possessed by a spirit who fell in love with you and took a body. Attractive love interest is a a spirit who lives in a painting and exits to see you. A lich has seen you in his scrying pool and now wants to trick you into being their mate. A elemental abhuman from another dimension saw you through a portal and loves you. A half demon or devil changeling has decided you are their true love. An attractive elf from the other side offers you eternal life in elfland if you marry them. An angelic being or arkon or deva fall to earth for unholy love of a grubby mortal like you. A deity in disguise really wants to have way with you which always produces a baby. FILENAME: EMO_Roadwar_InterzoneEncounters.ipt Header: Interzone Encounters for Murder Highway Surrounding the great sprawling cities of Sydney and Melbourne are increasingly desolate wastelands. Around the walled cities are the Slumburbs, remains of the old suburbs filled with mostly unemployed and criminal classes. Then there is the Interzone, a semi-controlled space mostly between the electrified razorwire zombie fences and the huge concrete defensive walls protecting the real city. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-interzone-encounters-for-murder.html
prompt: Show me: {About Interzone|Interzone Districts|Slumburb Districts|Occasional Locals|Quick Interzone Antics|Interzone Encounters } Interzone Encounters table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]& {$prompt1}
& [end]& [@{choice}] table: AboutInterzone [#{rep} AboutInterzone2] table: AboutInterzone2 Surrounding the great sprawling cities of Sydney and Melbourne are increasingly desolate wastelands. Around the walled cities are the Slumburbs, remains of the old suburbs filled with mostly unemployed and criminal classes. Then there is the Interzone, a semi-controlled space mostly between the electrified razorwire zombie fences and the huge concrete defensive walls protecting the real city. Inside the real city, law is absolute and only those employed by corporations and their spoiled families are permitted. The CBD is a luxury paradise mall megaplex, a playground for the rich that death racers will seldom see unless they make the A-league. Air transport is prefered for most important goods by airship freighters or hypersonic aircraft launch from the urban zone, allowing the rich to never soil themselves or see the poor. & & Interzone is more interesting. A chaotic hive of criminals, corporate agents and lawmen. A maze of cyclone wires, cargo containers, cables, warehouses and garbage. Where shifty deals and black ops are commonplace. Factories and common industrial workers are commonplace. The workers are expendable casuals many who live in the sprawling slums. Many technical staff live in tiny cargo crate apartments or factories dormitories. Managers live in the city. Many who live in the interzone in industrial facilities not allowed within city walls. & & Most of the Interzone is inside superstructure of the walls. The sky is seldom seen. Metal girders, frames, metal walkways and stairs cover walls. Air and drain lids and metal staple ladders are common. Many spaces are poorly lit with areas public gather in are the best. & & Many death races start from such areas. Garages and transport bays for cheap land transport are based within interzone. Bus depots, truck stops, parking garages, auto factories are all based in the Interzone. Some rail lines especially coastal lines and underground trains still function and stations are operated from the Interzone also. Most rail lines in the wasteland have been destroyed by gangs and have been abandoned. These yards and abandoned factories within Interzone are full of gangs and unregulated persons. Occasionally rumours of plague carriers and zombies bring in the clean squads to kill everything but the inhabitants know where to hide. & & Possibly there are ways under the walls in sub tunnels but they are dangerous, with bars, fans, toxic waste, steam and boiling water. Black market dealers can provide temporary false ID. Rumour has it gangs in the abandoned districts might help you for a fee. Corporations can provide temporary passes. If your rich enough or famous with a sponsor you might buy citizenship. Yoy could also lose citizenship if you are broke or contaminated. & & The law operates several huge districts for highway patrols. Plainclothes secured compounds and seized goods take up acres of warehouse space. Customs operate their own district and who gets in and out. Private security corps also have compounds. The military operate forts with barracks and weapons to fight zombies and occasionally corporate security when tax evasion or emergency nationalisation of assets is required. & & While crime and scams and fights do break out in the Interzone no participants want the ultimate force on hand to eliminate all combatants on hand. Elite armed forces, choppers with miniguns and even drones can be called in to end a fight. A few stray pistol shots might be ignored away from a secure point. & & "Now mind your business and don't make any trouble while you're here. Otherwise you might never be let back in or you might never leave" Choice Vehicles & Cars in interzone tend to be new models or refurbished old models and look clean and highly decorated. Scooters and bycycles common for working residents. Police vehichles like patrol cars, interceptors and APCs are common. Unkept filthy wastelander cars are refused entry frequently or admitted temporarily for repairs only. & & Vehicle Arms & Many vehichles well armoured, machine guns and more advanced modern weapons available but in fact almost any weapon can be found in black market or corp or military compounds. & & Weapons of choice & Pistols are common arms among commoners as are knives. Mostly oficial lawmen or security use machine pistols or SMGs or bullpup assault rifles. Tear gas grenaides and other chem agents are frequently employed in riots or cleaning out abandoned areas. & & Food & More modern and international cusine is popular here compared to outsider slumbs. Very little food resembles anything natural food. Most poor eat soylent, algae and yeast based foods with added nutrients. Truckstop diners stock hamburgers and vat grown meat as may riggers reward a cross country haul with a big budget meal. Beer and boxed wine are popular and homebrew and still mad hard liquor popular. Better food is found outside the zone. & & Tech & Mostly clean, modern and working order but rundown increasingly in worker habs and abandoned areas. & & Dress & Uniforms and overalls and high vis work wear are common. Helmets and work goggles, knee pads are common. Heavy protective coats common and bullet proof vests or flack armour common with lawmen. T-shirts and track suits are common casual wear. Fine fashion or feral wear stands out. Abandoned areas are increasingly feral. & & Hair & Short back and sides and shaved heads common with law makers and workers and lice outbreaks in worker housing make clean shaven an advantage. Lots of truckers and older engineers like big beards. Trendy hair or gang cuts stands out. Ferals in the abandoned areas increasingly punk or with dreadlocks. & & Footwear & Industrial work boots and sneakers mostly. endtable: table: InterzoneDistricts Secure Checkpoint - for personel with metal detectors, xray baggage scanner, drug dogs, APC Secure Gateway - for vehicles, gun turrets, truck weigh post, car traps, combat troops Truck Stop - full of trucks, diners and garages, death race teams and sanctioned op bases Redlight District - prostitutes, casinos, nightclubs, street stalls, black markets and drug dealers Warehouse - most secure corporate storage, some more run down with squatters and gangs Industrial - factories, work shops, refineries, sweatshops, recycling plants and worker barracks Residential - apartment blocks, shanty towns, homeless shelters, street sellers, Law Enforcement - secure bunkers, compounds, barracks, motor pools, airfields, prisons NoGo - fenced off areas with wrecked cars and buildings, law shoot intruders on sight Abandoned - ruined rail yards, empty factories, burned buildings, garbage dumps, table: SlumburbDistricts Shopping - decaying shopping malls, rows of shops, produce markets, black markets Parks - overgrown parks, with rusty playgrounds and feral children, gangs playing sport Ruins - housing areas often burned and wrecked, crawling with feral gangs Ghetto - densely populated apartments and houses, with additions built with garbage Gangland - gang districts, often fortified and lawless, burning oil drums in street Waged - housing for corporate workers who work in interzone factories Boxtown - homeless humpies, shacks and shelters built from garbage for semi homeless Sprawl - a expanding new highly dense antonymous slumbland independent of city Public - ruined remains of community centres, hospitals, schools, gyms and other facilities Agricultural - reclaimed as farm land with poly domes and crops, usually well guarded table: OccasionalLocals Riggers and truck crews in work gear, usually struggling business owners and contractors Factory workers in uniforms with tools mostly residents from corp apartments or outside Shifty criminals lounging about looking for deals, often representing gangs or syndicates Prostitutes strutting about dressed to impress, serving all tastes and the best dresses Urchins scarpering about cracks and spaces, many living on the streets Police or security on patrol looking for trouble makers or performing search and seizures Corporate class managers, suits and investigative agents touring corp interests Ferals from abandoned areas or on day passes for business, usually tring not to stand out City visitors slumbing it for business or curiosity standing out in their CBD fashions Freelance agents including sanctioned ops or undercover agents here on business table: QuickInterzoneAntics On their way to work On their way to somewhere to eat and drink On the job, working on something in public Criminal or corrupt behavior, gambling most common Publicly arguing about [|sports|law|TV|bets] Publicly [|drunk|smoking|abusing drugs] Fight breaks out, results in [|murder|shootout|robbery|gang fight] Public Gathering - [|strike|riot|kangaroo court|angry mob] Watching TV [|sport|death race|disaster|election] Public games - [|aussie rules|cricket|beer drinking|shooting] table: InterzoneEncounters Miserable workers loading into huge elevator to work Police searching people in the street Gangs have a quick shoot out then flee A man is stabbed in street and attacker flees bleeding victim Protester complains about unfair conditions makes a speech then flees Police beat a person in the street with truncheons Famous death racer signing autographs Street urchins fleeing cop run down a drain Police gun down armed terrorists in the street Mob have rounded up a mutant and call for hanging Everyone talking about latest death race Everyone drinking and cheering about sort result Mob form around bare knuckle boxers and make bets Urchin throwing shit at security guard Suit wearing managers with security detail on tour Under cover cops shoot criminal in street Priest gives speech warning about apocalypse Old hysterical drunk complaining about tentacled thing in drains Man with no limbs begging Man selling car parts from box in street Drug dealer asks if you wanna get high Prostitute asks if your lonely Suit jumps from upper pylon of superstructure to death Deathrace recruiter from C-grade league asking Man selling plague antidote claiming a secret of corp classes Eyes staring you from air vent in wall Bounty hunter dragging captives Security guard watching taped off crime site Woman with child begging Man selling bootleg 8-track cassettes and reel to reel tapes and beta tapes Junior suit selling income and health insurance Police with dogs searching for drugs or bombs Several mechanics with signs looking for work Farmer recruiting road warriors to battle a gang Mobsters intimidating a rigger to haul dodgy goods Huge rats run among crowd starting a panic Cyborg war vet telling stories of the zone wars Legless road warrior collecting money in tin cup for new legs Accident with emergency crews, ambulance and crowd Cigarette company girls giving away samples Worker knife fight with crowd cheering Hunter posing for photo with mutant animal kill strapped to car hood Riot breaks out over poor food quality or beer shortage Biohazard troops and medics make spot blood scans for plague carriers and mutants Woman handing out photographs begging for help finding loved ones Family with bags evicted with security herding them to slumb gates Deathreace fans from CBD taking photographs Japanese and American tourists with video beta hand cameras News crew trying to film every day life between walls Police arguing with prostitutes Off duty police and security and military drinking beers and telling stories Police transporting chained prisoners Police confiscating drugs and firearms from gang Street cleaners scraping up a dead body Sounds of dozens of revving engines cheer crowd Mutant dog chasing urchins, crowd panic and scatter Police moving trolleys of body bags from sweeps in abandoned districts Crowd and media following soap opera star Cyborg vets playing two-up and drinking beer Corporate recruiters looking for workers in outback compound Samples of new protein bars being given away by market researchers Security drones fly overhead Scrawny dogs following hotdog cart Ratburger stall with crowd gathering, burgers almost out Public vehicle auction with excellent price Public auction of seized tins of spam from $100 starting price eack Factory Manager making speach to angry mob Scab labour being harassed by striking workers Strikers fighting security at factory gate entrance Roo shooters selling mostly contaminant free meat from back of truck Police warning public of serial killer seen living in air ducts Preacher of new puritanical cult recruiting settlers Protesters complain about new security measures Mob demanding manager be hung for terrible behavior Protesters complaining about corporate threats of cloned labour Mad homeless man ranting on soap box about mammon Clerk selling orphans to company labour managers Robot runs over child and mob tear it apart, child ok Politician kissing babies and giving away cigarettes Prisoners attempt escape and are shot by guards Ferals attempt to flee police and are shot Man selling second hand clothes from CBD Gang leaders having public discussion with crowd Union leaders argue with corporate reps and managers Protesting worker preaching go slow and sabotage workplace Game hunters preparing expedition Settlers preparing to re colonise outback Road train of trucks preparing to cross wastelands with escort Postal delivery handing out packages Scientists looking for escorts for wasteland expedition Child catcher with cage of feral children Police snipers fresh from abandoned and Nogo districts Flag waving thugs clash with protesting filthy hippies Temporary lock in, all gates closed Police evicting all unemployed and ferals to wasteland gate New police cyborg or drone on patrol Gene mod humanoid dog men being field tested by police Bio dress troops spraying chemicals for public health Bio dress troops spraying anyone they assess as filthy or looks like from wasteland All you can drink and smoke party with low entry price put on by union FILENAME: EMO_Pyschon_FlawedUtopias.ipt Header: Flawed Utopias As utopias by definition don't have problems they basically boring. Most of their books read like tour guides and point out moral ideals. Some utopias might be hidden or exclude the unworthy. Such places regard themselves as superior to others and are suspicious of strangers. Some might trade, others might hide. An interloper from outside might bring problems by questioning and clashing with the culture and introducing new ideas. Another problem might be the utopia is under threat from nonutopias outside and need help. Otherwise the more popular option is the utopia is a lie and behind the scenes; cannibalism, murder, monsters or something horrible. Basically this is in fact a dystopia. Many dystopias are obviously hellish and horrible. The dystopia could be a failed utopia, have some kind of questionable philosophy, or literally be operated as a cruel and unfair living hell. These tables are useful for my Planet Psychon or gamma world, but also could be used for isolated space habs or colonies or bunkers in other SF games. A military or scientific base left alone for a long time might adopt utopian style culture too. You could place several of these in an area and watch sparks fly. Adventurers often precipitate a fall or might be used as scapegoats. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-flawed-utopias.html
table: start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Location[@Location]& [when]{1d2}>1[do]Secret Door Location[@SecretDoorLocation][end]& Defenses[@Defences]& Population[@UtopiaSize]& Government[@Government]& [when]{1d2}>1[do]Who Really Rules[@WhoReallyRules][end]& {numTech=={1d4-1}}& [when]{numTech}>0[do]Featured Technology
[!{numTech} FeaturedTechnology >> implode
]
[end]& [when]{1d2}>1[do]Secret[@SinisterSecrets][end]& Problem[@FlawedUtopias]&
table: Location Underground Bunker Undersea habitat Hidden under ruined city Hidden in forest Hidden in desert Under huge monument Ruined military base Toxic wasteland Ruined civic buildings Ruined grave yard Orbital habitat Lunar or asteroid habitat table: SecretDoorLocation In old cave Mine tunnel boarded up Elevator rises from pool Huge sealed vault door Concealed door in ruins Holographic disguise In huge dead tree In battered phone booth Sewer entrance Monument table: Defences Automated weapons Contaminated Robots or Androids Bunker militia Mutant scum Mutant beasts Force Field Mines or booby traps Advanced locks Holographic illusions table: UtopiaSize {d10+5} {2d10+10} {d100+20} {d100+50} {d100+100} {d100+200} {d100+500} {d100+750} {d10*1000} {d10*10000} table: Government A charismatic leader A despotic leader A council of elders A council of scientists Corporate committee Benevolent anarchy Communist committee Participatory Democracy Automated system AI computer table: WhoReallyRules Mad scientist Cult leader Secret despot Criminal gang or foriegn agent Alien race Monster Mutant freak Replicant or android Defective AI or Robots Dimensional horror table: FeaturedTechnology Reproductive - [|use of clones|bioprinting|eugenics] Drug Therapy - population [|sedated|kept euphoric] Surveillance - population monitored constantly Security - [!{1d2} SecurityTech >> implode] Mind Control - unusual social control tech - [|psionics|implants] Servants - [|slavery|androids|uplifted animals|robots] Nutrition - [|recycled protein vats|food printers|cannibalism] Defence - [|holograms|force fields|shield drones] Offence - [|stunners|energy weapons|weapon drones] Execution - bizarre means of terminating citizens table: SecurityTech locked vault doors retinal scanners DNA scan table: SinisterSecrets Secret societies plotting in secret Sinister secret purpose society created Lie about outside world to keep population inside Troublemakers vanish or reprogrammed Utopia in decline do to habitat decline Agents have been in contact with outside Infiltrators subverting society and hab systems from elswhere Insanity spreading in society Something or someone is killing people buy covered up Some life form or something living in crawl spaces of hab table: FlawedUtopias Drug addled hedonists have monsters living in secret under the floors who eat people Kindly patronizing old people secretly harvest organs and blood from the young Enlightened civilization hide degenerate mutants roaming in ruins under city AI dictates everyone daily actions, work and love life over immortal simpletons Subjects of crystalline citadel obey psychic emanations of great crystal Happy people eat ooze that bubbles up in secret chamber and makes the people one People live in harmony but savage ape men attack often, really they are exiled citizens Citadel rich in water features welcome newcomers to join secret amphibian hybrids rites Appear happy and welcome visitors but actually they carry insectoid parasites Mostly hapless morons sleep in seed pods connected to a great tree Happy drug addicts learned to convert another species into dangerous narcotic Population long ago replaced by androids waging war with ugly humanoid brutes Every citizen has a automaton companion who monitors them and advises them Citizens have become moronic cretins and secret cannibals from inbreeding Strange bestial behaving citizens are uplifted from animals by hidden scientist Colony infiltrated by androids and highly paranoid about strangers Citadel has a serial killer disrupting local order, actually is a alien being Civilization served by unruly ape men ready for revolutions, masters are ignorant Highly bureaucratic society imprisons petty violations and harvest organs Science bunker society have discovered alien wreck from millions of years ago Isolated settlement has been secretly dominated by vampires who use people as cattle Settlement has just begun sighs of undead plague which they blame on newcomers A shape shifting monster plague has stricken someone in contact with outside world A despot plans to kill current rulers and blame visitors so they can take over Colony is a former military unit mellowing out but conservatives want old ways back Learned colony of scientists but black lab unit seek to take over using new creation Decadent shrinking colony unaware of lower levels crawling with horrors awaiting release Bunker live in good conditions but military secretly oppress local outsiders Slowly deteriorating bunker conditions have created factions about to explode Contamination has killed several levels of the complex and truth kept from survivors Complex leader is actually a alien hybrid experimenting on bunker dwellers Black lab converting excess population to cyborg troops and kept in stasis Athletics obsessed community bullies and kills the weak, deluded belief in superiority Community of alt energy vegetarians preach free love but enemies gather Bunker contains doomsday device with regressive personnel worshiping the weapon Bunker contains doomsday device controlled by cult who will set off if attacked Bunker contains doomsday device but population are mostly ignorant of it's powers Bunker contains missile silo but personnel dispute if weapons should be used Bunker of frozen personnel recently awakened and clueless as to how to help the world Colony over run by barbarians who exploit original people as slaves Harmonious sterile colony vulnerable to disease and contamination Large colony has developed a mutant strain of dominating telepaths taking over Entrance is sealed and population goes batshit mental Swarm of carnivorous [|roaches|bats|rats|frogs] get in bunker Devolutionary compound contaminates bunker turning people into prehistoric horrors Complex mostly unaware of cult monster breeding pits in elder ruins in sub levels Aquatic areas in complex allowed fish men hybrids to infiltrate and take over Tentacled horrors living in air vents responsible for disappearances blamed on outsiders Android applicants infiltrating colony to prepare for android take over Colony worship demon god in basement actually a war borg programmed to kill all life Colony in peace but of late some strange disappearances since a star fell nearby Colony needs equipment lost in abandoned sub levels now flooded and full of critters Colony ruled by brain in a vat growing insane, seeks to replace people with something AI rules people who live like ignorant children, strangers must conform or be lobotomized AI rules colony as if a mental hospital with android orderlies, AI disbelieves in outsiders AI rules as a penal colony and kidnaps new prisoners to repopulate depleted inmates Colonists long ago replaced by hideous shape shifters who farm ignorant humans Colonists all became undead plague victims long ago but AI has no idea Colonists under certain conditions turn into mutant horrors then back with no memory Bunker at war with rival complex, AIs have modified humans to look different Complex has teleporter to other world where chosen are sent by AI each year AI is paranoid runs clone complex and constantly rooting out traitors and infiltrators Colonists have mutated into goblin like beings due to AI altering conditions of complex Colony is occupied by alien hybrids training for invasion plan, secrets in sub level Colony controls a kaiju for defence keeping area a forbidden wasteland Colony is a biological habitat where population and food born from walls Colony is cloned from same individual few families desperate for outsider mates Colony is a military prison camp run by robots and AIs who arrest any strangers Colony live by medieval feudal romantic code and AI hides technology from them Colony over run by mutants led by dominators planing to attack local humans Mutant colony force human slaves to make stockpile of mutation bombs Bunker residents are all psionic but pacifistic and afraid of outside world Bunker residents are all psionic but hope to conquer inferiors outside Colony residents ruled by psionic mutant minority hivemind using illusions and telepathy Colony belong to single gender and find opposite gender alluring and threatening Complex believe they are on a star ship travelling to a new world they will never reach Complex believe they are on a star ship really leaders building terraforming weapon Complex believe they are on a star ship, lab growing prehistoric life to fake new world Colony devolving into ape people by AI to restart human civilization Colony occupied by obvious service robots with personalities of long dead humans Uplifted animal labourers took over colony long ago, AI reared a advanced civilization Colony is a corporation surviving since the big one, plan to dominate local economics Colony are fanatics of ancient religion who plan to spread fanaticism over area Colony being over run by mutants, AI cult take chosen pure ones for parts in brain borg Colony sends secret agent to help outside world but evil leader plans to turn to conquest Colony operate a museum and send out explorers for relics, barbarians want to plunder Colony of scientists plan to use bio weapons on non pure humans including mutants Bunker are a secret society planing to replace regional leaders with disguised agents Bunker believe they are superior gods and only interested in outsiders for organs Bunker desperate for biological raw material, pretend to be tribal gods for sacrifices Colony controlled by telepathic giant spiders hiding in sub levels, feed on law breakers Elites of utopia are possessed by over space horrors who need fresh bodies often Huge biohab with dinosaurs and cave men monitored by deluded AI Black lab complex creates new species of monster and release them for study Colony scientists turning personnel into mini shoggoths in robot bodies for conquest Disease control lab complex of dedicated scientists, a plague leak causes lockdown Huge ark complex of bio habitats has gone feral with mutants and primitive survivors AI mind hacks kidnap victims to believe they always lived in flawed habitat Mould growths and fungus have taken over with only a small trapped population left Sprawling ruined underground city where mutant races battle, humans hide in secret FILENAME: EMO_OSR_DungeonSectionBarriers.ipt Header: Dungeon section barriers For connections, hubs and crossroads that divide dungeon sections or levels apart, barriers help justify differences and isolation of levels. Locals often have means to bypass these barriers, or they are very experienced at crossing. Possibly a barrier could mark the border between factions, a warzone no mans land, or a neutral area used by all factions. It could justify stylistic and aesthetic variation in a dungeon complex. Any such area not dangerous enough can have wandering monsters also. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-dungeon-section-barriers.html
table: DungeonBarriers A winding corkscrew staircase twisting to lower level A deep shaft with a long ladder or carved into stone or iron staples Grand palatial stairs seen better days for grand proscessions Worn smooth old brick stairs some with creeks running through them Natural flow stone or volcanic formations form stone stairs Worn battered dripping tunnel sloping down Stairs are actually connected by magic to dungeon far away Stairs are a escalator [|down|up|both up and down|, broken] Stairs with slide trap, drops into [|water|pit|rocks|lava|spikes|lair] A elevator for 3d4 passengers possibly unsafe A sinkhole has opened a great shaft into the darkness into cavern A flowing river of lava in bottom of a canyon can almost be jumped over A great pit with jagged stones and broken skeletons A pit over a cavernous monster lair, possibly for sacrifice A great pit but with safe island path you hop onto path through A gaping canyon with a single line across where some cross A huge pit crawling with giant bugs and worms and slime and webs at bottom A chasm with fast flowing waterfall cutting through path dangerous to cross A fragile ice or crystal bridge spans a great gulf Span blocked by [|old pillar|megalith|spider web|huge log] Old bridge guarded by [|trolls|ogres|giants|horrible ape creatures] Natural stone archway with long worn passage Two or three cables over gulf used as crossing Flimsy rope and plank bridge over chasm Wooden bridge only a bit wobbly with mounts and waggon loads Stone bridge allows carts and mounts to cross easily Covered stone bridge with shops, apartments, sweatshops and pubs Bridge over pit heavily fortified chokepoint Bone and sinew bridge with strange totems and signs Bridge has bound being from other plane guarding it begrudgingly A wooden gatehouse with great log door A stone wall with a great iron reinforced wooden door A highly decorated metal clad wooden door A gate house with portcullis gate Entrenched area with crude palisade wall defence structure A huge creature blocks passage but occasionally moves or you may crawl through it A huge crude stone secret doorway made with magic or camouflage A door is really a gate transporting users to door in far away land Door opens into a pocket dimension with doors elsewhere A impregnable magic crystal wall or force feild with a secret doorway Roof set to cave in or deadfall of rubble prepared A log or beam sweeps area then returns to position Swinging razor pendulum or several Swarm of missiles - [|arrows|darts|magic|poison needles] Explosive trap with gunpowder, incendiary or magic blast Kobold trap team camping to deploy fresh traps and repair old ones Capture based trap - [|nets|snare|animal trap|pit] Trap releases enraged horror from confinement Magic device if triggered summons supernatural defender Chemical attack - [|poison gas|acid|troglodyte musk|disease] A pile of filthy bed rolls, empty bottles and several indolent guards of a faction Scaffolding up walls and on roof provide fire platforms for archers Shack and checkpoint where faction guards check your papers Tax collectors camp awaiting violates so they can press gang adventurers A camp of filthy dirty murder hobos keen to kill anyone more wounded than them Several guards with a tame monster camped here overlooking passage Hidden guard watches and sends messengers through gremlins or tiny animals A squad led by a charismatic leader are here to stop rumoured intruders A camp of evil knights and templar clerics who demand single combat or payment A boss monster and entourage is here for great battle priest said comming A tower overlooks open area and a wizard runs a magic shop A crumbling ruined base of tower is home to a witch who demands service to pass A wizard threatens travellers from inside a huge statue giving them safe view to cast A wizard appears as a phantom to threaten travellers, will alert local bosses A sorcerer has built a pleasure dome of drugs and other vice for sale A psionic squid wizard or chaos doppelganger uses spells to delude and infiltrate party A cult of sorcerers have remained hidden here and are paranoid about strangers A mighty elf lord with guards is camped here but are willing to share A bard here challenges visitors to tests of ability, knowledge and might A wizard on other side of bridge demands a riddle to pass or payment Horrible umberhulks lair in cave with scattered corpses Aggressive Ankhed are giant carnivorous burrowing bugs Purple worm breeding tunnel with huge chamber and huge sleeping horrors Spider lair covered in webs with various types and a evil magical queen Dragon lair or lair of a draconic creature with hoard feared by all factions A filthy wet it with froghemoth or several giant frogs all hungry A pool with aquatic horror blocks the passage with possible fish men hybrid followers Undead have congregated here to block passage A mixed gang with ogres, trolls and giants live here mostly sleeping A ancient automaton juggernaut has kept this area free of people A demonic cult attend their shrine and a demon will come to aid them Underworld cultists with undead slaves bar this place demanding money and blood Hunting party of humanoids here hiding and camping and ready for a fight A shrine attended by old prriest and a d4 assistants A wizened monk hermit will not let any pass A small temple here has several priests, some guards and several loyal cultists A group of pilgrims to see the holy place on the holy night and outraged by intruders A graveyard defended by a d6+6 priests and some servants A ruined monument guarded by a senior priest and a dozen followers A religious monument like a ziggurut staffed by a small town of clergy A bound demon manifests here to bar any forbidden mortals A land spirit appropriate to location manifests and lives here as a human A area where elementals or related beings pour through and attack Attractive shape shifters here lure travellers to their doom Judgmental Archon slays any impure or false persons or a flaming balrog demon Ruined temple of old ones with hungry tentacled outer god guardian Pool of protoplam spawns creatures and monsters to defend itself from mortals Underworld non corporeal spirits, ghosts or spectres lurk here A serpent folk shrine where ancient priests sleep guarded by dinosaurs A petty god is currently lurking here and they can be un predictable at best FILENAME: EMO_TerribleLettersFromHome.ipt Header: Terrible letter from home Terrible letters from home are distractions from fighting wars and are often demoralizing. Family could be friends or your own household. Designed to be good in DnD or WW1 Cthulhu or other settings. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-terrible-letter-from-home.html
prompt: Show me: {Terrible Letters|Boring Nice Letters} Terrible Letters table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: BoringNiceLetters A pet or farm animal had hilarious anecdote-worthy tale Someone is getting married hooray! Someone has found true love A cheer raising letter of love and praise Someone back home tells of cute petty problems Someone has recovered from a near death situation Justice resolved some problem in a fair manner Someone has had a baby Weather is nice Business is good table: TerribleLetters Older relative has committed murder and run away pursued by the law and leaving family Younger relative committed a crime and has run away and joined a gang Member of family murdered - [|child|youth|adult|old] Member of family cheated someone shaming you all Member of family was conned and lost a fortune through dirty tricks Family member in prison for accident or mistake Child or youth kidnapped and carried away Blood feud has been ruining your kin and rival families power Family member went to prison now out a labourer or servant Something valuable stolen from clan Family member become depraved evil drug addict alcoholic and abuser Family member in debt to gambling and has now sold a child as a servant Family member is a sex maniac even disguising self as a prostitute and getting caught Family member dies abusing drugs or having accident while high Kin are involved in grip of petty organised crime and trapped Kin member is a serial killer, a family secret scandal failing to happen Kin member is sadist and abuser tormenting animals and or people Family sexual pervert sexually assault a family member and has exiled them Family member has turned sophisticated attending orgies, theaters, artist parties Family member been seduced by amoral organisation secret lodges, club or cult A relative died in their shack of exposure and hunger A relative has been locked up in a mad house and is tormented by institution A relative has gone to debtors prison where they are constantly ill A relative has been sold under contract to pay off debt in a terrible high risk job Several kin have joined the military life and abandoned their families Mob killed someone collecting loans from gang Bank came and took everything from a relative ruining them Several kin have fled homes and departing to frontier or new territories Someone killed on the job and families left paupers Landlord abusing family with beatings and abuse Family involved in border dispute in court Family member has trial for murder seeking money to buy freedom if defense fails Family having fight over messy divorce and return of dowry Family being evicted by landlords battled in court Family having dispute with church elders Family fighting over claim of found treasure (possibly cursed with greed) Family engaged in constant petty legal feuds with other family Family has members killed and imprisoned fighting rival family Family has mystery bastard arrive claiming family property Family legally maneuvered into subordinate role to other clan The fairest youth in clan ran away with trusted person and both missing A widowed parent has found new younger and poorer love Everyone gossiping about affairs and who is into who Former lover from home tells you about their marriage to someone else Former lover has gone crazy and disapeared Former lover joins some far away military or merchant service Former lover wants to see you and get married Former lover now has a child from somewhere Recent lover informing you about terrible disease they have Letter from most recent serious lover saying your dead to them now, it is all off Family killed due to war related disaster or attack Family members killed in a bizarre massacre Family killed in natural disaster like flood, mudslide, cold Family disappeared nobody knows where Family killed transport accident like train, plane or auto Family home burned down killing and injuring several members Family robbed and house looted and smashed Family blamed for [|starting fire|poisoning well|witchcraft|cowardice] Family wealth and leaders lost transporting precious goods bankrupting all Feud has started with great vindictive family over law, money or love gone wrong Someone having a terribly not secret affair that will cause clan trouble Family members miserliness resulted in deaths of other family Family members revealed to be actually married Bizarre love triangle between several families Someone married someone foreign or of a different class Family members death causing succession feuds and legal battles Terrible mismatched marriage with horrible stranger Someone wants a divorce and is causing a scandal Someone has started gossiping about family member and their live in friend Someone in family is vain, rude and thoughtless and starting blood feuds with other clans Plague killed many in your home area, all avoiding that place Patriarch or matriarch of family dies of pox causing power struggle to be the next Someone you love crippled by a injuries from an attack or accident Your vd test results come in and you have big problems Your dearest childhood friend in terrible fever no doctor can explain Someone personally close wasting away in coma Kin who survived plague driven away by jealous neighbours mob Several children of clan died of the scarlet sickness Friend with plague symptoms kills self News from home naming the many deaths from a sickness A relative has been caught performing public sexual perversion and now in prison Kin has used law to ruin someone to make a profit and locals all unhappy Family leader has been working as a fixer for a criminal gang Family member been imprisoned for injuring married partner Family member performed a crime and blamed a homeless traveller A kinsman stole something and made self rich while original owner had life ruined A family member robbed a kinfolk and splitting the clan Family wasting savings on frivolous status symbols of wealth Family member gave fortune to church while close kin left ruined Family member outlawed for sexual crime and is now seeking a boat far away Family member convinced home is haunted Kin tells of a seance by a witch and the amazing secrets they were told by spirits Family member saw something on the moors one night now broken person in fear A priest has been forming a strong influence on your loved ones Someone in family joined some strange club or fraternity which worries the elderly Long lost relative returned but was really a fraud after money Kin has taken residence in strange old house full weird books Family member lost in war has been seen among the criminal classes of a city Family member went mad took up strange practices, odd friends and collections Family member had awesome religious vision on deathbead FILENAME: EMO_OSR_Prisons.ipt Header: Horrible Prison Convicts (and more!) These horrible guys turn up in dungeons and all kinds of places. They are the freaks who make players' stays in prison more memorable. Sometimes they're taken out in public or even trusted with a chore outside. An escaped band is desperate; often the escapees will join bandits or become murder hobos. Convict names stick; usually a name starts as an insult and pretty soon the prison staff records it as a legal name. Some prison governors could be women. In some cases the wife of a governor might take up the contract or a woman might work her way up ranks in prison or government admin. Also see: elfmaidsandoctopi.blogspot.com.au/2016/07/d100-prison-carousing.html from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/02/d100-horrible-prison-convicts.html
prompt: Show me: {Prison Convicts|Prison Production|Prison Features|Governors|Escape Plans|Common Punishments|Most Popular Executions|Convict Location|What Is Inmate Doing|Quick Favorite Thing|Marks Of Experience|Skills Learned In Prison|Why In Prison} Prison Convicts table: Start {choice=='[{$prompt1} >> replace / /\/]'}& [when]{rep}=1[do]{$prompt1}
[end]& [@{choice}] table: TypesOfPrisons Sherrifs Lock Up in country village d3 Ruined tower d4 or sometimes a huge tree stump or hollow tree Ruined old house with walls 2d4, some might be kept in basement or tower Country Prison with wall and shed 3d4 used as labour Castle ruins with intact dungeon 5d4 mostly shackled up in dark Prison Hulk chained out at sea or small island prison d6 lots of ten inmates City Prison with courtyard d10 lots of ten man cells Sealed inside sprawling mine complex d4 lots of 100 inmates Horrible over crowded old fortress near city d10 lots of 100 inmates table: PrisonProduction bribery for the managers, black mail, hostages and corruption Vice selling sex slaves, booze, gambling and drugs and forbidden goods Mining often dangerous Road building or quarry work Land clearing and logging Building houses and walls Farming some kind of crop Gladiator battles run by staff Manufacturing often dangerous like manure, dyeing, smelting Sending them into explore new found dungeons table: PrisonFeatures Amazing torture engine with own famous name Famous horrible confinement cell with cruel torture Prisoners killed frequently by staff Abandoned sub level Haunted by spirit or creature Dangerous hidden creature lurks in prison Famous gang with outside connections Death place of famous criminal Nobody has ever escaped alive Staff are a cult who murdering inmates in secret rituals table: Governors Injured war hero with strict discipline and punishment Overweight corrupt glutton can no longer leave gatehouse Kindly reformer ineptly creates problems Religious reformer wants church and marriages for inmates Medical doctor convinced drugs and surgery can help inmates Strict bureaucrat obsesses with legal minutiae and slow to act Brutal sadistic madman took job for the torture Religious maniac believes is here to punish wicked and force religion Doddering school master thinks torments are jolly good for the lads A cruel governor is ruthless and oversexed, with delusions they are artistic table: EscapePlans A secret tunnel being dug Planning a riot at vulnerable riot and Take keys or use home made lock picks Take weapons and kill way out by night Obtain or make uniform or disguise Blackmail staff by having family kidnapped Corrupt staff with vice and debts and favours Help from outside gets escape supplies in Use corruption, bribes or favours to have staff release table: CommonPunishments Birching or whipped with bundles of sicks Cat-o-nine-tails whipping Beaten by guards with wooden truncheons Locked in solitary Locked in with violent offender Locked in with violent sexual offender Starved in solitary Chained to wall or in gibbet and exposed Torture session in dungeon Conversation with governor table: MostPopularExecutions Torture with implements and or exposure Beaten and torn apart by angry mob Torn apart by machines or animals Bloody ritual organ removal with knife Strangulation considered merciful by authorities Burning at steak especialy for witches Drowned but worthy might survive Hung from a tree or gallows till dead Decapitation on knees with sword Decapitation on block with sword table: ConvictLocation Chained to rock exposed Locked in cage Shackled in a pit Strapped in gibbet or chained to wall In public stocks being humiliated by poor Cage in wagon or boat Working as hard labourer cracking rocks Working in prison factory sweatshop Chained in castles dungeon Locked in death row cell near chopping block table: WhatIsInmateDoing On the run Plotting escape Plan to shank fellow prisoner Trying to score goods Plan to shank a guard Distracting guards Having a fight Intimidating someone Gorging self on food (possibly cannibal) Trying to be on best behavior with guards table: QuickFavoriteThing Tattoos from gang and underworld Shank d3 stabbing implement or good for digging Knuckle Duster d3 blunt damage Wire Garrote d4 can also be a saw Lock picks set Drugs, alcohol or pipe and weed Ring in nose or ear or nipple Cards, dice or d3 coins Love letter or Death threat Stolen key table: MarksOfExperience Tattoos all over with gang signs Scars from stabbings Scars from arm and leg irons Scars from torture Whip marks Rope burn scars on neck Self cutting on wrists and legs Pox or flea scars all over Mising body part d6 1=finger 2=hand 3=nose 4=scalp 5=ear 6=eye Parasites like intestinal worms table: SkillsLearnedInPrison Crafting (some specific type) Labourer Farmer Miner Streetwise Theif skill or Escapology Improvised weapons Servant Brawling table: WhyInPrison Drunken violence Petty theft Debts unpaid Rude conduct Fighting lawmen Disrespect your social betters Striking your social betters Accused of petty witchcraft Accused of robbery Accused of murder table: PrisonConvicts Sticky Stab Fingers a gang enforcer and violent hitman, has prosthetic hands Clancy Wolfburn A skilled woodsman and suspected bandit, has tried cannibalism Kaligra The Strangler a gypsy and circus strongman, prison owners enjoy his hard work Mandy Scrubpox A prostitute and extortionist carries exotic diseases Corny Hole Gouger A stab happy giggling thug likes candy and shanking Slappy Hamfist A chubby greasy thug always eating and enjoys cooking new animals Myra Clawhand A grizzled old woman prone to rage and psychotic strength bursts Danny Hotspur A violent drunk who thinks he is a swashbuckling charmer Barron Muck A huge smuggler covered in tattoos with dozens of huge bastard sons Oxjaw A huge lumberjack, injured many in a violent frenzy, has killed bears with hands Nostro Magnum A tattooed wizard who likes to live in prison and lift weights Corman Muskrodent A mustached dandy pugilists who fights for money Ingrid Shankmadchen A topless sword fighter and boxer in trouble for lewd behavior Ivana Grumpfrut A maid turned thief and prostitute who didnt bribe the lawmen Laramie Allydog A former street urchin turned theif and criminal courier Slippery Gordon A cat burglar and black mailer crossed the wrong people Gregory Slapknuckle A seedy rat faced punk who likes to smoke and teaze Mabel Hackvine Injured her mean husband with a hatchet and has adapted to convict life Ronson Blackbuck Was a shepherd who worked with goat men to tear up a town Billy Blackbeedle A corrupt court guard took bribes and beat confessions from innocents Leftie Brickspittle A violent drunken labourer has been diagnosed as evil left handed Tamzin Sprinkles Notorious vice queen said to get anyone anything, is hated by dwarves Donny Dumbmallet A huge easily offended dumb brute some say is part hobgoblin Eliza Neckscissors Slashed her pimp in the street and is a brutal inmate boss Donard Flumph An obese corrupt merchant imprisoned by king, dreams of old life Izra Kameran A sad foreign merchant guard turned bandit who stabbed a sherrif Coolah Borignan A huge jolly man who can brew rotgut grog even in prison Jimmy Stabweasel A passionate knife man for hire slashed several prostitutes faces Vamry Toolsnadger Was a child kidnapper who sold poor kids to nobles but messed up Ginny Lumpen Was a "skinner" who caught children with candy and stole their clothes Blarny Winetaint A beetroot like angry man who screams and beats weaker people Blue Ptior A tattooed sailor has all his brutal crimes illustrated on his skin, likes knives Short Oleg A short blonde shifty man a thief and conman who tried to kidnap a girl Bloody Ivan Enslaved victims for secret attic sweatshop, when too weak he killed them Conrad Stabfang A famous stabber who works for the governor to silence troublemakers Lucy Crampsie A barmaid who killed a rich man in self defence, well liked by inmates Meg Strumpetrazor A prostitute who murdered and robbed clients and kept their ears Mrs Mulligan The pie poisoner and cannibal who sold human meat and ran extortion gang Clarence Pikerington Merchant who beat horses and workers to death, broke from fines Klaus Wonderbender Happy well dressed maniac who lives for thrills and corrupted youth Sammy Clubfingers Beat her husband to death in the street in fit of rage, doesnt talk Johan Baneblood A duelist from continent who picked fights for cash, killed wrong person Barron Blackblood Locked in iron mask claimed he was real Barron before tongue cut off Horrace Wimploe Published vice and political pamphlets and arrested for treason Lord Moneybags Claims was a noble here for debt but nobody believes his wild stories Billy Bloodfist Claims he never done nothing wrong but is a brutal pugilist for hire Father Stormhand Was exposed for his troubles in orphanage for boys he built Lucy Lirrips Was a vampires slave and spared death sentence most inmates fear her Cannibal Bill Lived in cave robbing and eating people near a road for decades with family Harris Knockmount Was a knight but lied about ancestry and now in prison for life Granny Glinder Accused of witch craft but given mercy for naming other local witches Morgan Warmonger A weary former mercenary captain on wrong side during war Flint Snapwrist A crafty fighter some say was a monk, he could escape but doesn't Iron Andy A huge dark skinned ex blacksmith who once skinned a cellmate alive Stumpy Clubfoot A deformed man the mob demanded be imprisoned as a witch Kolden Caldoon A smooth frontiersman with delusions of nobility, killed a man Snippy Fingers A thief with a temper who murdered people who annoyed him Glinda Grimghoul A pretty wench who killed several employers who fell in love with her Flathead Randy Has a deformed skull and likes to headbutt any who point it out Dorian Skinner A merchant sold human skin leather goods he bought from orcs Earnie Fartpants A flatulent thug who gets angry if any mention his problem Dame Plumpbottom Amassed a fortune as prison prostitute, of indeterminate gender Judge Bent Former officer of law corrupted by bribes in land disputes, old and crazy Googly Pete A voyeuristic creep who was ruined by taste in secrets of rich women Fran Fliechcraft Butchered twenty slaves following lords orders and taken the blame Dame Muskrat An old woman who served a vampire noble slain by adventurers Borris Bloodyaxe A bear of a lumberjack man who killed his wife and her lover Zoran Teargleaner Served an evil wizard for years and thrown here when master killed Magda Halfmoon Acused of witchcraft by her husband so she broke his arms Hagad The Spook took fall for cult and never squealed about his coven Lorian The Elfstruck abandoned whole family looking for elfmaids and they all died Raddad The Short is actually a dwarf just governor orders him clean shaven Gorion The Fool was a wizard who failed to make a pact and was taken by the mob Lyra Daggereye Killed a gang of wealthy youths attacking her with just a dagger Emil Gordaz Served a mad wizard whose monster got loose and Emil was blamed Timmy Bookburn Was an apprentice charged with breach of contract with master Alice Savage Killed all other women in island colony, men brought her to prison Corrion The Pretty has a huge knife scar on face he got first day in prison Zog An ugly google eyed thug found eating a hobo, freak actually is part fishman Lorna Strangecraft Accused of witchcraft for bad hings happen to her enemies Dockland Ripper A former serial killer but caught for evading rent payments Hilderbrant Giest A charismatic cleric imprisoned and excommunicated for heresy Digby Doublebutler Was a servant who sawed his senior butler in half Godvinia Golden Paraded naked protesting against clothing too many times Doc Sawbones Was a quack medic whos goat testicle implants failed killing patients Steven Weird Lived as a recluse and mob insist he is a witch and part faerie Pam Weldshrew Made to wear an iron mask to teach her not to be so foul mouthed Barney Hackmeister Killed neighbor fighting over farm tools and ran from the law Elizabeth Scarlet Murdered six suitors who harassed her for marriage Tabitha Salamander Accused of witchcraft and arson, spared due to family connections Godwin Knifeglisten Successful murder hobo jumped a dungeon claim and killed a party Rawin Hogsfetter Was a barbarian farmer who killed three men in a bar fight Elon Hawkfear Tells beings from the stars told him to murder all those people Brolga Crusheart Was a prison cook who slept with inmates and ran black market Don Marowhawk Left travellers to die in wastelands selling inferior equipment and mules Ebron Cleanskin Sold poison grog and fraudulent goods by changing goods Jimmy Ratman Ran a secret sewer market and was tken for tax evasion Demented Tom An obese idiot who sometimes hears voices from his invisible brother Scaly Jim An obese sailor with peeling scaly skin is of course a hybrid fish man cultist Mamma Brass Jugs Elderly barmaid who married and killed a dozen men for money FILENAME: EMO_Supers_VillainHQ.ipt Header: Super Villain HQ Super Villain HQ is a system for randomly generating bases for super heroes, spies or other modernish genre games. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/super-villain-hq.html
prompt: My base is for: {Supers|Realistic} Supers prompt: Show me: {Hidden Locations|Personnel Types|Typical Base Rooms|Strange Base Rooms|Outside Security|Inside Security|Whole Bases} Hidden Locations use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt2} >> replace / /\/]'}& {desc=='{choice}_Desc'}& [when][{choice} >> at Security]>0[do]{desc=='Security_Desc'}{choice=='{choice}_{$prompt1}'}[end]& {secDice=='1d2'}& [when]{rep}=1[do]{$prompt2} [@{desc}]
[end]& [@{choice}] table: WholeBases_Desc Bases of course will have a lot more typical rooms than are listed here. Think of these as idea generators, or maybe places where traps are laid or specific effects might take place.\n& For similar reasons, I've eliminated personnel types from this listing entirely; a base would normally have most if not all personnel types. table: WholeBases ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Location[@HiddenLocations]& Outside Security
[!{1d4+1} OutsideSecurity_{$prompt1} >> implode
]
& Inside Security
[!{1d4+1} InsideSecurity_{$prompt1} >> implode
]
& Typical Base Rooms
[!{1d7+1} TypicalBaseRooms >> implode
]
& [when]{$prompt1}=Realistic[do]{sbr==1d2-1}[else]{sbr==1d3+1}[end]& [when]{sbr}>0[do]Strange Base Rooms
[!{sbr} StrangeBaseRooms >> implode
]
[end]&
table: HiddenLocations_Desc Bases are either hidden or in isolated places but mostly have some cover like a corporation to explain. Really weird villains might have a pocket dimension. table: HiddenLocations Mountain top - [|on peak|subterranean] Underwater - [|submarine|habitat|sunken ship] At sea - [|coast|cliff|ship|under lighthouse] Swamp - [|complex|under mud] Jungle - [|complex|under hill] Island - [|complex|under ground] Desert - [|complex|underground] Space - [|orbit|asteroid|moon] Under City - [|sewers|bomb shelter] Icefields - [|complex|under ice] Isolated castle - [|inside|under ruins] Under sleepy village Inside industrial complex like factory Under pre modern ruins - [|castle|fort|prison|temple|church] Under abandoned complex - [|film studio|theme park|power plant] Volcano - [|surface complex|underground] Huge brownstone building - [|house|casino|museum|town hall|university|school] Underground - [|cave|abandoned mine|bunker|missile silo] Skyscraper - [|possibly hotel|corporate hq] Prison - [|underneath|inside] table: PersonnelTypes_Desc Personnel in base usually boil down to several main types. In many cases wear distinctive uniform and operate like a caste system. Some cases there may be a prison uniform for captives. Some operate like colonies and demonstrate the new world order in microcosm. table: PersonnelTypes Front of house uniformed - pistol and truncheon Plainclothes undercover - pistol and knife Boilersuit internal security - smg or rifle Special forces elite troops - anything Administration suits, track suits or boilersuits Technician - boiler suits or cleansuits Scientist - lab coats or cleansuits or nbc suit Agents - equipped as mission or off duty Specialists in unique fields often more individualistic Command - usually in more distinctive uniforms table: Security_Desc Security system are covered by outside or inside. Cameras and locks are commonplace. Security guards are standard of course. A villains main goons are usually in a position of authority.\n& \n& Security ratings\n& Green - normal\n& Yellow - non essential personnel go to rooms, all security personnel report, guest lockdown\n& Red - all doors sealed, security sweep and destroy intruders table: OutsideSecurity_Realistic Minefield Ground radar for personnel Machinegun nests Barbed wire Electric Fence Sniper post Large walls Guard dogs Ground vehicle patrols Air vehicle patrols[||| (drones)] table: OutsideSecurity_Supers Minefield Ground radar for personnel Machinegun nests Barbed wire Electric Fence Sniper post Large walls Guard dogs Ground vehicle patrols Air vehicle patrols[||| (drones)] [|Security robots|Androids] Guard creature Force field Energy field Hologram Fear ray Pain ray Missiles Superhuman guards Battlesuit guards table: InsideSecurity_Realistic Electric floor Gas trap Pit trap in floor Automated guns Hidden doors close and seal sections Motion Detector Guard dogs Netguns Surveillance drones Acoustic stunner table: InsideSecurity_Supers Electric floor Gas trap Pit trap in floor Automated guns Hidden doors close and seal sections Motion Detector Guard dogs Netguns Surveillance drones Acoustic stunner Hypno ray Laser sentry guns Freeze ray Radiation emitters Robot guards Monster guard beast Hologram projector Force Field trap Superhuman guards Battlesuit guards table: TypicalBaseRooms_Desc \z table: TypicalBaseRooms Reception Quarantine Security Foyer Airport lounge Cafeteria Gymnasium Med bay Hospital ward Computer pool Open plan office Kitchen Repair workshop Computer lab Motor pool Hanger or helipad Garage Chemistry lab Genetics lab Electronics lab Janitor store room Biology lab Barracks Stateroom VIP luxury apartment Office cubicle pool Communications room Holding cell Prison Bathrooms Greenhouse garden Hydroponics lab Air con plant Industrial freezer Power plant Security vault Meeting room Lecture theatre Bar & grill Library Swimming pool Stadium Cinema Bowling alley Shooting range Mock city block Flight control room Commando course Nightclub Coffeeshop Mail room TV lounge Table Tennis club Casino Bingo Hall Dance Hall Dojo Museum Video arcade Drill hall Spa and Sauna Classroom Fire station Fabrication plant Water recycling Storage lockers Warehouse Document archive Snooker or Billiards Hall Music room Transport tubes Stairwells Elevators Hazardous material store Satellite map analysis lab Launch control room Counterfeit lab Disguise lab Surgery Printing press Golf cart pool Armoury Weapon lab Wardrobe department Physics lab Chemical plant Fuel plant Personnel dept Test chamber Flotation therapy tanks VIP dining room VIP board room TV & radio studio Propaganda lab Economist lab Foundry Morgue and crematorium Medical imaging lab Observatory Weather lab table: StrangeBaseRooms_Desc \z table: StrangeBaseRooms Hologram chamber Pipe organ room Throne room Harem room Roman orgy room Clone lab Earthquake machine Weather control ray Missile silo Mind control lab Robotics lab Replicant lab Death ray satellite control Battlesuit lab Cryogenics vault Nuclear lab Submarine pen Mecha hanger Force field generator Hologram generator Occult lab Relic depositary Super soldier lab Imprisoned alien Advanced containment cells AI control centre Mole machine pen Rocket launch pad Germ warfare lab Teleport station Float tank with enthralled psychics Android factory Danger room Global monitor room Organ bank Torture dungeon Dinosaur vats Temporal lab Dimensional lab Ninja dojo Cyborg lab Monster pit Simulated suburb in dome Gene bank Secret society temple Assassin brainwashing centre Failed genetic freak tunnels Astronaut training lab Monster lab with growth vats Nano assembly pool Bunker survival colony Military base Resurrection chamber Monster plant vivarium Zoological Arc Shark aquarium Palace complex for VIPs Particle accelerator Doomsday weapon Espionage lab Alien vivisection lab Mutant specimens bank Trophy room Chamber of occult idols Experimental portal lab Giant holographic globe of world Huge indoor dome for spectacles Huge statue of the master with memorial Extradimensional prison Stolen art gallery Drone fighter bay Tankbot pool Statues of enemies gallery Dirty weapon stockpile Zombie soldier lab Terraforming Device Mutation bomb lab Sleeping kaiju pen Gauntlet complex for punishment Executive office with trapdoor for guests Large ventilation system for escapees Carnival with creepy automatons Villain's loved one in guarded luxury apartment Giant corpse filled pits Dangerous animal pens with quick release doors Gladiatorial battle ground Lava pit Corpses around board room table Monorail station Think tank of specialist scientists Crime school Self destruct device Money vault for wallowing in cash Huge drug lab Hanger for airship or space ship or yacht Gadget lab Bomb shelter Biodome habitat module Model room with city maps Holographic training centre FILENAME: EMO_OSR_InterestingStatues.ipt Header: Interesting Statues This is quick dungeon dressing; you could put an interesting and differen statue in each room of a dungeon. Various statues could have multiple features. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-interesting-statues.html
table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& {numFeat==[|0|0|0|1|1|1|2|2|3]}& {numMinor==[|0|0|0|0|0|0|1|1|1|2]}& {numMajor==[|0|0|0|0|0|0|0|0|0|0|0|0|1|1|1|1|2]}& Statue[@InterestingStatues]& {rowName=='Features'}[@MaybeRow with {numFeat}, CommonFeatures]& [@MaybeRowProperties]&
table: MaybeRow {roll=={$1}}& [when]1>{roll}[do]\z[else]& {rowName}& [when]{roll}>1[do]
[!{roll} {$2} >> implode
]& [else][@{$2}][end]&
[end] table: MaybeRowProperties [when]{numMajor+numMinor}>0[do]& Unusual Properties[@ShowProperties]& [end] table: ShowProperties [when]{numMajor+numMinor}=1[do]& [@{numMinor} MinorUnusualProperties][@{numMajor} MajorUnusualProperties]& [else]&
& {typ=='Minor'}[@ListProperties]& {typ=='Major'}[@ListProperties]&
& [end] table: ListProperties [when]{num{typ}}>0[do]
[!{num{typ}} {typ}UnusualProperties >> implode
][end] table: CommonFeatures Water trough Fountain Plaque with text Additional animals Vegetal motifs Secret symbols Repair work Piece missing Skulls and funeral motifs Coat of arms and heraldic signs Braziers or urns of flames Furnace oven or hotplate Sacrificial altar with food or blood laid out Braziers of flowers and herbs Severed heads Statue is a shrine to a specific cult Fine quality material with high value Marks of a famous artist or clan A stove is lit smoke exits statues mouth or nose Graffiti possibly useful name or faction table: MinorUnusualProperties Is viewing point for a scrying object Secret compartment and spy hole Has secret compartment with treasure Secret compartment with clue or map Can talk if asked right question Can be manipulated to open secret door Has clue like a secret map or inscribed text Is trapped Is a alarm mechanism for a boss Has Protection spell attuned to a exact alignment table: MajorUnusualProperties Can animate and fight Can cast cure light wounds once a day Poisons first person to touch it Causes fear within 3" to hostile persons Calls wandering monsters to investigate strangers Occupied by a lesser spirit like a poltergeist Shoots magic missile at intruders d4+2 missiles a day Casts sleep to any group of enemies within 3" of front once a day Produces fog cloud and magicly laughs Glows with faerie fire when enemies approach table: WeirdUnusualProperties Was a petrified and could be restored to life Is alive and can animate occasionally Has a spirit and can animate objects to fight Has a major spirit within Calls a planar being if touched or damaged Contains a liquid like monster like a shoggoth or mimic Can be used to contact spirit of who it depicts Produces stinking cloud once a day if intruders near Watched by a major planar or spirit entity Calls chaos demons in return for sacrifices table: InterestingStatues Statue of king from long ago, semi precious stones stolen, surface scratched all over Statue of old king on throne holding regalia with coat of arms Statue of king badly vandalized by treasure hunters with gaping holes Statue of king standing with head removed holding ceremonial mace and baby animal Statue of king in armour with weapons as if for war Statue of royal on horse back dressed for pageant Statue of queen or princess from long ago in a big dress with crown and sceptre Statue of noble born knight hero in full plate with sheild Statue of armed knight noble or royal in full plate Statue of male and female royal couple with figures standing or seated together Ceremonial archway with imperial regalia and soldier figures Equestrian soldier on mount in military dress with imperial flags of old empire Monumental altar with statue of god of the empire with piled armour and weapons Gateway with soldiers of old empire infantry as guards either side Huge statue of standing emperor or empress from ancient times Imperial noble on mount with processional military dress Statue with slaves holding palanquin with decadent imperial noble reclining on Statue of heraldic beast of the empire Statue of imperial official of region long ago Statue of imperial hero from ancient times Local Religion monument featuring mythic entity Statue of a saint of a local religion Statue of famous prophet or preacher Statue of animal important to religion Statue of famous martyr of religion Statue of important church leader Statue of obscure petty god Worn statue of old god from past aeons Statue to obscure feared god of old times Shrine of religion with many carved characters and texts Statue of wealthy merchant guildsman of long ago Statue of banking patriarch of long ago Statue of merchant prince of olden times Statue of explorer of the guild states Statue of ox or horse wagon of produce or cargo Statue of a ship or featuring nautical symbols Statue of mercenary general who purchased noble titles Statue of one of the warring princes of city states Statue of early governor of region or city mayor Statue of guildsman founder Statue of Death god possibly in chariot or on mount Statue of funeral wagon or barge Statue of angel or devils gathering souls Statue of of horned god from olden times Statue of one of the necromancer kings from aeons ago Statue of planar being or beings escorting soul next life Statue of a great healer who angered death Statue of guardian monster of the underworld Statue of a gargoyle standing on pillar Statue of suffering god or hero or saint Beast gate with pair of animal statues either side Statue of hero fighting a monster Rampant beast column Ancient deity statue with secret priest hole and speaking tube Ancient hero sacrificing person or beast Ancient beast god statue Monstrous hybrid beast sphynx or chimera Statue of hero mounted on fabulous monster steed Statue of a draconic being or dinsaur A heroic warrior king with fanciful arms and armour Statue of famous adventurer Statue of famous monster slayer Statue of Famous knight who completed a quest Statue of a famous wizard or sorcerer Statue of a local leader revealed to be a cult leader Statue of a generous criminal mob boss Statue of hero who rose from common ranks to nobility Statue of explorers party that opened area long ago Statue of heroic leader of forgotten adventurers decades ago Statue of dead merchant in prayer Tribal ancestor of famous ancient clan Tribal ancestor a great beast lord Tribal ancestor a great tribal warlord Tribal ancestral deity riding sacred mount Tribal ancestor god standing holding a defiant weapon Tribal war monument made after great battle long ago Tribal ancestor in chariot pulled by great beasts Tribal ancestral matriarch with children or animals Tribal ancestral maiden love goddess Tribal ancestral heroic trickster and cunning man Dwarf hero king who overcame famous foe Elf hero on a mound made as a warning to enemies Hobbit statue of chef or merchant or mayor Dryad or minor earth goddess of the dawn age Ogre statue of horrific humanoid Orc warlord statue from ancient horde Heroic statue of extinct ancient race of troll civilization Gnome statue seemingly rising from the earth Reptilian statue from some elder dynasty Beast man statue of a warrior hero who led a horde Statue of amorphous horror covered in mouths and eyes Statue of the serpent god father of reptiles Statue of the black horned beast, a demon said to posses evil men Statue of sea captain or merchant trader with bulgy eves and bowed legs Strange abstract sculpture of one of the many angled ones Statue was worshiped as a living god in ancient times Primordial human like ape creature with spear or club Statue of the monster whale with many trapped inside Statue of alien god that helps you contact it's spirit Statue of abstract art opens gateway to beings of overspace FILENAME: EMO_OSR_PlantCausedMutations.ipt Header: Plant mutations These taints could be used in fantasy setting or gammaworld really. Vegetal creatures, symbiotes, plant gods, elfy curses could all cause these. Will try to do a fungi version too but until then thus will probably be starting point. Plant mutations might also be symbiotes or parasites that can be separated from the host. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-plant-mutations.html
prompt: Show me: {Where taint came from|Minor Mutations|Major Mutations} Where taint came from use: common/nbos/Tools.ipt table: Start [#[{$prompt1} >> left 3] ChooseTable] table: ChooseTable type: Dictionary Whe: [@TaintCameFrom] Min: [@MinorCosmeticMutations] Maj: [@MajorMutations] table: TaintCameFrom Ate a strange seed or mushroom Strange spores or pollen blew on you Attacked by plant monster Cursed by elves or goblins Given goblin or elf fruit to eat Pricked by a thorn Strange unguents rubbed on you by elves Ancestor ate a strange herb Ate fruit from a dryads garden Ancestor mated with tree spirits or elf Fairies sprinkled magic dew or pixie dust on you Saw procession of vegetal deity table: MinorCosmeticMutations Green eyes Leaves or flowers covering face filters dust and smoke Nose is orchid like Aware of slow time scale plant lives Flower petal eye lashes Cheeks inflate and deflate Coloured ridges on forehead Motion sensitive plant antennae Extra visual receptors but b&w Extra smell receptors sensitive to plant hormones Green skin photosynthesis half food requirements Leaves growing on skin Bark like rigid skin Vines growing over skin Thorns or needles growing from skin Flowers growing from skin Bristly vegetal hairs or moss growing from skin Berries or nuts grow from skin Taste hideous most creatures will not eat Taste delicious and sweet and attract insects Vegetal mouth in chest Drum like acoustic chambers rattle when aggressive or scared Vegetal eyes in chest Vegetal vine like tentacles Vegetal tendrils floppily hang from chest Rows of thorn like growths Vegetable like growths ripening Spicy chilli like fruit growing from sides Spikes on spine or sides Inflating and deflating sacks on sides Odour of fragrant scent leaks from plant like orifices Animated nightmare flower genitals Spray pollen or spores a few times a day Delicious syrup drips from a floral organ Sticky extrusion smells of rotten meat attracts flies Insect attracting and eating orifices half food intake Insect repelling musk odour from plant like glands Seed or bean pods grow on skin and drop off when ripe No longer excrete waste food and eat half as much Insect pheromones lure in potential food or pollinators Flexible fingers like rope Shedding plant needles Flexible double jointed limbs Pointy thorn tipped fingers Sharp thorny bristles on arms Dagger like thorn can retract from wrists at will Flower petals on arms Small prehensile branches growing under arms Flower fingers Strands of ribbon like razor edged vegetation growing under arms Feet terminate in single root that can run as normal and can grip like a hand Flexible legs that can uncannily bend Additional smaller tendril like legs Flexible rope like prehensile toes Thorn covered legs Thorn toe hard feet good for climbing or kicking Legs can elongate height one yard Legs covered in leaf like scales Enjoy burying lower legs in good soil, do not require food Eat dirt by the handful a few times a day equals one meal in food Mouth dribles slime Plant tendril whiskers around mouth Insects attracted to mouth half food needs Foot long tendril toungue Huge thorn like teeth Enlarged mouth with plant like lips Puffy jowls with pitcher plant like bulging neck Multiple rows of thorn like teeth Bugs living in mouth Sideways mouth Bulging skull forehead Vegetable shaped skull Horn or antler like hard wood branches from head Spiked skull growths Plant growing out of head instead of hair Skull covered in vegetal brain like tissue Jaw dislocates can swallow whole cat or lamb or rabbit Semi transparent green tinted skull you can see worm covered brains inside Holes in skull where worms pop out of occasionally Roots growing out of skull like hair Plant like heart with strange low blood pressure increases life span 25% Can shut down into state of hibernation in extreme cold or air low for months Vegetal lungs function of rebreather double how long you can hold breathe Blood is thick sap resin that sets hard Blood is mildly toxic or carries disease Blood is mild narcotic Blood is delicious and good for cooking Algae in gut processes food to energy can eat grass or wood or leaves Liver filters out all plant based toxins from food lets you eat poison berries Very little water leaves plant like organs needs half as much water Go into torpor trance instead of sleep like animals Calm never loses morale and ignores first magic fear attack a day Plant empathy feels more concern for plants than animal life Can remain still for as long as please, can sleep standing up Urge to propagate as much as possible without passion Urge to devour or enslave animals life Animals always eating and eating, they are your enemies and will eat you Improved memory and recall with new plant slower but better neurons Can evaluate best soils and climate conditions for plant growth Can sense well being or taint or magic of any plant touched table: MajorMutations IR vision UV vision Can grow blank face mask yet senses and talks through normally Beard of prehensile face tentacles Nose is a prehensile trunk a yard long Can smell sick plants or bad soil Can change face once a day by growing a plant mask Sense living beings in 3" through up to 3 foot of dirt Face is a lovely flower +1CHA Seed depositing tube comes out of nose to implant animals with plant mutations Self sealing wounds only bleed one round Scale leaf armour +2AC Irritant in skin unpleasant to touch or eat Ablative ignore first 10 HP fire damage per day Shed skin and recover 10 HP once a week Photoreceptive skin regenerates a HP per hour in sun Grow 2d4 goodberries that heal a HP each if eaten once a day Grow fruit or nuts that act as one days food, grow a d4 per week, 7 maximum Spiky thorns d3 damage to any who make a bare hand attack or bite mutant Sticky waxy hard skin use half water and +1AC Extra huge mouth in torso d6 damage extra attack Can fire arrow like thorns from chest d6 as a light crossbow per round Vegetal armoured plastron +2AC If you die a smaller clone sprouts from corpse taking 1 hear to regain height Body parts of you buried grow into small offspring if planted a month Regrow lost limbs or digits, eyes or ears or nose Mouth in chest opens with a 1" tendril that can make a grappling attack Body can survive without head, will eventually run away and grow a new head Shoot explode seed 3d6 grenade once per level per week Inflatable gas bags inflate or deflate ten minutes can fly as levitation spell Pollen bursts covering area in choking dust like stinking cloud once a day Air filled with fine floating seed pods like fog cloud once a day Regenerate 1 HP every hour Increased damaged resilience Plus d8 HP Wooden muscles Increased STR +1 Vegetal fortitude Increased CON +1 Lithe like a plant Increased DEX +1 Every time take a poop useful plants grow rapidly from it Silk worm colony live on you producing 3d4 gp a month Can shake loose 1d4 meals worth of bugs once a day Can shoot a d4 dart once a round blowpipe range from each hand Hands have horrible mouths can make two 1d6 bite punches a round Huge thorny blades come from wrists at will can make two 1d6 stab punches a round Vines shoot from palms and allow you to swing or entangle with 3" range Arms are flexible and ropey like snakes or vines can elongate a yard Extra fully functional vegetal arms +1 melee attack Tendril vines 1" long can be used to grapple Stinger vine extra attack on eyes of enemies, save or blinded if hit -4 Fire a 1" across bundle of entangling vines up to 6" once per level per week Seed if dropped turns into a 1HD midget vegeman once per level per week Bury lower legs in good soil heals 1HP per hour Legs are a cluster of roots, hard to fall over and +3" speed Legs are flexible and ropey like snakes or vines can elongate a yard Legs roots can climb almost any surface Feet have mouths that lap up gore or eat small critters, extra d4 kick attack Feet roots can tap into plants and heal them a d4 HP once a day per plant helped Feet plant seeds every step in soil sprouting grass and flowers Feet detect water within 3" Feet feel movement of others walking on ground within 2" Can track by vegetal smell and taste receptors in feet Face is just a thick lipped vegetal mouth d6 bite extra attack Acid wretch 2d4 or save for half once per level per week 1" range Pollin breath causes nausea to a target in 1" once per level per week Spit a thorny seed pod roll to hit for 2d6 once per level per week Vile Spew covers victim in diseased vomit once per level per week Spit venom 2d6 poison save for half once per level per week Spit web 1" is a entangling web like goop for one person once per level per week Spit incendiary acorns d4 each 3 per round as a dart once per level per week Vomit up a green slime per month Can cough up a shambling mound seed once a month Flexible neck can elongate a yard Head will survive if cut off dead body and over a year grows a new one Vegetal horns or antlers extra d6 attack Beautiful hair releases 3" glowing cloud of spectacular airborne seeds once a day Floral crown skull +1AC Floral hair flows like rainbows and grows a inch a day Edible fruit or vegetables grow from head or hair for a d4 meals a day Extra plant heads d4 tend to copy main head d4 bite each Detachable head can be removed, left then re atatched Tiny offspring bud from head each month Blood on attackers weapons turns to sticky resin -1 to hit cumulative each hit Blood damages attackers -1 damage per hit for non magic weapons or 1HP damage Drinking animal blood and/or eating meat can heal 1hp three times a day Internal organs glow producing light 1" radius per level, blood glows Release rain activating spores from skull once a week Sonar with subsonic vegetal drum organ and delicate listening bristles Cold resistant sap can operate in arctic climate -1/die cold damage Fire resistant sap prevents burning -1/die fire damage Addictive narcotic sap produces mild euphoric hallucinogenic high Small animals love you and want you for euphoria they get from scent Plant brain Increased INT+1 Plant mind Increased WIS+1 Can sense life in 3" through up to a foot of stone Plant empathy can communicate by emotions 1"/Lv with plant like beings Telepathy can communicate with 1"/Lv with plant like beings Can extract random memories by eating animal brains of meat beings Can enthrall plant beings with charm plant once per day delivered by pollen Can animate plant matter once per day effect 1HD or 30lb per level Can create a thorny hedge yard thick x 1" wide x3 " per level once per level a week Can charm a human with charm person once a day FILENAME: EMO_OSR_PlantMutations.ipt Header: Plant mutations These taints could be used in fantasy setting or gammaworld really. Vegetal creatures, symbiotes, plant gods, elfy curses could all cause these. Will try to do a fungi version too but until then thus will probably be starting point. Plant mutations might also be symbiotes or parasites that can be separated from the host. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-plant-mutations.html
prompt: Show me: {Where taint came from|Minor Mutations|Major Mutations} Where taint came from use: common/nbos/Tools.ipt table: Start [#[{$prompt1} >> left 3] ChooseTable] table: ChooseTable type: Dictionary Whe: [@TaintCameFrom] Min: [@MinorCosmeticMutations] Maj: [@MajorMutations] table: TaintCameFrom Ate a strange seed or mushroom Strange spores or pollen blew on you Attacked by plant monster Cursed by elves or goblins Given goblin or elf fruit to eat Pricked by a thorn Strange unguents rubbed on you by elves Ancestor ate a strange herb Ate fruit from a dryads garden Ancestor mated with tree spirits or elf Fairies sprinkled magic dew or pixie dust on you Saw procession of vegetal deity table: MinorCosmeticMutations Green eyes Leaves or flowers covering face filters dust and smoke Nose is orchid like Aware of slow time scale plant lives Flower petal eye lashes Cheeks inflate and deflate Coloured ridges on forehead Motion sensitive plant antennae Extra visual receptors but b&w Extra smell receptors sensitive to plant hormones Green skin photosynthesis half food requirements Leaves growing on skin Bark like rigid skin Vines growing over skin Thorns or needles growing from skin Flowers growing from skin Bristly vegetal hairs or moss growing from skin Berries or nuts grow from skin Taste hideous most creatures will not eat Taste delicious and sweet and attract insects Vegetal mouth in chest Drum like acoustic chambers rattle when aggressive or scared Vegetal eyes in chest Vegetal vine like tentacles Vegetal tendrils floppily hang from chest Rows of thorn like growths Vegetable like growths ripening Spicy chilli like fruit growing from sides Spikes on spine or sides Inflating and deflating sacks on sides Odour of fragrant scent leaks from plant like orifices Animated nightmare flower genitals Spray pollen or spores a few times a day Delicious syrup drips from a floral organ Sticky extrusion smells of rotten meat attracts flies Insect attracting and eating orifices half food intake Insect repelling musk odour from plant like glands Seed or bean pods grow on skin and drop off when ripe No longer excrete waste food and eat half as much Insect pheromones lure in potential food or pollinators Flexible fingers like rope Shedding plant needles Flexible double jointed limbs Pointy thorn tipped fingers Sharp thorny bristles on arms Dagger like thorn can retract from wrists at will Flower petals on arms Small prehensile branches growing under arms Flower fingers Strands of ribbon like razor edged vegetation growing under arms Feet terminate in single root that can run as normal and can grip like a hand Flexible legs that can uncannily bend Additional smaller tendril like legs Flexible rope like prehensile toes Thorn covered legs Thorn toe hard feet good for climbing or kicking Legs can elongate height one yard Legs covered in leaf like scales Enjoy burying lower legs in good soil, do not require food Eat dirt by the handful a few times a day equals one meal in food Mouth dribles slime Plant tendril whiskers around mouth Insects attracted to mouth half food needs Foot long tendril toungue Huge thorn like teeth Enlarged mouth with plant like lips Puffy jowls with pitcher plant like bulging neck Multiple rows of thorn like teeth Bugs living in mouth Sideways mouth Bulging skull forehead Vegetable shaped skull Horn or antler like hard wood branches from head Spiked skull growths Plant growing out of head instead of hair Skull covered in vegetal brain like tissue Jaw dislocates can swallow whole cat or lamb or rabbit Semi transparent green tinted skull you can see worm covered brains inside Holes in skull where worms pop out of occasionally Roots growing out of skull like hair Plant like heart with strange low blood pressure increases life span 25% Can shut down into state of hibernation in extreme cold or air low for months Vegetal lungs function of rebreather double how long you can hold breathe Blood is thick sap resin that sets hard Blood is mildly toxic or carries disease Blood is mild narcotic Blood is delicious and good for cooking Algae in gut processes food to energy can eat grass or wood or leaves Liver filters out all plant based toxins from food lets you eat poison berries Very little water leaves plant like organs needs half as much water Go into torpor trance instead of sleep like animals Calm never loses morale and ignores first magic fear attack a day Plant empathy feels more concern for plants than animal life Can remain still for as long as please, can sleep standing up Urge to propagate as much as possible without passion Urge to devour or enslave animals life Animals always eating and eating, they are your enemies and will eat you Improved memory and recall with new plant slower but better neurons Can evaluate best soils and climate conditions for plant growth Can sense well being or taint or magic of any plant touched table: MajorMutations IR vision UV vision Can grow blank face mask yet senses and talks through normally Beard of prehensile face tentacles Nose is a prehensile trunk a yard long Can smell sick plants or bad soil Can change face once a day by growing a plant mask Sense living beings in 3" through up to 3 foot of dirt Face is a lovely flower +1CHA Seed depositing tube comes out of nose to implant animals with plant mutations Self sealing wounds only bleed one round Scale leaf armour +2AC Irritant in skin unpleasant to touch or eat Ablative ignore first 10 HP fire damage per day Shed skin and recover 10 HP once a week Photoreceptive skin regenerates a HP per hour in sun Grow 2d4 goodberries that heal a HP each if eaten once a day Grow fruit or nuts that act as one days food, grow a d4 per week, 7 maximum Spiky thorns d3 damage to any who make a bare hand attack or bite mutant Sticky waxy hard skin use half water and +1AC Extra huge mouth in torso d6 damage extra attack Can fire arrow like thorns from chest d6 as a light crossbow per round Vegetal armoured plastron +2AC If you die a smaller clone sprouts from corpse taking 1 hear to regain height Body parts of you buried grow into small offspring if planted a month Regrow lost limbs or digits, eyes or ears or nose Mouth in chest opens with a 1" tendril that can make a grappling attack Body can survive without head, will eventually run away and grow a new head Shoot explode seed 3d6 grenade once per level per week Inflatable gas bags inflate or deflate ten minutes can fly as levitation spell Pollen bursts covering area in choking dust like stinking cloud once a day Air filled with fine floating seed pods like fog cloud once a day Regenerate 1 HP every hour Increased damaged resilience Plus d8 HP Wooden muscles Increased STR +1 Vegetal fortitude Increased CON +1 Lithe like a plant Increased DEX +1 Every time take a poop useful plants grow rapidly from it Silk worm colony live on you producing 3d4 gp a month Can shake loose 1d4 meals worth of bugs once a day Can shoot a d4 dart once a round blowpipe range from each hand Hands have horrible mouths can make two 1d6 bite punches a round Huge thorny blades come from wrists at will can make two 1d6 stab punches a round Vines shoot from palms and allow you to swing or entangle with 3" range Arms are flexible and ropey like snakes or vines can elongate a yard Extra fully functional vegetal arms +1 melee attack Tendril vines 1" long can be used to grapple Stinger vine extra attack on eyes of enemies, save or blinded if hit -4 Fire a 1" across bundle of entangling vines up to 6" once per level per week Seed if dropped turns into a 1HD midget vegeman once per level per week Bury lower legs in good soil heals 1HP per hour Legs are a cluster of roots, hard to fall over and +3" speed Legs are flexible and ropey like snakes or vines can elongate a yard Legs roots can climb almost any surface Feet have mouths that lap up gore or eat small critters, extra d4 kick attack Feet roots can tap into plants and heal them a d4 HP once a day per plant helped Feet plant seeds every step in soil sprouting grass and flowers Feet detect water within 3" Feet feel movement of others walking on ground within 2" Can track by vegetal smell and taste receptors in feet Face is just a thick lipped vegetal mouth d6 bite extra attack Acid wretch 2d4 or save for half once per level per week 1" range Pollin breath causes nausea to a target in 1" once per level per week Spit a thorny seed pod roll to hit for 2d6 once per level per week Vile Spew covers victim in diseased vomit once per level per week Spit venom 2d6 poison save for half once per level per week Spit web 1" is a entangling web like goop for one person once per level per week Spit incendiary acorns d4 each 3 per round as a dart once per level per week Vomit up a green slime per month Can cough up a shambling mound seed once a month Flexible neck can elongate a yard Head will survive if cut off dead body and over a year grows a new one Vegetal horns or antlers extra d6 attack Beautiful hair releases 3" glowing cloud of spectacular airborne seeds once a day Floral crown skull +1AC Floral hair flows like rainbows and grows a inch a day Edible fruit or vegetables grow from head or hair for a d4 meals a day Extra plant heads d4 tend to copy main head d4 bite each Detachable head can be removed, left then re atatched Tiny offspring bud from head each month Blood on attackers weapons turns to sticky resin -1 to hit cumulative each hit Blood damages attackers -1 damage per hit for non magic weapons or 1HP damage Drinking animal blood and/or eating meat can heal 1hp three times a day Internal organs glow producing light 1" radius per level, blood glows Release rain activating spores from skull once a week Sonar with subsonic vegetal drum organ and delicate listening bristles Cold resistant sap can operate in arctic climate -1/die cold damage Fire resistant sap prevents burning -1/die fire damage Addictive narcotic sap produces mild euphoric hallucinogenic high Small animals love you and want you for euphoria they get from scent Plant brain Increased INT+1 Plant mind Increased WIS+1 Can sense life in 3" through up to a foot of stone Plant empathy can communicate by emotions 1"/Lv with plant like beings Telepathy can communicate with 1"/Lv with plant like beings Can extract random memories by eating animal brains of meat beings Can enthrall plant beings with charm plant once per day delivered by pollen Can animate plant matter once per day effect 1HD or 30lb per level Can create a thorny hedge yard thick x 1" wide x3 " per level once per level a week Can charm a human with charm person once a day FILENAME: EMO_OSR_CastleSecrets.ipt Header: Horrible Secrets In the Castle Castles both old and crumbling ruin or vital bastion of the nobility have their secrets. Every slightly spooky castle deserves a few odd things. Even the nice palace in a good kingdom might have a secret nobody wants to know. Spice up any overnight castle visit. Will end up in my gothic compilation update. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-horrible-secrets-in-castle.html
table: HorribleCastleSecrets Secret doors with tormented skeletal remains Concealed trapdoor to secret tunnel Signs of old passage or room bricked shut with skeleton prisoner Hidden trapdoor to oubliette with prisoner somebody has hidden Secret small torture dungeon recently used Secret chamber has slab for prisoners with bladed pendulum Secret well under slab with insane immortal fish hybrid boy Secret door to iron maiden holding a wight Altars have secret panels with pagan fertility or demonic idols inside Secret entry to grotto with delightful pool for bathing Secret cave filled with skulls and evil idol Spyholes with secret doors to access often behind artworks At least one gargoyle is secretly alive observing and dropping occasional rocks Gremlin colony eating rats and pranking humans In subground level there is a slab with a wraith asleep underneath Old tree stump was a dryad, her spirit might appear to a handsome hero Old porter remembers where a staircase was covered up Huge fur rug is actually a cursed were beast cloak turns wearer to monster Tapestry contains spirits of old dead dynasty, they invite explorers inside A mirror is a entrance to a pocket universe with a lesser demon or succubus inside Secret hidden sex dungeon with art, wine and obscene furniture Secret rooms with niches for severed heads Curse on this place graffiti marked in hard to find place, research to break Small faerie folk like pixies or brownies or leprechauns hide with treasure Slime monster lives in drains keeping them and dungeons clean Someone summoned a demon here long ago and people have nightmares since Several goblins live between walls and have made secret doors to move about In a hidden place is a diabolic sacrifice dagger sacred to devils who's cultists seek it Four identical carvings hidden if pressed open a secret door with a treasure chest A hidden crypt where a lost dynasty buried royal remains and a ancient crown Stray kittens live in castle air and drain vents Black ravens lurk around a tower until a prophecy is fulfilled Kobolds are living under the the floorboards off spilled crumbs and rats A poltergeist likes to grope guests in their sleep or pinch bottoms Chains rattling and moans can be heard in dark parts of the castle A strange translucent spectral woman in coloured gown is seen in corridors A shadowy misty phantom is said to spread sickness here Bat colony has taken roost in ruined walls and dungeons A small idol tucked away is worshipped by rats, a shrine to the demon rat god A ghost child walks the castle at times and will not rest till doll buried with A witch lives here in disguise as old woman or maid with a cat A large hellcat lurks here in the dark corrupting generations to diabolism A Imp or quasit lives in the castle invisibly or in animal form causing mischief A huge gecko has grown giant sized hiding and feeding here for decades A book is hidden in ceiling with amazing recipes from monsters and human flesh A hidden journal in box describes a cult leaders increasing corruption A hidden book of confessions of horrible murders by past castle tenant A secret door with a rust starving rust monster inside A naked old man chained inside wall space sealed for years and fed daily by someone Secret witch marks scrawled on walls in hard to find spaces Hearts or toads impaled by dozens of thorns hidden in chimneys as part of a witch spell Giant centipede nests inside several walls will swarm out if walls tapped or smell food Several dragons teeth were hidden around castle according to old scroll found A old grandfather clock with a modron inside acting as a mechanism in secret A vampire child lives under rubble in castle ruins and occasionally comes out for blood Squealing sound heard occasionally from underground, sometimes angry pig men too Sounds of rat swarms rumbling through the walls squeaking and scratching One of the rats has a human face and is actually a evil familiar spirit of a witch Several large toads living in holes in walls are witch familiars spying for mistress A secret chamber with dental tools and hundreds of teeth in display cabinets Several secret cache of banned printed political pamphlets and pornographic prints A secret room with armour and weapons in good condition and greased A headless phantom walks the night looking for or carrying his head A secret rich bedroom abandoned for years with chained maiden skeleton A secret chamber with blood stained bath and remains of dozens of youth skeletons A secret room with a demonic altar and statue with black tallow candles in candelabra A secret room with model of castle and region with toy soldiers and tennant plots marked A secret chamber with erotic paintings and human size cages A secret chamber with small stove, huge slab and human skeletons hanging from hooks A secret room with morgue slab, desiccated body and anatomical charts and tools A secret chamber with display cases of taxidermy, fossils, old tablets and skeletons A old box filled with hundreds of scandalous love letters by former occupants A secret shrine of good defiled with blood, feces and evil graffiti A secret chamber with large unknown monster eggs in straw stuffed crates A chained and gagged immortal has been here for hundreds of years as punishment At night a evil black goat kid roams about, actually a evil imp familiar A secret chamber with human size rending cauldron and hundreds of tallow candles A secret room with cabinet of severed hands with magical insignia once used by witches A secret room with wolf skeletons and scratch covered walls A secret room with dozens of coffins leaning on walls as a makeshift mausoleum Small secret tunnel in room leading to a crushed old man who tried to dig way out A secret room with spinning wheel, mannequins and several expensive ballgowns A secret childrens room with wooden toys, tiny beds and skeletons A secret chamber with table, altar and robes hanging on a hook A secret room with paintings of evil forgotten aristocrats of fallen dynasty A secret room with a well, chain, barrels and a marine troll hidden underwater A secret room with corpse in coffin on altar with stake through heart and head missing A secret room with workshop and several incomplete golems and notebooks A secret room with treasure chests guarded by animated armour with swords A long lost family crest in a chest with a reward on offer for decades A secret room with a well with several water weirds with coins in foul well A secret door with dead young noble skeleton, spirit begs for proper burial A secret alchemist lab, damaged and abandoned in a explosion A secret library with a dozen occult tomes in secret cyphers and dead languages A secret chamber with lab, strange salts in jars and caged pit with horror trapped inside The castle has a strange custom which curse those committing a certain ordinary act A old witch lives in secret room with her pets, stove, bed and her guard hellhound A ancient alter in secret room creates monsters occasionally A secret room with ancient pagan cauldron which undead exit from occasionally A secret room with a mirror that lesser demons enter the world through occasionally FILENAME: EMO_Supers_ContactTrouble.ipt Header: Contact Trouble This is for contacts who probably don't have powers but annoyingly need the hero to help them. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-contact-problems.html elfmaidsandoctopi.blogspot.com/2017/03/d100-problems-for-agent-contacts.html elfmaidsandoctopi.blogspot.com/2017/03/d100-science-contact-trouble.html elfmaidsandoctopi.blogspot.com/2017/03/d100-magic-contact-trouble.html
prompt: Who's in trouble? {General contact|Agent contact|Scientist contact|Magic contact} General contact table: Start {choice=='[{$prompt1} >> replace / contact/Problems/]'}& [@{choice}] table: MagicProblems Housing troubles Relationship woes Resources in danger Legal problem Friend in trouble Criminal problems Slandered reputation Mundane accident Medical problem Strange family legacy discovered Visitors ask to be your student Creepy loner asks to be your student Reading a crumbling old magic book Reading a dread elder tome and left disturbed Seeking advice from a master Seeking markings on ancient ruins Visit library in far away place Seek book in strange private collection Study exotic dead language Search for lost relic Accidently freed a ancient spirit Accidently summoned a demon Accidently summoned a elemental Accidently opened a planar rift Accidentally contacted a lost spirit Accidently made a magical curse Accidently communicate with a demonic lord Accidently communicate with someone stranded on other plane Accidently released a entity from overspace Accidently called a planar conqueror Explore a haunted house Archaeological dig of ancient ruins Trade relics and books at a occult auction Investigate strange disappearance Investigate supernatural death Investigate occult related crime Seek a mysterious and hard to find adviser Find out why a nightmare thing is scaring people from a place Explore a ancient cave system Explore spooky graveyard Investigating a cult Rescuing victim from a cult On the run from assassin cult Ruining ritual of a cult Wiping out a whole cult organisation In a race to beat cult to a relic In a race to stop cult with kill list Confronting a cult leader in battle of wits Sneak into cult HQ during a ceremonial trance Steal favorite of the obsessive cult leader A sorcerer wants to trade research or books A sorcerer challenges you A former magical peer has turned to a enemy A planar being sends it's champion sorcerer to duel A old mentor sends a SOS message A alien sorcerer comes to duel for the Earth A evil wizard tries a robbery or relics or books Mad wizard on public rampage Wizard deceived into calling a terrible elder power Wizard of elder magic seeks to waken old ones Haunting reported in media Magic creature sighting gossiped about on internet Missing children in area, survivors tell of supernatural being Some one contacting the dead causing problems Haunted street shunned by locals A spirit tries to contact through non direct means Spirit of a dead friend makes contact in a dream Phantom drink driver hits and runs Spirits disturbed by meddler using a relic Primordial spirits of pleistocene arise angrily Fraternal brotherhood seek new members Brotherhood or wizards demand join us or die Secret society after artifact to grant them power Secret society obfuscating a important discovery Secret society have a hidden citadel of secrets Confrontation with inner circle of a secret society Stalked by secret society kill team Found paper trail of ancient secret society Being watched by secret society Protecting a potential love interest from secret society A liogor in hideous draconic form is entering the world and forming a cult A elder beast is awoken by destruction of it's magical prison Tribal wizard calls one of the great elder beasts to avenge his people A druidic wizard calls great elemental god to punish civilization Alien wizards release a monster of their nightmare world A monster is murdering people every night A shapeshifting dire wraith warlock or witch calls it's kin from the stars A aquatic sea behemoth is awoken by fish cultists A mutant creature has been dabbling in sorcery Magical construct on rampage set off by wizard Studying a ancient gateway A manual gives secrets of contacting a being from beyond Hospitalised by pressure increase caused by planar interlopers Exploring another dimension Laws of reality breaking down Nightmare realm breaking through from the other side Exploring dreamlands as self therapy Interdimensional raiders from the other side Dream visions sent by otherworldly lover Something from beyond is slipping through into our world table: ScientistProblems Drowned in difficult office work right now Involved in office romance Bullied by co workers Love struck by co worker but too shy Moving office right now On mandatory paid leave Conference interstate or overseas Sent on expedition or field trip Responsible for interns or student training Everyone squabbling for promotion Important research deadline Trying to get access to special equipment Trying to get access to special materials Ethics enquiry committee presentation Applying for extra funding Feud with rival for resources and attention Busy preparing budget and funding applications Arguing with peers in journals Sitting on consultative committees Sitting on departmental procurement meetings Studying under pile of books and journals Working on important paper Drawing on chalk boards Entering data into computer Devising experiment Drafting plans of project Researching simila work by peers Proof reading new book or paper Researching pre modern methodology Thinking in armchair important new project Rival calls you and a quack Terrible reviews of recent work University offers honorary degree Accused of unnecessary cruelty Accused of sexism or sexual harassment Accused of racism or biological ableism Blackmailed by co worker or boss Work slammed as dangerous by meddling peer Meet a attractive flirtatious brilliant student Work publicly acclaimed as among world best Lab reconstruction needs supervision Lab destroyed in accident like fire or explosion Lab work at crucial stage requiring supervision Lab being shared with angry rival Lab specimen opens exiting research Lab test subject escaped Lab accident hints at new project Lab experiment yields amazing results that need study Lab assistant destroys research project Lab tech requires urgent overhaul Invited guest lecturer at prestigious school Invited to speak at conference Invited to chair academic panel Invited to teaching position with tenure Invited join evil science brotherhood Invited to join a super villains research team Invited to join think tank Invited to edit important journal Won a famous prize for work with endowment Invited to present or appear on television program Experiment results in new hypothesis or prototype Experiment attracts attention of government agents Experiment attracts interest of greedy investors Experiment kills someone by accident Experiment creates a rampaging monster Experiment attracts interest from science villain Experiment attracts jealousy and sabotage from peers Experiment accidently creates something wrong but interesting Experiment attracts interest of aliens or things from beyond Experiment gone wrong provides origin for superhuman Enemy agents try to steal research or invention Secret society try to steal research or invention Rival scientists or corporation tries sabotage Activist protesters attempt sabotage or leak secrets Science villain or secret societies kidnapping project staff Spies infiltrate experiment from many agencies Security scare has lab on lockdown and staff debriefings Secrets or prototype stolen and for sale on black science market Hacker spying on computer network Agent caused accident during theft, triggering origin event for superhuman or monster Supervillain rampage damages work Supervillain demanded research using blackmails Superhuman fight seen on project site but no answers Villain's goons try enter project but stopped Superhuman crackpot demands research cease Superhuman claims research wronged them and tries sabotage Superhuman murdering project staff Superhuman offers to assist the project Superhero battles a mysterious secret society near project Superhumans battling on project site Superhuman from alternate timeline visits Time travellers meddling in project Some strange phenomena is scaring staff Meddling kids try and stop experiment Corporation, syndicate, gov agency or rivals try hosltile takeover of project Mysterious death near lab A strange gateway opening or closing in area Beings from alternate universe visit project Beings from deep space visit project Elder entities slowly leaking into our continuum from experiment table: AgentProblems Training exercise kills a student Near death in training excercise Training test goes too far Performed poorly in tests on notice Tests scores result in department change Tests have agent marked for special assignments Tests results get agent investigated Test needs to be reset due to someone cheating Trained in operating new equipment Drowned in homework for annual exams Asked to kill someone you agent knows Asked to produce fraudulent documents Asked to steal documents that seem to hurt innocent people Corrupt co workers try to implicate you in their crimes Corrupt faction cell try to get you to join them Asked to spy on corrupt co workers Asked to spy on friends Asked to cause terrible disaster Realize a close co worker is a enemy agent Suspicious about a leaders loyalty Hospitalised for minor gun shot wound Hospitalised for knife wound Hospitalised for car accident Hospitalised for fall off building Hospitalised for multiple gun shot wounds Sent to mental health clinic Off duty while recovering from exotic disease Poisoned somehow treated in hospital Hospitalised after plane crash Sent to resort spa to recover from stress Agent being pressed by boss for more results New manager sends agent somewhere far away and dull Acting new manager hates you Suspect a manager trying to kill agent Being sent away on special assignment Sent on suicide mission Manager demotes agent to admin role Temporary promotion to command Boss invites agent to social function Boss invites to secret meeting Shot at in street by sniper Armed gunman tries to kill agent Armed gunmen try to kidnap agent Violent high speed car chase Fight inside aircraft or train Barfight with dozens of thugs Brawl in public in knife wielding thug Shoot out in alleyway Brawl in industrial area with dangerous machinery Attacked in home or public by assassin Caught in multi car explosion Caught in plane crash explosion Caught in burning building Caught in industrial accident Caught in massacre by crazed gunman in public Caught in huge chemical spill Caught in building or structure collapse Caught in flash flood Caught in electrical or nuclear accident Caught in military battle lines Sent to exotic postcard foreign country Sent to isolated location rarely visited Posted to infiltrate rival faction Posted to spy on a organisation Search and destroy a enemy agent or target Sent to recover goods stolen by rivals Sent to recruit a target to your faction Sent on raid to rival factions base Sent to infiltrate a complex for intel Bodyguard VIP or escort goods Research public information Analyzing reports and data Taken off duty pending investigation Being observed by co workers Mountains of paperwork and stock control Debriefings of last mission Interrogation of suspects Involved in internal investigation, weapons recalled Imprisoned temporarily Detained and tortured in security check Sent on operation to destroy rival organisation Sent to foreign country to network ally orgs Send to make deal with former enemies Sent to uncover new organisation Join team hunting secret society Join team hunting a traitor Join team engaged in violent blood feud with rivals Join team infiltrated with enemies Investigating organisation for infiltration Join operation where treated as traitor to uncover traitors Obfuscate a hero investigating a organisation secret Observe a super human target Observing target you suspect not human Investigate horrible murders seemingly inhuman Join operation to spy on superhumans incognito Infiltrate gang of goons working for a villain Infiltrate a secret base of superhuman villains Sent to mentor a new superhuman for the org Terminate a superhuman with extreme prejudice Kidnap some super human children for the organisation table: GeneralProblems Family feud with members not talking Family get together turns toxic Family member in trouble with law Family member needs caring for a while by contact Family member behaves dreadfully offending everyone Family member reveals shocking life style secret Family member has a secret partly exposed Discover long lost relatives New children born or adopted Pregnant relative needs support Boss threatened to sack Working for promotion Trouble surviving on pay Hours cut or demoted Workplace in crisis overtime needed Co worker a bully Co worker or boss performs illegal activities at work Discover fraud at work Discover work connected to criminals Business almost bankrupt Trouble with partner with a dark secret Partner wants marriage Partner is cheating Partner is secret plant by evil organisation Partner is a criminal Partner has dangerous job Partner hates super heroes Contact miserable, shy and lonely Contact bitter and twisted from last life gone wrong Contact busy with work avoids romance Contact has a car accident Contact falls from building Contact in burning building Contact injured by building site or poor maintenance Contact chased by dangerous animals Contact drowning Contact trapped in building Contact lost somewhere Contact injured blooding Contact desperate for money Tempted by questionable get rich scheme Robbed by con man Hit with huge medical bills Audited for tax, very stressed Offered criminal money Found some money criminals want it back Hackers emptied accounts Assets frozen during investigation Nigerian prince used fake ID to steal everything Food poisoning requires treatment and care Possibly contaminated awaiting tests Tested for incurable fatal condition Put in a mental hospital for evaluation Ambulance took to emergency in fragile condition Put on new medication but reluctant to take Terrible fever and flu symptoms Poisoned in hospital on observation Relapse of old serious medical condition Contact has dying relative in hospital Contact held up and used by hostages Kidnapped for blackmail or hostage Violently beaten by gang Home invaded by hoodlums Threatened by organised crime Held up by mugger, now scared to go out Hit and run driver ran over contact Stabbed by formerly friendly youth Car or valuables stolen House burned down by arsonist Been over using legal medication Abusing street drugs more and more high Increasingly drinking and drunkenness Has become hooked on gambling Has been involved in risky sex life Always out partying going broke Mixing socially with dangerous bad people Developing weird taste in pornography Increasingly attracting abusers in life Increasingly becoming abusive to loved ones Has been harassed by super criminal Has been dating a agent or villain Under investigation by secret agency Stalked by creepy villain or monster Has been replaced by android or robot Has been replaced by agent in disguise Attempted target of serial killer Exotic crime gang developed interest in contact Injured in super battle they witnessed Witnessed a criminal and police and mob want contact Haunted by supernatural emanations Has seen flying saucers Has seen some horrible creature in public Menaced by strange voices Feeling they are being watched by constantly Occult paraphernalia has been left to scare contact Seen a doppelganger of someone close like hero or self Haunted by dreams of dead loved ones Mysterious benefactor giving gifts to contact Weird stranger following them just wants to talk FILENAME: EMO_OSR_DungeonWonders.ipt Header: Dungeon Wonders & Spectacles Wonders are not meant to be attacked or destroyed just amaze from afar and not get too close. but you might. I will be doing some cave and Xor geomorphs soon and will design some big chasms as spaces for stuff like this. I have done wonder tables for my hells and other places from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/d100-dungeon-wonders-spectacles.html
table: DungeonWonders Dragon hatchery with at least one elder dragon and many smaller ones with eggs Manacled demon [|lord|godling|titan] chained up, often being tormented by something cruel Ziggurat covered in bloody skulls while tribe of chaos humanoid worship and sacrifice A gigantic [|statue|monument] with its own complex and temple inside A gargantuan pit of filth and garbage with formarians wallowing like a pool on a summers day Dozens of beholders swarming around a pit to the netherworld A glowing fleshy lake forming eyes and mouths and spawning dungeon monsters A great pit swarming with ghosts, spirits and other undead horrors A mighty battle between dungeon humanoids with hundreds being slaughtered Two huge golem like walking temples of different faiths slamming against each other A huge pit is swarming with purple worms, a island with a pyramid is on island in the middle A slumbering Kaiju curled in a ball hibernating for a aeon Titanic slumbering monsters from the end of the dawn age awaiting the apocalypse A great throne where Orcus sits with his wand being surrounded by a thousand zombies Mountain of shattered statues accumulated over thousands of years by spirits Drunken sleeping giants, napping after game of boulders and megaliths Huge monolith engraved with fantastically complex battle scene of law and chaos Huge glowing stone egg awaiting the end times to hatch into a kaiju Headless titan bleeding out into a pool for millennia A great mushroom keep populated by [|goblins|giant bugs|dark elves|trolls] A giant devil mouth guarded by greater devils used as a gate by the lords of hell Gigantic stone skull used by cult for great ceremonies and sacrifices A chaos witch gathering where hundreds cavort naked with goat men and demons Gurgling great lake with misty phantoms struggling to fly free of moaning in pain Titanic clockwork automatons dancing eternally in concentric circles A transparent ice titan lays fallen with a village of goblins visible in digestive tract A hanging cosmic void floating in air left over from creation of the universe Titanic tentacled ice ape elemental lord of chaos searching snowflakes for sets of two Enormous godlike burning phoenix sitting on mountainous nest made of metal Mega kraken writhing in pool of slime writhing tentacles around a incredible jade monolith A small castle built from glittering rock, a planar intrusion from psionic humanoids Huge semi ruined statue of evil lord of fire actually remains of a past manifestation in world Millions of rats swarming into a mound supporting gigantic greater rat demon lord A giant stone head vomits into a foul pool where vile imps of plague gods bathe A thousand mummified crucified corpses on poles on a mound of skeletons A faceless hermaphrodite titan with saggy skin pleasuring itself sitting on huge stone cube Landshark breeding pit makes the cave shake as dozens of beasts grind away relentlessly A cave with dozens of great frozen hideous beasts of the deep posed in battle A necromancy cult assembling a titanic flesh colossus with scaffolding and tonnes of corpses A wondrous fungus garden where mushroom men ans sprites dance amid the psychoactive spoor A great ancient mighty mousoleum full of cursed relics and undead kept by the underworld lord A great earth god on a throne surrounded by cavorting mountain nymphs and beast men A huge illusion of tempting nymphs offer gold and sex covering a bottomless pit A stone sphinx enigmatically staring into space, hidden [|tomb|reliquary] inside A titanic ice sculpture with hundreds of taunting ice apes living within guarding a ice temple Colossal tentacled one eyed idiot god flails about uselessly in his pit with no mouth to scream Two mimic demi gods having mind blasting shape shifting contest that has lasted aeons Gibbering demon lord of filth wallowing in mush playing with huge slime beasts Fragment of prehuman ruin of mighty monster god temple, to gaze on it is mind troubling Giant spiral crystal steps leading from depths into ceiling, many steps are trapped Titanic bronze astrolabe indicating alignments of world and the seven lords of hell A great lake of fire where salamanders and dragons and fire snakes cavort playfully A great lake of boiling blood where goblins push crying spirits under surface with magic poles Eternally burning castle in a time loop, if you get inside you must escape before loop traps you A gasping mineral encrusted pit releasing a huge cloud of diseased miasma with glowing eyes A gorilla kaiju manacled with chains to huge stone sacrificial altar full of unconscious maidens A fort of bronze full of cyclops orcs and ogres led by a wicked efreeti guarding huge metal eggs A rotating glowing polygon crystal constantly changing numbers of facets and arcing electricity A swarm of fluttering modrons experimenting to assemble a lost god of law by merging A colossal heap of quivering flesh with patches of tentacle tumours and oozing orifices A [|star fairy|demon] trapped in a sigil flooding area in searing light begging for release A bound god bound and tormented by dripping venom claims he tried to help humans A patch of growing crystals and pools with crystal megaliths engraved in magic runes A enormous lamprey trapped in a pit where cultists throw victims into it's mouth A rude fungus covered amphitheater where hundreds of goblins watch giant beetles fight A ramshackle goblin market with a hundred or so tents and tiny wagons for goblins stalls Filthy mountain of organic garbage where shambling mounds battle for the best scraps A giant bronze bull with fire pit underneath and hundreds of burned bodies inside A crumbling citadel from the monster age crawling in creatures, curses and ancient loot A demon lord raging trapped in giant chunk of amber by a sun god long ago A grove of petrified giant trees around a tar pit are now homes for twisted creatures Remains of giant size ancient ruins with fragments of murals and several hidden man size doors Illusionary echo of ancient scene of the gods repeating in a endless loop Titanic apparatus holding huge glowing crystal doom seed built by a mad god aeons ago A wicker man woven from spider silk filled with moaning sacrifices being prepared by cult A chasm filled with giant webs roaming with giant spiders and a minor spider god shedding skin A black basalt citadel of the snake men with dinosaur and reptilian mercenaries and monsters A titanic stirge sucking blood through beak stuck in ceiling, its body a foul swollen sack A human shaped titanic golem operated from inside by dark gnomes building a fortress A titanic toad god squats here hibernating and eating the odd purple worm on mound of ruins A god head floats and drips incredibly slowly into a bowl of rubies guarded by a dragon A titanic statue of a forgotten weird god with cultists throwing selves from it into a pit A sprawling monster feast where dungeon bosses and retinues feast on neutral ground A huge mound of candy with gingerbread golems and honey cake witch house in the middle A huge stone maze covered in vulture like gargoyles that kill cheaters and guard secret treasure A lake of green slime with creaming titans chained within as torment for forgotten sins A whole village populated by statues arranged by medusa sisters like collectable toys A giant mermaid goddess corpse being eaten by giant crabs picking her clean of meat slowly A huge pile of grave goods with a lesser deity in dragon form asleep on top having a nice dream A bubbling lake of raw chaos in form of bubbling energy with imps dancing among the flames A great ceremonial ground where vampires of all ages and clans meet every hundred years A dead kaiju being eaten by giant maggots with screaming human baby faces A titan size weapon suspended in brackets guarded by cyclops giants from grubby mortals A golden great tree on a mound of luscious earth with beasts and humanoids living in branches A graveyard of monster bones including titanic sea beasts and kaiju somehow gathered here A huge burning crater fueled by [|natural gas|the elemental plane of fire] A walled citadel occupied by race of sentient magician goats with charmed human servants A inverted citadel hanging from ceiling of cat-bat people who worship the dukes of hell A giant vampire demon godling hangs from the ceiling cultist pilgrims come to feed him A great ruined silver pyramid citadel populated by mutant wizards and silver automatons FILENAME: EMO_OSR_VillageLocations.ipt Header: A-Z Village Location key Village life is lots of fun and a good place for beginning adventurers. I realized my A-Z dungeon key will be handy system for village creation also. This is for rural villages mostly surrounded by woodlands. I would do different one for coastal settlement. Basically roll a random building type and define detail yourself or pick or roll one of the ten examples of each type. Should be able to create lots of villages using this. Most businesses and government have heraldic like painted wooden signs for the mostly illiterate public to find them. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/a-z-village-location-key.html
prompt: Show me: {Random|A Head Person House|B Tavern House|C Sherriff House|D Traders Store|E Industry|F Crafter Workshop|G Shrine|H Healers House|I Store House|J Woodsman House|K Wise Person House|L Oldest Persons House|M Magicians House|N Cult Hall|O Graveyard|P Camping Green|Q Abandoned House|R Idiots House|S Farmers House|T Rental House|U Haunted House|V Villains House|W Water Feature|X Ruins|Y Unusual building|Z Farming Shed} Random use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /_/]'}& [when]{choice}=Random[do]& {choice=='[#{1d100} ChooseAny]'}[@{choice}_Desc]\n\n[@{choice}]& [else][when]{rep}=1[do][@{choice}_Desc]
[end][@{choice}]& [end] table: ChooseAny type: Lookup 01-04:A_Head_Person_House 05-10:B_Tavern_House 11-13:C_Sherriff_House 14-20:D_Traders_Store 21-24:E_Industry 25-30:F_Crafter_Workshop 31-33:G_Shrine 34-36:H_Healers_House 37-38:I_Store_House 39-41:J_Woodsman_House 42-45:K_Wise_Person_House 46-47:L_Oldest_Persons_House 48:M_Magicians_House 49:N_Cult_Hall 50-54:O_Graveyard 55-60:P_Camping_Green 60-61:Q_Abandoned_House 62-64:R_Idiots_House 65-80:S_Farmers_House 81-85:T_Rental_House 86:U_Haunted_House 87:V_Villains_House 88-93:W_Water_Feature 94:X_Ruins 95:Y_Unusual_building 96-100:Z_Farming_Shed table: A_Head_Person_House_Desc A Head Person House & Every village has a head person who acts as a leader to represent the comunity. They deal with the lord they owe fealty to, perhaps with religious authorities, bandits, merchants and even to solve petty disputes and lead village assemblies. The do their best to deal with problems without bringing in more senior authorities. Some villages are more independent or have an assembly typically comprising of everyone over 40. Some might only include men or land holders or persons of a certain class or faith. Head persons might even face punishment from higher authorities. table: A_Head_Person_House A mean spirited head who puts his masters before the village and thinks they are superior A corrupt greedy money grubber who deals with bandits and unfair tolls and tariffs A sleazy hedonist who lives for pleasure, gluttony and vice, vulnerable to gifts and flattery A proper hard but fair head who follows strict religious and legal doctrine A jolly head who likes feasts and parties, tries to be peoples friends, very diplomatic A head who meets weekly with assembly of elders and tries to follow their lead A head who is a farmer and listens to assembly of land users about borders land division A head who is old and wise and is supported by elderly for conservative ways A head who seems able but more interested in secret cults and dealing with strangers A head who serves secret interests and interested in all strangers comings and goings table: B_Tavern_House_Desc B Tavern House & Most villages have a tavern where farmers and labourers enjoy a quick one before going home after work. Some villages spend far more time in the tavern than their families would like. Most taverns just serve drinks but might let you sleep on the floor for a copper. In more developed villages on better routes will have accommodation, some are sponsored by the kingdom to accommodate messengers, change of horses. Many have live entertainment and games and even operate as meeting place for the village table: B_Tavern_House A sly grog shop from a tent under a tree where people sit about drinking A small tavern with mostly just local beer and locals getting drunk A medium tavern with accommodation on the floor at night and simple meals A large tavern with good food, full and festive with many locals and travellers An Inn with a small stable with shared and private rooms where a weekly coach service A state sanctioned inn of good quality with royal messengers rooms and spare horses A Large in with many rooms and a good stable with many visiting traders A coach house inn where regular carriages services stop for accommodation and food A huge sprawling Inn with many floors and some permanant residents as guests A sad old battered inn has seen better days but is quiet, sprawling drunks lay about on floor table: C_Sherriff_House_Desc C Sherriff House & Local lawman usually with several bailiffs and beadles and a cell for those awaiting trial. Mostly prisoners are held awaiting trial by travelling magistrate or sent to a larger prison in a castle or town. Some have facilities for punishment and execution. Sheriffs are elected by locals or appointed. A sheriff house ins pretty normal but includes an office and weapon locker for use by village self defence militia. A sheriff may have up to two bailiffs who in turn may have two beadles who typically carry clubs. A Sherif might also command a sergeant at arms who trains and commands up to a dozen armed militia men called on for man hunts or village is openly attacked. Mostly the cells holds drunks or prisoners awaiting trial or being transported table: C_Sherriff_House Has executioners block and a professional axeman Has gallows and a local volunteers as hangman in such cases Has stocks where petty criminals are locked in as humiliation Cages or gibbets hanging from trees where victims are exposed Huge rock with manacles and a small amount of poor shelter for prisoners An one or two person cell with wooden bars for temporary holding A large iron bar cell can keep six persons A basement cell with torture paraphernalia that muffles screams A small stockade or wall with several small cells for up to a dozen prisoners A huge hollow tree or tree stump with barred door capable of holding one or two prisoners table: D_Traders_Store_Desc D Traders Store & Most villages have a general store that handles trade for the whole village. The store keeper is pretty important and influential. Some goods are for sale on behalf of farmers especially livestock. If you cross a shopkeeper you might get your whole family banned and this will force them to travel miles. table: D_Traders_Store Tiny hut with basic farm supplies and tools with humble old shopkeeper Small store with all kinds of basic goods some are a bit old and shop keeper a mean miser Crowded store with standard goods and livestock run by friendly fat merchant Mean cheap store with high prices especially for strangers and most of village in debt Rugged and rough store with second hand weapons and armour run by ex soldier Charming country store with bulk preserved food goods and jolly ex farmer couple Cramped overcrowded store run by crazy old person full of all kinds of junk Shifty store with some unusual dungeon goods and second hand stuff run by ex theif Cluttered store also acts as pawn shop with guards and barred windows Filthy shop run by drunken ex murder hobo with lots of old maps table: E_Industry_Desc E Industry & Most villages are farming communities but many are partly supported by other industries also which often employ workers. They tend to be noisy eyesores with waste products polluting down stream. Often the facility is also home for itinerant workers and add a d30 workers not counted on village population. Wagon loads of minerals are frequently hauled away. Precious materials might require guards and a strongroom. Locals mostly do not mix with labourers and owners of industry usually have local power and influence table: E_Industry Mill usually water or muscle powered grind the grain crops farmers harvest Lumber yard with stacks of logs, oxen, worker shacks and machinery to cut wood in a shed Mine with mounds of soil, miners shacks, storage sheds, old pits and mine entrance Abattoir where animals are slaughtered and processed then shipped away to butchers shops Tanners yard where leather cured, boiled, dyed and toxic waste washed away Charcoal burners gather wood and convert into charcoal for other industries Smelter where ore is cooked and refined in stinking furnaces Smoke house where fish and meat are smoked and shipped away Sweatshop or workhouse where crafters make common goods like rope, rugs, or wool Quarry with open pit, piles of rubble and workers cutting and carrying stone table: F_Crafter_Workshop_Desc F Crafter Workshop & Every village has several crafters who toil in their home workshops and sell their own goods mostly by barter. Crafters are important and respected as are their children and apprentices. Evil villagers might cripple or imprison important craftsmen or keep them as slaves. Nice villagers often include them in assemblies. Many belong to town trade guilds and travel yearly to visit them. Crafters often have complex guild symbols and secret signs to identify members and bewilder everybody else. table: F_Crafter_Workshop Blacksmith works simple metal goods and fixes horse shoes, weapons, tools and armour Carpenter works with wood and makes all kinds of goods including shields and weapon hafts Leatherworker makes often ornamental goods from hide and leather including clothes and armour Jeweler makes artistic items with metal and mostly semi precious stones for local use Clothier makes cloth and can also act as a tailor often has several workers helping Dyer colours cloth and leather with often toxic materials and has several workers often slaves Butcher cuts and sells meat as well as cures and preserves food stuffs and slagters farmers livestock Baker makes bread, cakes and and other items and uses huge ovens for fests and festivals Brewer makes beer from grain and wine from fruit or herbs and mead from honey Potter makes ceramic goods with some making fine trade goods for far away markets table: G_Shrine_Desc G Shrine & Shrines are small religious sanctuaries with often a wood or stone idol under a shelter at the least to a fully staffed chapel. The regional villagers may operate older forms of worship frowned on by city folk. Some have a shrine for travellers which is a welcome site. A shrine might have local significance and include footprints from a giant or marks made by a saint or hero, a sacred well or tree or grave. Most villagers have one obvious one and possible a few more out of common sight. table: G_Shrine Pagan stone megalith with ancient rock carvings cared for by a local druidic acolyte A stone statue of the high church tended by a local acolyte A wood or stone pagan idol with offerings left to it attended by a local part time druid A stone or totem pole circle cared for by several druid local acolytes and used at festivals An idol under a wooden shelter where religious travelers often stay or shelter under A bell rung by high church acolyte for weekly service or danger to the village A small shack where monk or acolyte lives in with altar and lives off offerings left A tiny quality old house where a respected acolyte lives dealing individually with locals needs A tiny crude chapel often used as village meeting place dedicated to one of the gods table: H_Healers_House_Desc H Healers House & Healers vary from religious magicians to simply skilled medics or herbalists. Healers might sometimes be oppositional to priests using different methodologies. If they become too popular a priest might acuse them of witchcraft. Some have good relations and might also be the holy person. table: H_Healers_House War veteran has treated many wounds with first aid and hospital care Old person herbalist often able to treat wounds and recovery with know how Country surgeon trained in the city possibly a student, a bit too modern for most locals Former alchemists assistant can make a few weak and affordable potions A druid healer of the old way expert in skills and with some magic An old witch lives just outside of town, who knows what she can do with her forbidden wisdom A missionary priest with lots of experience and prayers to sooth the sick and cursed Former hospitalar from the crusades skilled in surgery and medicine with combat experience Craftsperson has experience with wounds and has come to be relied on for toothache and cuts Local farmer makes a good living off treating animals now locals come to him for human ailments table: I_Store_House_Desc I Store House & Country folk make food and need to store it some simple others complex. Other goods and items might be stored also. Large wooden sheds are commonplace. They can be communal or owned by a person in the village. The local lord might own shed and the headman leases it out on lords behalf. Outsiders might store goods in out of the way places and merchants might hire them to ply market manipulation schemes. A dog or a few locals will keep an eye on them typically telling strangers to "clear off" and/or call the sheriff. table: I_Store_House A storehouse used by village to store goods to be sent to market by merchants in sacks or barrels A warehouse used by the local store who sublets space to others who require long term storage A storehouse used by local tradesman or crafter for goods, materials and workshop An old murder hobo lives here storing stuff from a party went missing in dungeon a while ago A criminal guild from town or city uses this to cool off goods and have d4 gang caretakers A warehouse used by merchants to manipulate city markets and stockpile goods A warehouse used by townsman to store belongings mostly furniture and trade goods A mostly empty spider filled shed where murder hobos, drunk labourers and youths hang out A shed filled with old waggons, ox sleds, saddles and carts and possibly a homeless person A warehouse used to store military equipment and rations by militia and passing military table: J_Woodsman_House_Desc J Woodsman House & Every village has a specialist who makes a liking from the wilderness rather than farming. Such persons also warn see threats to the village first and help lead rescue attempts, mobs or deputised manhunts. They also tend to deal with dangerous animals and watch the villages forest resources. Hunters are often poor and loners but many belong to secret societies. Most think of hunters as loners who avoid living among people but plenty are quite popular and sociable. they tend to win archery contests. table: J_Woodsman_House Hunter pursues dangerous and valuable animals living near the village Furriers use traps to catch animals for hide and leather to stretch on frames to dry Woodcutter wanders the forests gathering hood for locals and cutting best trees for carpenters Ranger is a devoted guardian of the village from monsters and humanoids part of a secret order Scout working with regional authorities looking for bandits and enemies fakes being a hunter Prospector looks for minerals, ruins and dungeons in the wilderness and sells locations Bard watching area and composing works in solitude living as a woodcutter Druidic acolyte on the lookout for the order for evil works as a hunter and herbalist Lone woodsman is actually a lycanthrope who hates everyone and keeps their distance Woodsman is in fact a cultist monitoring the area for some sinister purpose posing as a hunter table: K_Wise_Person_House_Desc K Wise Person House & Every village might have a wise person which could also double as another villager role. Wise persons offer useful advice in a crisis and are often consulted when problems develop. Wise people are less stuck up than church clergy but they would rather help a common innocent than a rich warlord. Wise people usually have a line of d4 locals wanting a d4 hour consultation. Some of the crazier ones table: K_Wise_Person_House Kindly old washer person mostly by water gives advice to the good and needy An elderly artist spends time in studio selling a work a month has thoughtful ideas A philosopher from the city spends time in a trance or drunk or writing philosophising or poems A cunning old person used to be a street urchin gang member as a kid who made it out of ghetto A wise old homeless woman on the fringes of town lives with her pet, knows strange things A robed future gazer dwells here with occult paraphernalia and magical looking stuff A school teacher from the city come to help the wretched bestial poor of the wasteland Pilgrim on religious tour has been attracting followers and now is laying low here in shack Local hermit living in abandoned shack has helped many local people with advice about future Hideous cackling old person who lives in a semi ruined house is a good listener seems to help table: L_Oldest_Persons_House_Desc L Oldest Persons House & Oldest villager might have some clues or be just crazy. On a good day they remember some story or event from the past. They might be head person or wise person also. Typically many have huge families but some are loners who rist having the mob or witch hunters investigate them some day. table: L_Oldest_Persons_House Blood thirsty old murder hobo scares children with horrible stories of dungeon days gone by Kindly and beloved villager related a third of the village a surrounded by good family Cruel great grand parent controls family with threats and abuse and rude to strangers Fragile old person cared for by family mostly rits and tells rambling stories of old days Machiavellian old timer seeks to control village needs some new dupes Old person tells erotic tales of being a prostitute in the big city many decades ago Retired weary sailor lives alone with servants he kidnapped on travels as an explorer long ago Old slave retired and free lives happily in squalid shack, inspires other with cool fighting spirit Decrepit but healthy old timer is an important secret society leader and always lying and scheming Old person sole survivor of a bloodline exterminated by the state decades ago table: M_Magicians_House_Desc M Magicians House & Not every village has a spell user but plenty have one. Often failed apprentices settle down in lonley rural places and get t be big shots. Other spell users might retire or settle down where they were born for a life away from everyday occult life. table: M_Magicians_House Bumbling old wizard likes to entertain children and bumpkins with illusions Kindly wizard teaches local students and prepares them for scholarship exams In hiding from old enemies, wary and suspicious of any outsiders who might be assassins Necromancer up to private research and helps with local funerary rites Cult leader sorcerer ran away from lynch mob with faithful favorite followers and in hiding Cult leader on retreat with favorites mostly high and drunk and screwing Young wizard with telescope out here for silence and star gazing away from city A clerical scholar is here to study, write and teach in silence of the countryside A vicious miser studying magic and trying to catch fairies to make potions from with his cat A wizard studying books and mapes seeking lost dungeon in area and looking for help table: N_Cult_Hall_Desc N Cult Hall & Cults operate even at the village level and many secret societies cross national borders. Demanding loyalty and setting men against each other is par for the course. Sometimes the cult meet in another village other than home to throw off suspicion. Cults also rent abandoned houses for this purpose and many are haunted by evil rites and vile rituals held inside. Such hell houses are often left with traps and guardians. Some cult halls are secret or disguised or buried. Sacrifices do happen but sometimes are for feasts or just cult business. table: N_Cult_Hall Older person most children afraid of, occasionally has guests over for secret occult rites Kindly villager has dug complex under house with secret doors for cult to meet in secret Scary old abandoned house full of traps and lesser creatures guarding attic cult meeting hall Ruined house occupied by a d4 homeless madmen guarding secret cult basement Burned barn conceals cave entrance to cult meeting place guarded by monsters House of cultist maintained as cover for entry to hidden prehistoric temple complex House of cultist covers a mine entrance to maze with a monster and a shrine in the centre House inhabited by family of serial killers who also accommodate travelling chaos pilgrims House seems abandoned but private well leads to caves and chaos cult mutant monster House of legitimate private club who use it for drinking or feasting with caretaker table: O_Graveyard_Desc O Graveyard & Every community has graveyards. Some have multiple types from older religion or perhaps remains of an exotic foreigner. Several villagers care for the graves and help with funeral rites with an elder or head or holy person. Bigger villages might maintal a part time caretaker (probably a homeless drunk or old person). table: O_Graveyard Crude wooden grave posts staked out in a field Fenced off graves in sanctified soil Stone wall around graves with cold iron spikes Graves capped with bricks Graves with sanctified head stones Several clan tombs and a few scattered headstones among them Mausoleum building keeping all the town dead sealed and sactified Stone sarcophagi and tombs Mix of modern headstones and crude ancient megaliths A hill surrounded by stones with gravestones of various eras table: P_Camping_Green_Desc P Camping Green & Common green is where festivals and public outdoor events are held and travellers who don't use the inns use to pitch tents on. A stone lined bonfire pit is common possibly several smaller ones. On well travelled routed the green will be used uften. In quieter villages the locals will be more curious and suspicious. Some travellers are not welcome and villagers might drive them off or worse. table: P_Camping_Green Carnival folk camping for festival with circus acts, fighting and tame monsters Flagellants on pilgrimage gathering and getting drunk with local youths Leprous pilgrims on way to be healed at holy festival but locals not happy Children being led off to crusade by robed men claiming to work for church Pilgrims traveling around holy sites defended by templars Labourers working on short term project clearing land and building on just on way Army searching for bandits camping here while searching area Theatre troupe or travellers willing to put on a show for some coins or food while on break Merchant caravan with ox carts camping here briefly Drunken crusaders on way to port city but willing to kill anything foreign they see on way table: Q_Abandoned_House_Desc Q Abandoned House & Many old houses become abandoned. Occasionally some one repairs and resettles them and the headman will arrange the sale or lease. If you repair it yourself the rent is usually cheap. Sometimes these places are occupied by vagrants or even criminals or cults. More often youths like to hand about in them to drink stolen beer. table: Q_Abandoned_House Burned out semi ruined house long forgotten Dusty old but repairable house with low rent House is covered in mould and giant fungus with a few giant bugs Dusty old house has several goblins living under floors eating local chickens by night House overgrown with vegetation with trees inside with root mass everywhere Crumbling brick house full of spiderwebs and rubbish The murder house where cannibal cult died leaving poltergeists Old house with white sheets over furniture, probably not sheet phantoms Gang of delinquent youths hanging in old house to kiss, drink, get high and summon demons Inside covered in cultist graffiti and chaos beast man feces table: R_Idiots_House_Desc R Idiots House & Every village needs an idiot. It is bad luck to not have one. They double as scapegoats and entertainers and all kinds of uses. Villages are competitive of their idiots and hold regional contests. If an idiot dies the village will seek a new one. If a new idiot arrives they will compete for love of the village and drive loser away. Idiot houses are oddly decorated and ramshackle messes. table: R_Idiots_House Common idiot likes to chase bugs and laugh Former city jester come to the country to take it easy as village idiot Built like an ox, murder hobos keep trying to recruit him for dungeon crawls Likes to tease murder hobos by dressing ineptly as monster Likes to dance in the street especially for strangers Followed by billy goats they talk to constantly and seem to understand Idiot likes to torment priests with theological riddles Bedridden idiot being cared for by locals who are wondering if they need a new idiot Two idiots sharing house and battling for hearts and minds of area Local idiots gather for a village idiot contest and people from far away come to see table: S_Farmers_House_Desc S Farmer's House & Most houses in rural villages fit into this catagory housing typical families even three generations. table: S_Farmers_House A sagging shack with leaky roof and several unlivable rooms lived in desperate looking family. Most are one room but some have two to five. Most have a fireplace and stove and some have a cellar for storing food or even an attic. Some have an outhouse or shed and most have a cottage garden. Many have a dog, goat or pig or cat around the house. A tiny poor wood shack with large young family living in overcrowded family Tiny workers stone cottage with just enough room for a family in a single room Family farm cottage, thatch roof quaintly decorated with folk art and well maintained large slightly weathered farmhouse with four generations under one roof Nice pioneer log cabin with one room and young family Wattle and daub cottage painted residence of older residents Stone house with turf roof with old couple with cats Stone cottage with slate roof and an extended family Ancient brick house with tile roof in the old empire style with a courtyard Shambling old house with extensions in different styles and materials table: T_Rental_House_Desc T Rental House & These are good condition houses rented out to mostly outsiders by the headman rather than letting empty houses go to ruin. Most are harmless tenants seeking a break from towns or cities but some troublesome tenants come to the countryside to hide. Occasionally a suspicious tennant alarms the village and demands the head person evict them. Worst cases a mob forms. table: T_Rental_House Fugitive from city hiding from enemies tries to keep to self Killer from city on the run from law trying to resist murdering again Criminal guild spy or bandit agent watching for opportunities Dandy brats on holidays want to taste local food and grog and fun Magician friends taking a holiday far from prying guild eyes Towns woman and teenage pregnant woman in hiding till baby born Townsman on holiday with mistress Bard here for genuine rustic village life experience with several lovers Knight taking a boozy holiday possibly an adventure Merchant liked the area came for a stay to observe trade table: U_Haunted_House_Desc U Haunted House & These old houses were abandoned and people fear them too much to re occupy them. Many have strange manifestations and locals have many tales telling of the cursed place. Sometimes criminals or cultists take advantage of such places. table: U_Haunted_House Burned out sagging old witch house feared by children Old rental house site of a tragic murder love story and strange lights by night Ruined cultist meeting hall where voices are heard at night Crumbling old wood house with sounds of huge rats in walls Prospector house where things from below took him screaming while village watched Haunted house with cells in the basement and lab and restraint benches Tattered remains of books from old professor's house where his bloodless corpse found Retired carny folk settled here then disappeared, locals know nothing Old merchant townsperson retired here then died was actually a necromancer they say A hero of the goblin wars lived here and one night when he was old goblins came and took him table: V_Villains_House_Desc V Villains House & A local evil doer dwells here plotting evil schemes. Some prey on the locals others use them as cover and plots concern other places. Villains don't like nosy strangers or meddling kids and might plot to remove them. table: V_Villains_House Cannibal cult family live in secret worshiping ghouls and demons Enemy spy and assassin disguised as poet or artist on retreat, reports with pigeon post Demonologist and his mutant asistant have come to quiet place to conjure dark powers Lady bard professional spy, mistress and assassin has come here to watch village Cult leader has moved here to corrupt the village with chaos demon magic Criminal agent selling vice to merchant teamsters and labourers Grave robber and corpse thief pretending to be a resting murder hoba recovering from wounds Sorcerer with stash of drugs plans on starting a new cult here after being chased away from town Pretends to be a woodsman but cavorting with beast men and goblinoids and helping them Smuggler agent warns friends and stores duty and toll free goods, scares off medling kids table: W_Water_Feature_Desc W Water Feature & Most villages require a body of water for drinking, livestock, irrigation or livelihood. Some waters are good for trade or fishing also. Villages fear water being contaminated or poisoned and toxic industries are kept to down stream or well away from clean water. Water might attract ducks also and most keep pigs and sewerage away from drinking water. table: W_Water_Feature Dirty bubbling pool in a hole surrounded by grass Spring pouring into small creek A large pond fed by underwater streams A narrow stream with wooden bridge A narrow stream with stone bridge A Slone lined well with bucket and rope Covered well with winch and bucket Fountain fed with spring with stone trough A stream with small waterfall flows through village Small lake with fishermans boat house Tributary of river pases by with a ferryman and boat table: X_Ruins_Desc X Ruins & Many villages have some local ruins pre dating the local houses from previous ages. Most are avoided and parents warn their children of fairies or goblins or worse lurking on the ruin grounds. table: X_Ruins Crumbling old haunted tower covered in vines Walls from long burned down manor hall Prehistoric dry stone wall and rings of stone house foundations Stone walls and archway from ancient fortress Long emptied lone tomb floor covered in garbage Old ruined millhouse overgrown with vines Remains of old temple walls with mosaic floor Crumbling statue badly damaged from ancient or prehuman age A great artificial mound with sealed stone entrance A prehistoric stone altar worn smooth with ages table: Y_Unusual_Building_Desc Y Unusual Buildings & These buildings are not normally what you would find in a rural village table: Y_Unusual_Building Country orphanage where children from town are brought to become country labourers Vice house run with casino, prostitutes, bar, stage, drug dealers and shifty folk for hire Magic shoppe often run by old minor wizard or an apprentice selling petty items to travellers Small stage where local plays, puppet shows and other acts are attracted to mostly for festivals Hunters Hall where huntsmen of region meet sometimes hired to noble hunting parties Freak show and curiosity museum in shed charging traveller coin for a tour run by old person Schoolhouse where teacher has set up to educate locals literacy and other disciplines Temple or church of unusual size and quality for village with d4 permanent staff Monster pen where a troll or ogre or other beast is often put to work turning a wheel10 Locked shed covering entrance to underground caves possible some goods stored inside table: Z_Farming_Shed_Desc Z Farming Shed & Farm sheds are used for various goods and livestock. Farmers maintain them well as animals might escape or be injured. Where thieves and predators abound such pens will have locks and barred windows. Higher fences and spiked wall in worst cases. Often communal or belong to the richest farmers or administered by the head man for the local lord. Villagers are suspicious of any strangers meddling with livestock or food supplies. table: Z_Farming_Shed Woolshed where sheep are sheared and wool is processed for shipping A granary built from brick or clay in rows of cylinders or beehive shapes A barn where livestock are secured from weather and predators or robbers or worse A milking shed where cows and goats line up patiently dawn and dusk for milking A large pig sty where pigs are kept possibly with yard and pit of mud foe wallowing Poultry Shed with at least a hundred birds kept for eggs and meat, ducks like a small pond Dove or pigeon houses kept for meat live odd stray grain and possibly for sending messages Shed with old goods and space for seasonal workers to sleep and cook meals Stable with stall for horses with waggon and riding equipment Shed where the hard working beasts shelter, used for ploughing and hauling freight FILENAME: EMO_Supers_Contacts.ipt Header: Contact Revision For TSR Marvel These are examples of possible contacts. I have set them in tables so characters can roll up npcs easily. The organisation section is the silliest with orgs stolen from many sources I've used over years and most likely to be revised later with lots of specfic type subtables. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/03/contact-revision-for-tsr-marvel.html
prompt: Show me: {Random|Professional|Dependent|Nuisance|Organisation|Patron|Place|Language|Source|Hero|Villain} Random use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /_/]'}& [when]{choice}=Random[do]& {choice=='[@ChooseAny]'}[@{choice}_Desc]\n\n[@{choice}]& [else][when]{rep}=1[do][@{choice}_Desc]
[end][@{choice}]& [end] table: ChooseAny 10:Professional 5:Dependent 5:Nuisance 5:Organisation 3:Patron 2:Place 5:Language 5:Source 5:Hero 1:Villain table: Professional_Desc Professional & These contacts have a specific job, talents and resources table: Professional Prison Inmate Gangster Mob Boss Dealer Bouncer Black Marketeer Forger Burglar Hacker Gunsmith Homeless Builder Logger Sailor Life guard Stock Herder Miner Fisherman Farmer Park Ranger Newsstand Guy All nite Diner Owner Coffee Shop Owner Garbage Truck Driver Food Truck Guy Publicist Limo Driver Hotel Manager Celebrity Chef Social Worker Lab Tech Factory Manager Repair Tech Pharmacist Engineer Radio Tech Mechanic Electrician Electronics Tech Computer Tech Scuba Diver Mountain climber Extreme Cyclist Extreme Skater Stunt Driver Airline Pilot Ship Captain Race Driver Helicopter Pilot Astronaut Internet Blogger Magazine Writer Newspaper Journalist Radio Announcer TV Reporter Writer Photographer Linguist Actor Artist Writer Archaeologist Historian Anthropologist Biologist Geneticist Chemist Astronomer Physicist Geologist Playboy Stock Broker Salesman Banker Corporate Director Prison Manager Civil Servant Politician Lawyer Customs Coast Guard Emergency Rescue Coroner Rescue Officer Fireman Paramedic Nurse GP Doctor Surgeon Psychiatrist Beat Cop Security Chief Private Detective Special Weapon Police Forensic Investigator Police Detective Army Officer Navy Officer Air Force Officer Espionage Agent table: Dependent_Desc Dependent & (earn you +10 karma a session) Once a session a dependant calls on your help table: Dependent A doddering older [|parent|grandparent] needs help A school aged child is your responsibility A pet requires your attention and occasional rescue or vet trip A family member is a invalid and requires help A charity you regularly support with favours or donations A troubled teenager is your responsibility A good friend you work with requires help and favours A easily influenced youth requires your mentorship A boy/girl friend needs attentions Your [||ex-]partner requires attention table: Nuisance_Desc Nuisance & (earn you +20 karma a session) A influential person who works to damage your popularity table: Nuisance Persistent Journalist stalks you Media boss persecutes you Government investigator after your secrets Private investigator after your secrets Military Leader wants you destroyed Scientist wants to study you in vivisection lab A hate group makes wild accusations about you A political leader publicly scorns you A rich captain of industry wants your secrets A police officer convinced hero up to no good table: Organisation_Desc Organisation & A group that can provides personnel or clues or resources table: Organisation The Syndicate a international italian irish american crime clan with political interests The 108 Dragons a chinese gangster assassin cult using esoteric mind control Tong are chinese gangster clans Yakuza are tatooed japanese gangsters The Bratva are international russian mobsters Maffia are international Sicilian organised crime Green Fist a eco terrorist org formed from dirty marxist hippies of the 60s Local Street Gang Circus of Assassins are a secret society of killer carny folk Black Hand are criminals specializing in kidnapping and hostages Tribal Council Political party University Museum Red Cross A branch of a church Alien Spotters Society or ASS Fire Department Correctional Services Parks and Wildlife Services The Airforce The Navy The Army Federal Police (FBI) World Heritage League City Hospital Emergency Rescue Service Ambulance Service Metro Police Department National security organisation (MI6, ASUS. CIA) United Nations Wold Finance Organisation GROVE Industries a front for pagan occultists calling the dark gods STAR Labs a advanced science research organisation deals with cutting edge tech Cyberdine Systems develop defence industry electronics and cybernetics Temple Industries a secretive legal and financial working behind global politics ARMCO defence manufacturer Miota Incorporated a scientific research firm specialising in pharmacy and hospitals Millennium Industries a wide ranging financial and manufacturing giant Omni consumer Products make many diverse consumer products Tyrell Corporation cybernetics corporation working in androids and robotics Merrick Biotech sell cloned organs they grow in secure black lab bunkers Biotechnica a advanced biotech and agriculture corporation Global Broadcasting Network the worlds biggest new and entertainment broadcaster Safeguard Industries operate superhuman prisons Merco a private military force now conducting own R&D after years guarding black labs Datatel a big data internet and isometrics firm used by industry and government Delos Corporation create consumer entertainment products and theme parks Smith Incorporated monopole and magnetic systems for transport and defence New World Industries a transport financial and construction Gentech Corporation makes universal products for secretive korean-german company Aelita a russian aerospace and robotics corporation, aggressive industrial espionage Kemelkon a petroleum, energy agriculture and chemical company, infamous polluters Kanawa Corporation a financial, eletronics, transport and military manufacturer Exotech Corporation a medical, cybernetics, mind control and genetics company Orion Foundation is a independent organisation working for world peace The Assassins a secret ancient sect providing super skilled assasins The Secret Empire world conquering science conspiracy Zodiac a secret society that deal with espionage, black science and cosmic relics The Brotherhood asian secret society using science and magic with own assassin cult The Hand a demonic occult group with shadowy goals and ninja assassins The Cabal a league of magicians that regulate and cover up Gold Phoenix Brotherhood a benevolent secret society hidden as a computing company Order of the Black Tower a sinister secret society of PAGAN People Against Goodness And Normalcy Illuminated Seers are group constantly generating cover organisations and red herrings Cthulhu cult or mythos sect worshiping alien gods and pre human civilization The Laundry UK occult espionage unit dealing with elder gods and hidden races OSI Office of Scientific Intelligence develop and combat alternate technology FIRE Free and independent inquiry are a secret society of science villains Thule Brotherhood seek to restore lost continent of the master race Cadmus devoted to neutralizing the threat of super humans SPHYNX high tech special technology riddled with conspiricies and tripple agents MAZE international intelligence cell hunts terrorists and security threats to world Guild of Calamitous Intent control hero and villain relations WASP World Aquanaut Security Patrol battle aquatic races and marine science villains FREElancers a experimental inteligence contract firm with enhanced agents WEB World Espionage Network World Espionage Bureau international bad guy spies SWORD Sentient World Observation and Response Department hunt aliens SPECTRE Special Executive for Counter-intelligence,Terrorism, Revenge, and Extortion ODIN Organization of Democratic Intelligence Networks International Rescue private high tech rescue organisation Panther Claw international criminal organisation steals rare and beautiful things AIM Advanced Idea Mechanics sell black science tech to evil organisations85 HIVE Hierarchy of International Vengeance and Extermination COBRA. Criminal Organization of Bloodiness, Revenge and Assassination SPECTRUM United Nations security organisation fighting alien race of shapeshifters ANVIL Asian Nations Vigilance Intelligence Legion chinese & pacific org SABRE Special Alliance Battalion Recon & Espionage PATRIOT Pacific American Tactical Response Intelligence Operation Taskforce SMASH Special Military Alliance Supreme Headquarters Europe, Australia India org HAMMER Hegemonic Autonomous Monolithic Military Experimental Recon, Russian HYDRA are world dominating fascists using espionage, black science and dark magic SPARTAN Secret government superhuman and vigilante taskforce SHOCC Super Human Operational Combat and Command UNIT United Nations Intelligence Taskforce SHIELD Supreme Headquarters International Espionage Law Enforcement Division UNISEC United Nations Intelligence Security org SHADO Supreme Headquarters Alien Defence Organisation Australian Paranorman Intelligence Organisation formerly APIS or Division X //A few Extra //Satanists, Division X (UFO hunters), Cult of the six fingered hand, The Black Lodge, Templars, big tobacco, boyscouts, Scientology, Freemasons, Football Association, Band, soup kitchen, etc table: Patron_Desc Patron & Employer or boss who sends you on missions table: Patron A patron will often give you resources and information A patron will require you perform favours but help you more Many patrons could include organisations Scholar from Prestigious university Officer of law enforcement organisation Officer from branch of armed forces Spymaster from secret intelligence organisation Agent of a secret society Millionaire corporate head Director of prestigious benevolent organisation Director of international aid organisation Secretive hidden patron Manager of your workplace or employer table: Place_Desc Place & Know area intimately and are well known there. table: Place A street where everybody loves you A suburb or districts where locals know and respect you A town where locals consider you part of local flavour A city where you are well known A [|university campus|museum|library|hospital] A [|sewer system|tomb filled valley|lost city] \A [|airport|harbour|spaceport|industrial complex] A [|military base|militarty bunker|secret facility] Wilderness area - a [|park|mountain range|forest] A research base in [|space|Antarctica|the desert|the ocean, underwater] table: Language_Desc Language & Speak read and write a foreign language table: Language 20:[|Spanish|French|Italian|Greek] 8:[|German|Austrian|Dutch|Danish ] 6:[|Swedish|Norwegian|Finnish] 4:[|Russian|Polish|Czech|Slovak] 8:[|Chinese|Korean|Japanese|Vietnamese] 4:[|Indonesian|Malaysian|Filipino|Thai] 4:[|Arabic|Persian|Phonecean|Turkish] 2:[|Hindu|Urdu pr Tibetan|Mongolian|Nepalese] 1:[|Tribal language spoken by traditional peoples] 1:[|Latin|Ancient Greek|Hebrew|Egyptian] table: Source_Desc Source & Contact connected to hero origin and powers table: Source Eccentric expert in powers source Someone with similar powers A negative version with same abilities Combat instructor Specialist talent trainer Mentor of abilities A former user of abilities Creator of abilities Secret research project into abilities source Persistent researcher who's work touches on subject table: Hero_Desc Hero & Contact with a major hero who can offer assistance table: Hero A charismatic daredevil A bitter old hack A popular patriotic hero A brooding masked vigilante A former government super agent A misunderstood monster A sentinel of liberty A mysterious masked avenger A famous hero of yesterday A teenage sidekick of a famous hero table: Villain_Desc Villain & Contacts with a major villain but can cause karma losses table: Villain Foreign dictator who rules a country Dangerous mob Boss Compulsive Cat Burglar Armed Robber uses advanced tech gimmick Creepy magician A mad scientist A evil millionaire Professional killer A terrorist A professional spy //More recently considered alternate universe versions of self or others as contacts too FILENAME: EMO_OSR_RedBrick_DungeonBossAndGoons.ipt Header: A Dungeon Boss And His Goons for Redbrick Dungeons This is about generating various dungeon boss types and their retinues of elite followers, henchmen, relatives and servants. Mostly for humanoids but could be stretched to others. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/a-dungeon-boss-and-his-goons-for.html
prompt: Show me: {Boss Info|Area Bosses|Level Bosses|Dungeon Bosses} Boss Info use: common/nbos/Tools.ipt table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}& {choice=='[@GetInitials with {$prompt1}]'}& [#{choice} ChooseTable] table: ChooseTable type: Dictionary BI: [@BossDetails] AB: {cDice=='1d1'}{fDice=='1d3+1'}{hDice=='1d4'}{bNum==6}[@MakeBoss] LB: {cDice=='1d3'}{fDice=='2d4'}{hDice=='1d6'}{bNum==8}[@MakeBoss] DB: {cDice=='1d6'}{fDice=='3d4'}{hDice=='2d6'}{bNum==12}[@MakeBoss] table: MakeBoss {morale==0}& {bDice=='1d{bNum}'}&
& This Boss is...[#{{bDice}} ClassicDungeonBossTypes]& Special[#{{bDice}} BossSpecialQualities]& Boss Experience[@ExperienceForBossAndRetinue]& {nCmp=={{cDice}}}& Companions[@GetCompanions]& Follower Type[#{{bDice}} FollowerBloodlines]& Henchmen Equipment[#{{bDice}} HenchmenEquipment]& Retinue Field Items[#{{bDice}} RetinueFieldItems]& {nFoll=={{fDice}}}& {nFoll} Loyal Followers, with these Henchmen
[@{nFoll} GetHench >> implode
]
& Underling Morale Bonus[when]{maxMorale}[do]Always 12[else][{morale} >> +-][end]&
table: GetHench {{hDice}} [@HenchmenEquipment] table: GetCompanions [when]{nCmp}=1[do][@CompanionType][else]&
[!{{cDice}} CompanionType >> implode
]
& [end] table: ExperienceForBossAndRetinue type: Lookup 1:Puppet and one of companions is the real boss -4 Morale{morale==morale-4} 2-3:Green has just been anointed and is overconfident and naive -2 Morale{morale==morale-2} 4-5:Boss has seen some action and [|listens to veterans|is talented] +1 Morale{morale==morale+1} 6-10:Experienced and ready for anything and is strong +2 Morale{morale==morale+2} 11-14:Veteran and highly professional against adversity +3 Morale{morale==morale+3} 15-17:Elite and incredibly disciplined +4 Morale{morale==morale+4} 18-19:Fanatic, willing to fight to the death and 12 Morale{morale==12}{maxMorale=='yes'} 20:Berserk in a fight +2 to hit and damage and can fight in negative HP, 12 Morale{morale==12}{maxMorale=='yes'} table: BossSpecialQualities Brute whose underlings live in fear -1 Morale{morale==morale-1} Wears ancient crown +1 Morale{morale==morale+1} Boss has bonus chest of treasure or loot Strongly allied boss will come to aid Boss has a spies in other boss retinues Boss has a [|usurper|spy] among retinue, making plots Made a pact with otherworldly being Beloved by a god who saves their life, might call a petty god Boss has [|{1d4} [|scrolls|potions]|an old wand] Boss has a famous magic item Boss working on major construction project Boss working on secret of magic power table: ClassicDungeonBossTypes //Most are humanoids of same type as clan Warrior concerned with battle and loot and power Warrior protector and idealistic champion of people Warrior dedicated to strict alignment and cosmic struggle [|Warrior|Rogue] runs retinue like a bandit gang Cunning sneaky [|||human] rogue runs retinue like a criminal gang A dark [|human priest|humanoid shaman] dedicated to serving evil powers An evil [|human wizard|humanoid witch] seeking power and forbidden lore Has unusual powers like mutations and revels in freak form Has unusual skills not normal for species Has unusual bloodline as per followers and seeks power A shapeshifter living in humanoid form probably for power A plane traveller or spirit in humanoid form such as a demon serving an alignment table: CompanionType Servant who cares for masters every need and is highly trusted A food taster who checks [||and prepares] master's food Young apprentice[||,a child|, a sibling] A pet monster who acts as a [|familiar| mount|guard|tracker] A herald who blows a horn and makes announcements and introductions A healer who at least knows first aid with some having healing potions and spells [when]10>{bNum}[do][!CompanionType][else]A jester who acts a a fool and entertainer kept, for luck[end] [when]10>{bNum}[do][!CompanionType][else]A consort who is almost as tough as the boss and handles some of the boss duties[end] [when]10>{bNum}[do][!CompanionType][else]A flag bearer who carries a standard or banner of boss +1 morale[end]{morale==morale+1} [when]10>{bNum}[do][!CompanionType][else]A friend who is almost as good as the bossm who is always by his side giving advice[end] [when]12>{bNum}[do][!CompanionType][else]A elder related [|advisor|sage|oracle] [||who knows a few spells][end] [when]12>{bNum}[do][!CompanionType][else]A [|petty godling|spirit|planar being], often disguised[end] table: FollowerBloodlines Squat variety of breed as sneaky as a thief but with next lower HD Prehistoric throwback from cave uses bite/claw/claw attack and can throw rocks or darts Large variety +1HP per level more militant with better armour Cunning thief abilities might act as merchant, assassin, scout, trapper or spy Is a spell caster with priest or wizard powers or other class with next lower HD Hybrid ghoul powers gifted by evil to serve, followers are zombies or skeletons Huge version with +2 HD and +1 hit and damage Mutant outcast with bizarre abilities Ogrish version tall +4 HD and +3 damage three yards tall Shapeshifting spirit folk or doppelganger Giant Version with +8 HD and +6 damage 4-6 yards tall Planar hybrid blood of [|hells|chaos|the elements|spirits] table: HenchmenEquipment Savage hunters with darts, dagger, hand axe, bows, in camouflage paint Tribal skirmishers with darts, javelins, ritual body paint, fur, like to chant Barbaric irregular tribesmen with bow, axe, shield and leather Slingers of farmlands with clubs and slings in cloth Archers of town with bow, hand axe and dagger Town Guardsmen with spear, hand axe, shield, crossbow, leather Soldiers of the city with hand axe, shield, polearm, spear, chain Templars, holy warrior with mace, shield, crossbow and chain Knights of a kingdom with sword, shield, plate armour Town duelist dandies with hose, fancy clothes, dagger and sword in cloth Siege artillerists, can build or operate, hand axe, crossbow, dagger in leather Gunners with [|pistols|muskets|{1d4} iron grenadiers] plus sword, wearing leather table: RetinueFieldItems Fancy banner carried by henchman +1 Morale while held up -1 if seen dropped{morale==morale+1} Beast of [|burden|labour] that enriches the retinue Hunting beast used for tracking handled by a henchman Wagon with draw beast carrying [|boss|goods|slave cage] Superior weapons including [|swords, longbows, polearms|martial art weapons] Riding beast for the boss with someone acting as a groom Sedan chair where boss is carried in [|open booth|covered booth with curtains] [|Warbeast|Monster] requires several henchmen to handle with wagon and cage Carriage pulled by beast operated by follower and several henchmen Chariot used by boss crewed by followers and [|escorted|carried] by henchmen Regal palanquin to carry the boss around on a throne by at least 8 henchmen Wagon with light artillery like ballista, several guns or crossbows or rocket arrows Table: BossDetails [when]{rep}=1[do]& Bosses are often competitive and may even be traitors to the side.\n& Some bosses are magical or religious or cult like; most are warrior leaders\n& Where suitable you could exchange a boss or follower or henchman humanoid for a human murder hobo adventurer\n& \n& A boss will allocate his followers and henchmen missions as they see fit such as:\n& -Form a squad with a follower sergeant and d6+6 henchmen to patrol\n& -Go on a search and destroy mission of stealth and infiltration alone\n& -Scout area for trails or scents of intruders possibly with a pet and d4 henchmen\n& -Follow adventurers trail, take dead and set traps in common passages behind intruders\n& -Infiltration on enemy possibly by allowing to be captured or pretend to betray boss\n& -Counter Infiltration looking for spies or saboteurs or traitors\n& -Guard certain area such as treasure or harem or stores often a d4+3 plus a pet\n& -Manage construction project or boss around slaves usually a d4+3\n& -Counter a specific rival boss or adventurer\n& -Remain with boss as permanent bodyguard\n& \n& Any morale modification shown should be applied to the boss and his retinue within CHA in battlefield Inches\n& \n& Area Boss \n& d6 area boss types per dungeon level with one special companion each\n& 1d4 follower each with d4 henchmen\n& A local boss might be a military lieutenant, sub chieftain responsible for a faction of the force on this level. They might even appear with wandering monsters. Some can be quite competent but due to hierarchy of monster politics are kept down or have had their day. These bosses are the busiest but spend 10% of their time relaxing.\n& \n& Level Boss \n& One level boss per floor with a d3 special companions each\n& 2d4 followers each with d6 henchmen\n& Typically 5 followers 18 henchmen 2 special companions\n& A level boss usually commands a whole level and is captain or chieftain in rank. with own retinues. Spend more time managing the level from a single point and busy making important decisions about level staff and resources. Will often have a court with servants, concubines, a throne and a private fancy bed room and food.\n& \n& Dungeon Boss \n& One Per Dungeon with d6 special companions each\n& 3d4 followers each with 2d6 henchmen\n& Typically 8 followers 42 henchmen 4 special companions\n& The dungeon boss spends 90% of the time in the throne room or palace area and 10% of the time visits the courts of level bosses and rarely deals with local bosses or lesser ranks. The are the commander or high chief or king of the dungeon. They spend time talking to advisers, having sex, feasting, making speeches, performing rituals. holding court, meeting diplomats and other deeds. The Dungeon boss has the best the dungeon has to offer and his retinue get his scraps which are better than the level boss gets.\n& [end] EndTable: //Each boss has several types of men in their personal retinue\n& //Each boss has several loyal heroic followers who obey him to the death\n& //Each follower has some regular henchmen goons subject to morale\n& //Each boss might have several special companions including pets, servants, magicians\n& FILENAME: EMO_Xor_MeatMurderMaze.ipt Header: A-Z Xor Meat Murder Mazes & Subdermal Dungeons I'm glad I got back into the idea of generic A-Z dungeon keys again and for other uses like villages, so I thought I would try a Xor one. It should make the whole dungeon part of the book work well, and it offers more ways of generating content. Anyway this will make the adventure section of Xor easier to get on with. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/a-z-xor-meat-murder-mazes-subdermal.html
prompt: Show me: {Random|A Alien|B Bones|C Crossing|D Digestive Tract|E Eyeballs|F Fluid System|G Gelatin Chamber|H Hazard|I Trap|J Giblets|K Glands|L Liquid|M Mouth|N Neural Cluster|O Orifice Gates|P Meat Pit|Q Bacterial Colony|R Reproductive Organs|S Secret|T Tentacles|U Utility Chamber|V Trench|W Waste Products|X Weird Esoterica|Y Small Chamber|Z Large Chamber} Random use: common/nbos/Tools.ipt table: Start {choice=='[{$prompt1} >> replace / /_/]'}& [when]{choice}=Random[do]& {choice=='[#{1d100} ChooseAny]'}[@{choice}_Desc]\n\n[@{choice}]& [else][when]{rep}=1[do][@{choice}_Desc]
[end][@{choice}]& [end] //[#{choice} ChooseTable] table: ChooseAny type: Lookup 1:A_Alien 2-6:B_Bones 7-9:C_Crossing 10-14:D_Digestive_Tract 15-19:E_Eyeballs 20-24:F_Fluid_System 25-28:G_Gelatin_Chamber 29-34:H_Hazard 35-39:I_Trap 40-42:J_Giblets 43-45:K_Glands 46-49:L_Liquid 50-54:M_Mouth 55-57:N_Neural_Cluster 58-61:O_Orifice_Gates 62-65:P_Meat_Pit 66-68:Q_Bacterial_Colony 69-71:R_Reproductive_Organs 71:S_Secret 72-74:T_Tentacles 75-77:U_Utility_Chamber 78-80:V_Trench 81-83:W_Waste_Products 84:X_Weird_Esoterica 85-94:Y_Small_Chamber 95-100:Z_Large_Chamber table: A_Alien_Desc Alien & Something not made by Xor often by humanoids deliberately to make a habitat or something that fell from the stars or was brought in by outsiders. Thongs alien to Xor might get attacked by the immune system of Xor. Others get grown over by tissue and might form cysts or boils. Other things might be smothered and slowly sent to surface or might absorb or move into the digestive tract. Xor has visitors from many worlds. Some items might be buried for aeons table: A_Alien Remains of wooden shack and tattered tents and fragments of equipment left by explorers long ago A shattered section of a wooden ship or shack partially absorbed or exposed by Xor A series of rusty metal pumphouse shacks connected by pipes with strange ruined machines inside A meteor partly exposed from centuries of being buried often worshipped by locals A series of small rooms adapted as someones home but long abandoned with dried old organs A flesh cave with windows and a living meat flap or mouth door home to tribal family Metal spigots with buckets fused int the walls to tap fluids or from transport tubes Metallic wreckage of transport or base from a advanced possibly steam based civilization Remains of a huge balloon from outside Xor or a skin sack from far away Xorian travellers Campsite of explorers from the outside world have a semi permanent camp and some local slaves table: B_Bones_Desc Bones & Bones make up many buildings and structures and tools on Xor. In places bones breach skin or could be remains of some huge creature. Some areas of Xor are dead bone, possibly whole dungeons, ecologies and civilizations might exist in bone lands. table: B_Bones Skeletons suspended from roof gathered by recycling bugs with fleshy tendrils re growing meat Bone spur tree like growth used for crafting, bone branches make good weapon hafts Bone cage, fenced , gate, bars or spikes some retract into flesh to open or close Bone spur trap stabs victims with erupting barbed spike, often in clusters or guard things Bone caster shoots bone javelins at intruders some appear in clusters or varied size or fire rate Bone gate lowers from roof or rises from floor, a ridged bony portcullis Broken wall with piles of loose bone bricks in piles, fleshy walls starting to grow over the edges Calcium formations like fantastic chasm with coral like fragile formations some very delicate Interlocking martly meat covered rib structure can open or close disgustingly like a trapdoor Bone Complex with tunnels and chambers made entirely of bone, teeth and calcium growth table: C_Crossing_Desc Crossing & A hazard usually a pit, chasm or body of fluids. You could roll up or choose a hazard but a awesome and dangerous piece of scenery to span is the standard. The random elements here describe the crossing rather than thing crossed. table: C_Crossing A tightly stretched flap of sinew or skin like a trampoline A bridges of bone and gristle possibly inhabited A slimy rubbery mass of gelatin or tissue A spinal column with vertebrate, sinew and scraps of flesh A elongated tongue crosses gulf like a draw bridge from a huge mouth A swarm of worms or bugs or squirming vermin form span by clinging with each other Inflated gasbags of skin form bridge A great fleshy slide tube with mucous A living bridge creature you enter mouth and exit the anus or climb over the top Bridge is flaccid mass of saggy tissue that becomes erect when blood engorged to use table: D_Digestive_Tract_Desc Digestive Tract & These include esophagus to the stomach and intestines which resemble many structures inside Xor. Acid is usually mild and causes 1 HP damage per minute. Some areas this might be weaker or stronger. Many creatures live inside Xor and feed in the digestive tract. Sometimes Xor eats a universe or planet or just bites off a peninsula os scrapes off a few hectares top soil. So anything could be found including buildings, ruins and survivors. Some tribes live in these areas too. Many things come to here just to eat then leave. table: D_Digestive_Tract Ridged surfaces covered in mucous area can compress and squeeze people through into corridors Stomach chamber filled with ships and ruin strewn islands in a sea of stomach acid A lake of acid with fleshy fortified building on island with a footbridge of bone and sinew Lake of stomach acid with tons of food mass floating and slowly dissolving Chamber filled with mashed and crushed food garbage and crawling with bugs Area formed from a mass of squirming semi transparent parasitic worms Huge creature corpses laying unconscious in corrosive slime slowly being digested over aeons Stomach chamber flooded with a man who ferries passengers on his giant worm Feces covered mass with glacially slow moving river of turds crawling with creatures feeding Sewer like waste deep viscous river of shit, occasional swimming creatures table: E_Eyeballs_Desc Eyeballs & Eyes are usually inputs and sensors for local sub system neural clusters but in a sense they are the means Xor observes and spies on everyone. Some other organisms use eyes or are disembodied eyes. Some eyes act as alarm systems and identify threats. Some eyes can have their visual information hijacked by intruders or parasites. table: E_Eyeballs Huge googly buoyant eyeballs hanging by flesh muscle that quiver if anyone gets close Hundreds of eyes covering every surface blinking, tear and close when you walk on them Gigantic gazing eye makes a entire scowling from wall occasionally twitching Area covered in floating eyeballs like balloons drifting about in hypnotically beautiful dance Tiny spying clusters of eyes in clusters in all corners Eyes stalks with tentacle clusters that manipulate goods and hold prisoners Eyeballs with slug like feet that crawl about surfaces directing less intelligent organisms Area heavily surveilled by floating eyeball spies that follow intruders and cluster in dead ends Ground is a mass of eyeballs squirming in gelatin Round chamber with giant aggressive eyeball that rolls over intruders table: F_Fluid_System_Desc Fluid System & Xor is filled with liquids and various structures to transport them. What is described here are ones accessible in interiors but there are more completely flooded. The aquatic areas of Xor require the ability to breathe water or not breathe at all. Creatures live in and travel in vessels some like ochre jellies act as defences to remove unwelcome creatures. Larger bodies of come under liquid and digestive tables. table: F_Fluid_System Canal of blood sometimes used by inhabitants as transport with scab rafts and boats Area riddled in vessels, tubes and pipes full of blood or plasma Scab sealed damage possibly weeping blood or pus or serum A swollen red mound ready to burst filled with pus prone to bursting with infected ooze A stream of slowly flowing clear lymph or yellow serum Huge veins like massive pipes that are difficult to climb over and almost block area Hanging bundles of wet ropy veins hanging from the ceiling Pillar or waterfall of flowing blood pouring down from ceiling into a sinkhole Tree like structures of blood vessels drawing in oxygen like lung bronchili A mass of hege veins entering a filter or pump organ table: G_Gelatin_Chamber_Desc Gelatin Chamber & Chamber or tunnels covered in gelatinous mass often used for spawning Xors defences. All kinds of jellies, slimes and oozes. table: G_Gelatin_Chamber Gelatinous creature spawning pit where slime and jelly creatures are born from Lake of quivering protoplasm where squirming creatures are born from ooze constantly Lake of glowing protoplasm sprouting tentacles, eyes and mouths making gibbering noises Area dripping with slippery mucous with pits and orifices easily slipped into Deep pools of gelatin with embryonic monsters growing, vulnerable to being awoken Sacks of embryonic fluid hanging from ceiling growing humanoids Bubbling shallow slime lake covered in mist and calcium and salt deposits Orifices in ceiling pouring down drool washing away contaminants and filth Gelatinous raft of foam and bubbles blocking visibility and limiting movement Gelatin structures like quivering slime trees and jelly cilia threads covering ground table: H_Hazard_Desc Hazard & These represent obstacles that can often be avoided or might require problem solving to overcome. table: H_Hazard A rapid flowing river of blood or acid or urine Area swarming with parasitic monsters or herd beast grazing on Xor Slippery slime covered area deposits unwary into a tube to a deeper level Walls clench shut gripping and asphyxiating trapped victims Walls clench and swallow victim dropping them into a digestive cavern area A great chasm opens with a shuddering quake A flash flood of mucous pours into chamber flooding it A stinking infected area covered in parasites and crawling with rotting disease Rows of grinding teeth erupt from floor and ceiling and begin to grind everything Highly flammable gas pocket easily ignited and stinks of decay table: I_Trap_Desc Trap & These are common traps in the corridors and chambers within Xor. Many also attract slime creatures to clean up the mess. Traps often guad valuables or you might find remains of old victims that in turn become bait. Local Xorian thieves learn to disarm the traps using hormones and knowledge of triggering Xor nerve spasms. table: I_Trap Acid spitter squirts corrosive fluid like a acid arrow spell Flamer shoots burning gas from a flaccid nozzle in a fan shape like a burning hands spell Bombardier glands ignite a explosion by mixing two chemicals or electrically igniting gas Spore shooter sprays choking particles that grow fungus in corpses Gas emitter sprays paralytic gas and calls some ochre jellies to clean up Quill caster fires porcupine like arrows growing in clumps Bone bolt caster fires ballista made from bone javelins that influct 2 or 3 d6 damage Sticky floor covered in beads of glue that trap victims then calls ochre jellies Electric arc nodules shoot bolts of lightning and can be used to fence areas Web spinnerets can block areas wit web or entangle intruders like a web spell table: J_Giblets_Desc Giblets & These include organs not included or detailed in other categories. All kinds of gut and grisly gore. table: J_Giblets Heart pulsing and beating loudly behind walls twitching rapidly as the great engine pumps blood Kidney huge shaped structures with multiple fluid pipes filtering urea from blood Spleen mass of veins covering surface Chamber for air exchange with increased air pressure and breeze as ceiling expands and contracts Glands secreting hormones that might effect mood and behaviour or effect intruders body Huge liver connected to masses of blood tubes often crawling in worms or polyp growths Sacks of bile grow from surfaces, easily burst staining area and create stinking cloud Grey and pink soft giblets make travelers sink knee deep in slimy viscous warm organs Walls covered in pulsing coloured sacks and organs pumping gurgling fluids Splattered torn heaps of organs scattered and eviscerated by some huge parasite table: K_Glands_Desc Glands & Glands are swollen lumps that produce and excrete precious fluids. Glands can function as traps by making intruders or affect local body of Xor or effect local life forms. Adventurers often seek out glands to use as magical potions. Most glands have one dose of secretion but some have more. Glands can be milked but many require a biological equivalent of lock picking requiring the gland to be stimulated or massaged to release it. Most hormones last a hour after away from gland. Many glands secret hormones that are aerosolized into a musky mist that can be inhaled or absorbed through skin. Many chemical can be found in glands and are frequently used by inhabitants of Xoe even animals. table: K_Glands Alarm gland if triggered release chemicals that attract and enrage wandering monsters Steroid gland accelerates growth of juveniles a d10% closer to adulthood over a hour Clusters of hundreds of lactating breasts in varied sizes that attract creatures to feed or sleep Gland releases a stinking cloud if intruders approach area Gland regulates local sleep cycle or can spray sleep vapour over area to halt intruders A pineal gland stimulates others to see horrors from beyond, once seen the beings start to cross over A hormone secreting gland that causes beings to become aroused and non violent A hormone secreting gland makes local beings crave violence if fails and becomes berserk A gland that has hormones to accelerate healing for a d6 HP per person per dose per day Gland secretes growth hormones increase muscle mass +d4 strength for one hour table: L_Liquid_Desc Liquid & Great reservoirs of fluid within Xor like subterranean rivers with own life forms and are used by local creatures to hunt or travel on. Some bodies attract settlements or colonies even hundreds of animals might seasonally come to these liquid bodies to mate or migrate or hunt other creatures. table: L_Liquid Saliva stream washing away dead intruders, food scraps and hostile life, seasonally floods Blood pools where natural anticoagulants keep pools liquid and creatures come to feed Serum lake of sticky yellow fluid flooding area from infected wound A lake of milk where creatures come to feed, often settlers come to make cheese or yogurt Crusty infected mound oozing out diseased river of puss that attracts scavengers and worms A slimy lake of phlegm and diseased discharges often inhabited by horrible creatures A river of urine with floating turd islands, some used as boats, often crawling with parasites Lake of intercellular fluid filled with floating huge cells awaiting to be assembled Reeking lake of poison dripping from the ceiling with floating corpses of creatures caught A lake of fresh water or salty tears often populated by creatures or humanoid settlers table: M_Mouth_Desc Mouth & Xor has many mouths of varied sizes. Some talk or eat or act as traps or doors or gates. They are very hard to open by force but a experienced Xorian thief knows the nerve ganglia to manipulate to make them open or close. Some mouths even talk. Many will be able to talk about the local area only or come across as insane and enigmatic. Rarely a mouth will claim to speak for Xor but really they are just a fragment. Xor will be more helpful to those who help it with parasites, invaders or corruption. table: M_Mouth Huge Teeth portcullis gateway ready to snap shut to kill intruders Huge sets of teeth clenched shut over every entry or exit in room Huge hidden mouth in floor opens and victims swallowed into a digestive chamber Huge quivering tonsil like sack if tickled then cause Xor quakes over area Huge teeth surround cavern perimeter forming a fence across room making ideal defence Chamber has a huge tongue on the floor if walked on will throw intruders through a doorway Drooling mouths on all surfaces drip fluids on floor and on intruders A mouth on a wall will address intruders speaking on behalf of Xor Gibbering mouths shout abuse or insane screams that cause confusion on failed save Clusters of mouths in surfaces grabb passers like a bear trap table: N_Neural_Cluster_Desc Neural Cluster & These clusters act as electrical based communication systems through Xor networking various sub systems of Xor's body. Brains often collect data or might be employed as controllers of lesser Xor creatures or problem sayers. Such tissues are vulnerable and react badly to injury causing regional spasms and quakes. Some neural structures can defend themselves with electric arcs or lightning bolts. Electrical elementals and other electric creatures often guard clusters. table: N_Neural_Cluster Brain complex chamber with many human sized or giant brains, sometimes might be psionic Electric cluster chamber with nerve nodules that fire electric arcs at intruders Nerve cable bundles cover surfaces and whole chamber spasms if walked on Sacks of brains in fluid hanging from ceiling actually from humanoid tribesmen and explorers Nerve master switch resembling huge nerve ganglion, if switched lights and other systems turn off Huge brain with face fused into ceiling that telepathically warns intruders away Flesh golem holding brain sack in chest cavity guarding area, the brain has a face and directs golem Brain sacks chamber, stored in hexagonal niches, winged insectoid creatures move them about Twitching spasming nerve cluster, area electrified like shocking grasp Area full of nerve clusters and arcs of electricity, slimy volts flying about happily table: O_Orifice_Gates_Desc Orifice Gates & These are doors and gates and portals of chambers which also are fluid tight. One hazard of opening such a door by force or incorrectly is to release a flood. Such gates might also have air pressure differences or gas. Flammable methane is common or oxygen depleted air. table: O_Orifice_Gates Sphincter gates are fluid tight doors that can squeezed through with some effort Flap door is a hinged sheet of skin functions as a one way door Fleshy portal of a gum like ridges that open and close like sliding doors Membrane of thick skin that allows certain materials to pass or needs to be cut through Muscular valve gate very difficult to break through or damage in two or three parts Flesh walls contract and seal opening under certain conditions and may clamp unwelcome visitors A circular ring of muscles compresses to seal the opening, will crush anything caught Convoluted winding cramped passage which many low intelligence beings get trapped and lost in A chitinous iris valve with sickle shaped plates that interlock and can open or close Flesh lid which snaps shut like a trapdoor in floor or ceiling really just a flap with a muscle table: P_Meat_Pit_Desc Meat Pit & These are common obstacles and traps inside Xor. table: P_Meat_Pit Concealed meat pit covered in weak membrane Self sealing meat pit that seals over trapped victims rapidly Acid pit with fog covered stomach acid often used for sacrifices to Xor Monster pit with pacing hungry beast inside desperate to escape or eat Clam like lid covering trapdoor up or down with muscular hinge Maw pit opens under victims and filled with teeth and horrible tongue Tentacle pit grabs those who get near and pulls inside to be devoured Maggot pit with giant grubs writhing in diseased filth and puss sometimes guarded by adults Phlegm pit of thick ropy clear stick slime sometimes home to gelatinous monsters Waxy secretion filled hairy pit with dead creatures trapped in sticky stinky yellow mess table: Q_Bacterial_Colony_Desc Colony & A organism aggregates at this point attracted by safe lair, fresh fluid, reproduction or food table: Q_Bacterial_Colony Plague miasma pool emitting stinking diseased cloud hanging eerily over area Pox pool of toxic bacterium covered in dirty froth and poison Macrobe spawning pit where amoeboids, jellies and Xorian defence creatures are made Mutagen Spoor Chamber a skin membrane covered flower like structure releasing mutagens Area crowded with walrus colony crowded near a pool led by alpha male, attracting predators Adorable blob creatures in hundreds cluster in groups giggling and farting and eating Dozens of creatures resting here with a well of water and food growing from walls Humanoids connected by umbilical cords to walls peacefully live here near their sleeping pods Trading outpost of humanoids selling exotic goods from across Xor and possibly beyond Cultist shrine where band of worshipers dwell communally under a priest or sorcerer table: R_Reproductive_Organs_Desc Reproductive Organs & Xor has various reproductive organs to create minions. It also might capture beings and sample their DNA. Sometimes it lures creatures into mating with Xor to create hybrids or mark them with spores they can transport to another lure or to track them. Xor also extracts genetic samples it might use or study or hold for later. Such areas might be too shocking for sensitive temperaments and bringing children makes you a poor guardian. table: R_Reproductive_Organs Breasts of all sizes and shapes cover every surface and lactating attracting creatures for food Uterus chamber where creatures gestate in skin sacks awaiting birth Penises from human to tree size flaccidly hanging from walls become erect if disturbed Vaginas of varied size on every surface twitch and drip fluids when life enters area Egg chamber where sacks of eggs connected by tubes which carry eggs to birthplace elsewhere Globular huge hairy testacles hand pendulously, with huge flaccid oozing cocks and semen pools Spawning pit where monsters curled up awaiting birth connected by umbilical cords Naked Humanoids connected to walls by umbilical cords offering sex and grunting lewdly Clone creatures growing in flesh vats of amniotic fluid and placentas grown for spare parts Delicate flesh flower exuding hormones surrounded by various humanoids and beasts fornicating Fleshy brain bees assembling creatures from meat in hexagonal wall niches dripping with jelly table: S_Secret_Desc Secret & Stockpiles of resources and goods held in by Xor or stashed by inhabitants. These are usually hidden by overgrown tissue or secret doors. table: S_Secret Hidden chamber with spherical skin sacks holding a d6 potions left by someone Scar where adventurers buried treasure like ivory, metal goods, weapons and outsiders goods Eggs secreted by some creature awaiting to hatch, possibly guarded by creature Concealed rusted metal lid with remains of dwarf exploratory bunker or mole machine Infected mound with a buried treasure chest with a spellbook inside A scab on surface hiding a tribal burial of a warrior with weapons A hollowed out bone extrusion with cache of spears, arrows, harpoons, javelins and darts A flesh flap concealing a secret observation post with food, water and possibly a spy A huge land oyster with a stash of huge pearls A buried chunk of bio resin like amber crystallized with a body inside, valuable as jewelry table: T_Tentacles_Desc Tentacles & Tentacle polyps, creatures and other horrors table: T_Tentacles Tentacle polyps writhing from floors, walls and ceilings Huge tentacle reaches from orifice here to trap intruders Carpet of gently waving serene tentacles like a fleshy carpet Monsters bathing in tentacle filled pits enjoying a massage and defoliation Tentacles playing weird music on bagpipes, bone xylophones, drums and horns Tentacles from walls holding desperate trapped victims begging for help Tentacles stripping clothes and looting from corpses and putting in orifice Transparent giant land hydras waving stinging tentacles, some with dissolved corpses inside Tentacles using tools to craft every day goods with a merchant trading items for food Tentacles dismembering a sacrifice while cultists watch on with fresh victims table: U_Utility_Chamber_Desc Utility Chamber & Various small chambers providing common resources for Xorian life table: U_Utility_Chamber Well chamber where creatures come to drink water safely Toilet pit where all manner of creatures instinctively relieve their bowels and bladders Food chamber where sweet cotton candy like threads of superfood grow from walls rapidly Tuber chamber where root like hairy edible flesh pods grow in bunches from walls to be gathered Bio armoury where bone clubs, javelins and arrows grow from racks and are easily snapped off Healing potion chamber each day a healing fluid drips from ceiling into a floor depression Rest stop with soft pillowy floor and lactating breasts for food and rhythmic soothing sounds Nursery chamber where humanoid babies with gills swim in amniotic pool, if taken lose gills Cleansing chamber where beings come to be decontaminated and to remove traces of disease Translation chamber where two beings can connect heads to brain that translates thoughts table: V_Trench_Desc Trench & Long open pits often bisecting rooms used for waste or warfare or obstacles. Some trenches also have bone fences strewn with stinging jelly protecting them. You might find several trenches facing each other with a no mans land of traps between them like gnashing teeth or land clams hidden among scattered gore where breeds fight. Trenches might be manned and could be engaged in warfare. table: V_Trench Long trench filled with diseased corpses dumped here to remove plague corpses Long trench filled with rotten stinking slime and gor (possibly green slime, acid or diseased) Defencive trench with hardpoints for cover and a bone fence strewn with stinging jelly Two facing trench systems with gore and traps in between possibly manned with soldiers Observation trench with humanoid archers and message runners or beasts Long trench filled with sticky gelatin and soft semi dissolved skeletons Abandoned defensive trench strewn with skeletons being semi absorbed by ground Long trench dug to expose a hidden complex beneath the surface Long trench full of idiotic jelly monsters that have fallen in and cant escape Long trench filled with corpses of experimental test subjects and murder victims table: W_Waste_Products_Desc Waste Products & Rotting feces heaped in mounds with visiting creatures munching away happily table: W_Waste_Products River of urine flowing through floor with crystallized urea Tubes rhythmically pumping feces and urine around Xor Open sewer or filth slowly oozing way into tunnels, often fed on by creatures Walls covered in sensitive sphincters that flood area in diarrhea if disturbed Mounds of bones cover the floor of many species Thick gelatinous mass covers floor several feet thick full of soft semi dissolved bones and flesh Area covered on mounds of dried dead skin mostly powdered but some complete humanoid skins Mounds of shed hair in huge heaps often crawling in ticks or giant drabs Desiccated corpses in mounds that crumble to the touch occasionally haunted by a mummy table: X_Weird_Esoterica_Desc Weird Esoterica & Exotic chambers where weird things happen table: X_Weird_Esoterica Animus Chamber where lifeless bodies assembled or killed can be restored to life every 24 hours Communion chamber where a creature fused into wall acts as a mouthpiece for aspect of Xor Narcotic vapour room where stoned humanoids and monsters lay about peacefully together Pool of liquid flesh where beings form from the dreams of intruders like lost lovers or monsters Demonic enclave where several demons lurk in gore and filth with humanoid slaves Brainbees knitting together flesh golems in assembly line guarded by several complete ones Goblins with bulging brains licking up drops of fluid dripping from gland in ceiling Gate chamber where Xorians are sent to scout new worlds to consume from crystal pedestal Duplicate chamber with pods full of doppelgangers await victims to copy and replace Clone chamber operated by brainbees who extract flesh then grow it over a month into clones table: Y_Small_Chamber_Desc Small Chamber & Rooms with some function often inhabited table: Y_Small_Chamber Tavern of lost souls inhabited by many species, bartender is fused into floor serving odd fluids Shrine to a demon tended by cultists with sacrifices of treasure and a bound virgin Traders stall where a merchant has set up a shop for passing travellers with guardian flesh golem Laboratory of alchemist with monster guards making potions from valuable fluid fountain Blood geyser spraying everywhere where humanoids play with their squealing children Brothel operated by pimp/madam fused into floor offering strange mostly humanoids prostitutes Healer has set up a small surgery with recuperating patients and loyal guards Outpost of strange clothed telepaths with ray weapons studying samples and recording data Party of paranoid murder hobos camped here in between rampage, murder and looting Orphanage where a kindly person has care of a dozen children of various types in hiding table: Z_Large_Chamber_Desc Large Chamber & Chambers hundreds of feet across at least including entire habitats table: Z_Large_Chamber Lung chamber wheezing as it inflates and deflates with noticeable air pressure changes Stomach with fragment of some world or ship devoured long ago with inhabitants surviving A village with buildings and 40-100 inhabitants with animal pens and defencive walls A bioluminescent ceiling above a huge garden 0f plants and animals from some world Lake of fresh or salt water with a few fishermen shacks or cult shrine on shore Great ruined bone fortress now inhabited by monsters guarding some treasure Towering flesh ziggurat inhabited by cult and gibbering horrors Dome of stretched skin over bone frame, inside live naked drugged humanoid hedonists Flesh citadel growing into ceiling inhabited by civilized race of merchants and scholars Gargantuan creature curled up filling most of chamber unable to move and miserable FILENAME: EMO_Xor_HexCrawlTerrain.ipt Header: Xor Terrain for Hexcrawls So I was happy with my A-Z subdermal dungeon key for Xor which with a few geomorphs will replace my adventure section. So following my Hex crawl wilderness terrain types like for Psychon here is the basics of a Xor version. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/xor-encounters-by-terrain.html
prompt: {Random|Skin lands - bare skin plains|Hair veldt - plains of hair|Bone lands - bony protrusions|Flesh mounts - peaks of flesh|Flesh forest - organ and limb forests|Scar lands - canyons and chasms|Wounded lands - open bloody pits|Mire lands - damp areas|Fluid - aquatic flows and coastal liquid|Developed - human settled|Foul lands - infected oozing regions|Tainted lands - apocalyptic chaos wastes} Random use: common/nbos/Tools.ipt table: Start ul \{margin-top: 0px; margin-bottom: 0px;}& [when]{rep}=1[do]{showdesc=='yes'}{showtitle=='yes'}[end]& {choice=='[@GetInitials with {$prompt1}]'}& [#{choice} ChooseTable] table: ChooseTable type: Dictionary R:[@ChooseAny] SL-BSP:[@SkinlandsOne] HV-POH:[@HairVeldtOne] BL-BP:[@BoneLandsOne] FM-POF:[@FleshMountsOne] FF-OALF:[@FleshForestsOne] SL-CAC:[@ScarlandsOne] WL-OBP:[@WoundedLandsOne] ML-DA:[@MirelandsOne] F-AFACL:[@FluidOne] D-HS:[@DevelopedOne] FL-IOR:[@FoulLandsOne] TL-ACW:[@TaintedLandsOne] table: ChooseAny [@SkinlandsAny] [@HairVeldtAny] [@BoneLandsAny] [@FleshMountsAny] [@FleshForestsAny] [@ScarlandsAny] [@WoundedLandsAny] [@MirelandsAny] [@FluidAny] [@DevelopedAny] [@FoulLandsAny] [@TaintedLandsAny] //Colours on Xor //I want Xor to not be a cracker particularly (i cant say honky any more because my asian friends use that for hong kong ppl). Obviously when you skin people the all look the same. Anyway here are random colours for describing things to be in pallette with Xor. Transparent is common too. I might do a version for corrupted areas with pussy yellows, infected greens and more. Plants might grow in some places, usually with human aid but green mostly is sign of corruption. //table: XorianPallette //Scarlet //Magenta //Pink //Salmon //Tan //Russet //Maroon //Mauve //Amber //Ochre //Ivory //Jet // //So these are shortcuts to terrain areas you can roll or fill hexes with. 1in6 hexes overlap with patches or split or fusions of several types. I will make my final encounter tables for wilderness use these. table: SkinlandsOne [when]{rep}=1[do]& Skinlands - These large open areas are mostly easy to cross and and life is sparse.
& [end]& [@Skinlands] table: SkinlandsAny Skinlands - These large open areas are mostly easy to cross and and life is sparse. & [@Skinlands] table: Skinlands Smooth flat featureless skin plane Undulating gentle hills Crinkly wrinkly folds of loose skin Dusty plain of dried skin flakes Dried wrinkly skin plain with crevices Skin plain with red welts, some with swollen pustules Dried scabby plain with reefs of scar tissue Plain with pore pits, some blocked with oily secretions Plains with strange tattooed patterns over huge areas Rigid scaly plates of crocodile like skin Bony skin covered plastron plain Smooth skin plan, moist with sweat table: HairVeldtOne [when]{rep}=1[do]& Hair Veldt - These areas are like savanna grasslands and populated by herds of grazers and carnivores that prey on them. Humanoid nomads and barbarians dwell here and even civilized people come to collect hair for weaving and building.
& [end]& [@HairVeldt] table: HairVeldtAny Hair Veldt - These areas are like savanna grasslands and populated by herds of grazers and carnivores that prey on them. Humanoid nomads and barbarians dwell here and even civilized people come to collect hair for weaving and building. & [@HairVeldt] table: HairVeldt Skin plain with spots of fuzzy moles merging into chocolate velvet Patches of short hair stubble Knee high hair growing like tall grass Sparse tall spindly hair stalks growing three yards tall Thick hedges of spiny quills like porcupines that hook into flesh Tall thick hair forest with trails made by wild life Hard wiry hair stalks difficult to cut or graze Soft fluffy fur a delight to touch and comfortable to sleep on Thin silky hair that sways in the wind Tall stalks of hair sticky with oil from pores at base Forest of sensitive whiskers that twitch when touched Thick beard like undergrowth of curly hairs table: BoneLandsOne [when]{rep}=1[do]& Bone Lands - Areas with exposed bony growths and structures often good for building things or using as homes. Areas can be hard to find food in however.
& [end]& [@BoneLands] table: BoneLandsAny Bone Lands - Areas with exposed bony growths and structures often good for building things or using as homes. Areas can be hard to find food in however. & [@BoneLands] table: BoneLands Porous bony hills filled with caves and tunnels Ground covered in assemblages of skeletal mounds Colossal skeletons of ancient gigafauna life form Ridges of spiny bone growths running in ridges across landscape Bony towers erupt from flesh scape like buildings Interlocking bony plates cover surface like turtle plastron Landscape of broken eggshell fragments and remains of huge eggs Walls of rib like bones with dried skin membranes forming a maze Landscape covered in skulls some titanic in scale Undulating landscape of fused colossal bones Ruins of once sculpted flesh city now scattered bony remains Landscape of gentle hills made from powdered and shattered bones table: FleshMountsOne [when]{rep}=1[do]& Flesh Mounts - Hills, mountains and mounds of flesh mostly barren and silent.
& [end]& [@FleshMounts] table: FleshMountsAny Flesh Mounts - Hills, mountains and mounds of flesh mostly barren and silent. & [@FleshMounts] table: FleshMounts Landscape of pendulous breasts capped with nipples Huge shuddering mountains that erupt bodily fluids seasonally caked with dried matter Mountains with idiotic giant faces, rolling eyes and twitching mouths uttering babble Rolling hills of blubbery quivery soft flesh and fat with loose skin difficult to traverse Flat topped mesas and butes some with mouth caverns, some with buildings on top Rolling hills with giant eyes, occasionally blinking mostly staring solemnly Rolling buttock hills occasionally release gas or waste products Reclining naked titans in deep sleep, fused into land mass forming mountain ranges Brainlike mass hills and mountains, soft and squishy that attract guardians if harmed Hills and ridges formed from colossal internal organs and tubes Hills of inflated skin sacks difficult to travel on except by bouncing like trampoline Hills and ridges of rippling muscles with twitching veins under the skin table: FleshForestsOne [when]{rep}=1[do]& Flesh Forests - These are forests of organs and body parts resembling forests. Often populated with creatures and visited by hunters.
& [end]& [@FleshForests] table: FleshForestsAny Flesh Forests - These are forests of organs and body parts resembling forests. Often populated with creatures and visited by hunters. & [@FleshForests] table: FleshForests Veiny trunks with globular structures exchanging gasses like alveoli Forest of arms or legs occasionally moving in various sizes Forest of fleshy stalks with single huge eye or clusters of eye stalks Tentacle forest of twitching and quivering flesh stalks Penis forest change state of arousal from erect in daylight to deflated by night Fleshy trees hanging with animal carcasses which eventual drop like fruit and run off Huge fleshy trees populated by naked people attached by umbilical cords Fleshy trees with thick damp hair undergrowth crawling with lice Forest of gigantic hands gently swaying that only occasionally grab passers by Fleshy trees growing human organs where shamen come to gather transplant flesh Fleshy tree structures semi submerged in fluid, thick ropy mucous strands in branches Rigid fleshy trunks with silky tufts of of colourful hair and strange flesh sack fruits table: ScarlandsOne [when]{rep}=1[do]& Scarlands - These are areas damaged and recovered but are messes of scar tissue with gouges and ridges. Such areas may still be recovering and provide opportunities for creatures and settlements. High plateaus or deep canyon bottoms might contain pockets of other terrain and micro ecologies.
& [end]& [@Scarlands] table: ScarlandsAny Scarlands - These are areas damaged and recovered but are messes of scar tissue with gouges and ridges. Such areas may still be recovering and provide opportunities for creatures and settlements. High plateaus or deep canyon bottoms might contain pockets of other terrain and micro ecologies. & [@Scarlands] table: Scarlands Plateau topped with thick forest surrounded by scarified cliffs often riddled with caves Huge canyon with fluid in the bottom and caves in cliff walls Huge series of uplifted ridges of scar tissue with tough thick dried skin Rows of cliff faces with hard rough facings often with caves Crater ring of scar tissue with lake in middle and fleshy foliage Crater ring of scar tissue with flesh forest or hair veldt in the middle Crater ring of scar tissue with broken infected tissue inside Scabby mounds regularly spaced with scaly flaked scab chunks scattered about Land covered in blister bubbles of varies sizes from coin to house, some ruptured Purple blotchy bruised landscape with swollen black and green hills Huge puckered wound from where mass gouged ot long ago Ground criss crossed with scars and long healed over cuts and pits table: WoundedLandsOne [when]{rep}=1[do]& Wounded Lands - Areas damaged with open pits, canyons and holes still bloody and unhealed. Often attracting parasites, enemies and defenders of Xor. Also sites of attacks on Xor and possibly exposing buried things beneath Xors surface.
& [end]& [@WoundedLands] table: WoundedLandsAny Wounded Lands - Areas damaged with open pits, canyons and holes still bloody and unhealed. Often attracting parasites, enemies and defenders of Xor. Also sites of attacks on Xor and possibly exposing buried things beneath Xors surface. & [@WoundedLands] table: WoundedLands Land covered in bloody pits 30 foot wide where colossal worms have been burrowing A huge open cut mine where a hostile humanoid race have been toiling for meat Huge trenches filling with blood and serum cut across the landscape A huge bloody crater filling with syrupy blood where something huge fell from the stars Broken titanic bones burst from surface of huge wet torn flesh pits dripping with gore Fresh bloody scabs where grazing monsters have been tearing up shreds of flesh Burst open titanic ribs spread open reveal long hidden subdermal flesh chasm pit Huge bleeding canyons of flesh flooded with blood from huge waterfalls pouring from cliffs Pits filled with giant maggots and the sky black with swarms of flies Huge open pits of gore where army of hungry trolls battle gelatinous antibodies of Xor Gaping bloody pit wounds where animals come to feed and prey on each other A mountain peak of flesh erupting vile puss and blood with rivers of filth pouring down table: MirelandsOne [when]{rep}=1[do]& Mirelands - Lands usually thick with hair, meat trees and rich in life, rank with sweat and humidity. Areas mostly damp and difficult to cross with many hostile life forms.
& [end]& [@Mirelands] table: MirelandsAny Mirelands - Lands usually thick with hair, meat trees and rich in life, rank with sweat and humidity. Areas mostly damp and difficult to cross with many hostile life forms. & [@Mirelands] table: Mirelands Thick wet forests and hair reeking of humid sweat, rich with insects and animals Bogs of thick viscous sewerage with huge tufts of hair, swarming with bugs Thick wet jungle of hair and flesh forest with hidden bone ruins and pyramids Foul stagnant waste fluids with reed like hairs and Islands breaking the surface Filthy water and sweat pools many choked with corpses from a ancient battle Dank sweaty flesh trees and hair tufts infested by dinosaurs wallowing in pools Thick viscous liquid wax pools, bubbling and dripping from crinkly flesh pits Sticky with sweat plains thick with smegma of greasy secretions and dead skin muck Scabby hillocks with shallow pools of sweat with stubbly patches of hair Knobby bone protrusions erupting from thick oily goop Stinking frizzy tall hair patches growing from sweaty mounds Landscape of wreckage and ruins eaten by Xor knee deep in mild acid table: FluidOne [when]{rep}=1[do]& Fluid - Fluid can be in form of ponds, lakes, rivers or sea like bodies of fluid. They can comprise on many bodily fluids or water. Shoreline may have some kind of deposits. Most have some kind of life forms adapted to living in them .
& [end]& [@Fluid] table: FluidAny Fluid - Fluid can be in form of ponds, lakes, rivers or sea like bodies of fluid. They can comprise on many bodily fluids or water. Shoreline may have some kind of deposits. Most have some kind of life forms adapted to living in them . & [@Fluid] table: Fluid Body of salty tears tainted with mood altering hormones and salty deposits on shore Fresh water body of untainted water accumulated from rain Yellow urine springs caked with crystalline urea and minerals on shore Free flowing milk pouring from breasts with creamy froth on shoreline Thick yellow cerebral fluid swimming with brain creatures among cables of nerve tissue Body of blood flowing gently with sticky rafts forming and scabby masses on shore Saliva free flowing with semi digested things floating helplessly in thick ropey liquid Body of liquid bile staining shore green and stinking, foul to the touch Lake of semi digested food in stomach acid with recognisable chewed thing chunks Lake of acid bubbling away with several semi gested things washed up on shoreline Body of viscous lymph crawling with defencive transparent antibody jellies Lake of stinking sweat often attracts giant mosquitoes and other vermin table: DevelopedOne [when]{rep}=1[do]& Developed - These are settled areas where humanoids have been living and developing the surface of Xor for food and defence..
& [end]& [@Developed] table: DevelopedAny Developed - These are settled areas where humanoids have been living and developing the surface of Xor for food and defence.. & [@Developed] table: Developed A rambling village surrounded by herds and hair fields and a well of fresh water A cluster of pueblo like houses clustered together to make unwelcome access difficult Walled hilltop or mesa where local villagers have cultivated soil and plants A village of bone stilt houses often over liquid often connected by walkways Area riddled with caves where subterranean town work the surface and herd animals A walled town with visiting merchants and several large officials halls and temples Great bony extrusions which villagers have hollowed into housing and shelter Ruined village of tattered skin and dried bone long abandoned now haunted A citadel of meat or bone towering into sky with a great gate house surrounded by fields A bone and flesh castle where well armed feudal community work countryside A city of living flesh with various building styles and with various people mixing freely A fortified town of a single race wary of strangers and following own traditions table: FoulLandsOne [when]{rep}=1[do]& Foul Lands - Diseased and infected areas attracting parasites and other creatures with nauseating symptoms of illness .
& [end]& [@FoulLands] table: FoulLandsAny Foul Lands - Diseased and infected areas attracting parasites and other creatures with nauseating symptoms of illness . & [@FoulLands] table: FoulLands Foul pustules easily burst if touched covering area in stinking yellow swollen mounds Volcanic like vents and rifts with flowing infected fluids attracting flies and demons Yellow and green sallow flesh with infected hair roots and serum leaking scabs Ground is variegated sticky with green and yellow stinking secretions Crust scab surface fragile in places weeping puss and blood when broken Bloated white polyps quivering and spasming when touched some with flailing tentacles Intelligent parasite seeks to control area and spread scaly skin and insectoid servants Sulphurous deposits, ammonia pools, giant worm tubes and coloured toxic vapours Horns and antlers growing like trees over hard horny thick skin, difficult to travel through Bloody bone spurs erupting from surface with intermittent infected pools of discharges Bloated mounds of flesh that erupt with stinking gas and rotten guts if burst Rotting green and purple gore surrounded by clouds of flies and giant worms table: TaintedLandsOne [when]{rep}=1[do]& Tainted Lands - Are contaminated by non Xorian humanoids and even invading demons who seek to exploit Xor for selfish or evil ends. Most are eventually wiped out by locals or acts of Xor.
& [end]& [@TaintedLands] table: TaintedLandsAny TaintedLands - Are contaminated by non Xorian humanoids and even invading demons who seek to exploit Xor for selfish or evil ends. Most are eventually wiped out by locals or acts of Xor. & [@TaintedLands] table: TaintedLands A camp of non Xorian humanoids stranded or exploring without a clue Huge camp of foreigners strip mining, rendering oil in vats and well armed Cultist camp here to perform vile rituals and serve demons A foreign wizard has built a tower to perform vile experiments on Xor Shambling mass of ruins devoured by Xor populated by foreign confused peoples Demonic tattoos and stelae being placed by cultists to bring demon invaders A settlement of succubi/incubi offering sex but devour souls instead Demonic temple where cultists worship idols and demonic guardians Demons have brought larvae from the abyss to breed fatten in flesh pits Demons have built a fortified camp and have enslaved locals to toil in flesh pits Demons have excavated a huge pit with cultists, slaves and demonic idols Demonic town populated by cultists and slaves serving demon prince FILENAME: EMO_OSR_SentientMurderMazeEcology.ipt Header: Sentient Magic Murder Maze Ecology I've dealt with sentient and self aware dungeons, or the dungeon as an insectlike colony, a few times, but here is a table of types to consider when those boring old dungeons are just not reactionary enough against intruders. Xor is a bit like this, my redbrick dungeon, long stairs even Psychon on a wilderness scale actively plots against adventurers. Im also inspired by the Dungeon Meshi comic and it's internal ecology and external economics. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/sentient-magic-murder-maze-ecology.html
table: Start [@MagicalDungeonEcologies]\n[@Motivations] table: MagicalDungeonEcologies Connected to the dungeon dimension, the dungeon is infinite and self-aware. The dungeon is the belly of a great beast or a colossal mimic creature. The dungeon is a cursed land with boss monsters and artifacts entwined in the self aware curse. A powerful spirit of ghost has control of the dungeon apparatus and exercises influence. The complex is under the control of a deity possibly an underworld or cthonic one. Centuries of murder has brought the dungeon to life with a twisted animus life force. A creature has filled wall cavities and spaces controlling doors and traps and monsters. Secret sub complex exists where behind the scenes monsters work to maintain dungeon. All the creatures are part of a hive mind which directs them and expands the complex. The dungeon is the unconscious dream projection of someone asleep inside an artifact. The dungeon beings are influenced by a fungus demon through visions and hallucinations. The dungeon is full of parasitic brain worms that control dungeon beings linked by pheromones. table: Motivations It seeks to devour interesting things to increase its power and influence. As part of an invasion, the dungeon seeks to [|expand|multiply|infect other dungeons]. It is a sadist that exists to torture inhabitants and entrap new victims. It is protecting a fragment of a deity it seeks to imprison or protect. It seeks to break captives and convert them to it's slaves to build an army. It is a test and is part of a bet between two cosmic beings for entertainment. It traps victims to play with like toys like a monsterous child. It is a creation of demons to torment human kind. It is a great board game played by higher powers or mighty wizards. It is a gourmet and increases its power and vitality by entrapping powerful beings. It's actually a breeding program seeking strong bloodlines by testing and mating monsters and adventurers. It exists to torment trapped outsiders with dreams like freedom, lost loved and unfulfilled desire. FILENAME: EMO_OSR_FaerieMutations.ipt Header: Faerie Mutations Elf taints comes from contact with the fey -- not those elves born to the mortal world but the kind living forever beyond the veil of sight. Such taints are rare but more common on the borders of elfland or to those with a local elf mound or faerie circle. Earthbound elves and other sylvan creatures or goblinoids might carry this taint also. Most people think of elves as beautiful but the faerie world includes both fair and foul. Goblins and banshees are well known but the faerie taint can even include reptilian qualities. Plant and fungal qualities are well known properties. Possibly, being among the first humanoids, they are more closely related to all manner of beings, even the unliving and immaterial spirits of the dawn age. I guess are elves mostly chaotic in most DnD; I just thought of them as higher law we don't understand like lawful-alien. But in LOTFP they are very chaotic and I can now get calling them chaotic. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/faerie-mutations.html
prompt: Show me: {Where taint came from|Minor Mutations|Major Mutations} Where taint came from use: common/nbos/Tools.ipt table: Start [#[{$prompt1} >> left 3] ChooseTable] table: ChooseTable type: Dictionary Whe: [@TaintCameFrom] Min: [@MinorCosmeticMutations] Maj: [@MajorMutations] table: TaintCameFrom Ancestors were elf slaves Ate strange herb or flower or root Suckled from elf breast Wandered through a faerie circle Ancestor slept with elf Ancestor was replaced by a changeling as a baby Ancestors lived near borders of elfland Ate some magic goblin mushrooms Had sex with a elf Faeries sprinkled pixie dust on you Snorted pixie dust offered by stranger in a bar Caught in a breeze ladened with magic spores table: MinorCosmeticMutations Elongated ears Pointy ears Flower like ears Enlarged eyes Exotic coloured eyes Night vision Thermal vision Perfect snooty nose Detect secret doors as a elf Facial features hysterically exaggerate when emotional Flawless perfect skin Unusual pigment (green, violet, ivory, jet) Photosynthetic skin halves food needs Shed skin often, often sloughing off Half withered half flawless Hairless body Only 1% body fat Skin covered in mystical symbol scars Pigment changes from night to day Barklike rough skin +1 AC Light elongated body frame Flower bud nipples Nonfunctional wing buds on back Hunchback Horny ridges on ribs Pendulous breasts Leaves grow on torso Enlarged extended vertebrae Extra ribs Lactate delicious mildly addictive milk Pot bellied All offspring are litters of goblins Addicted to elf food Cannot eat meat Small tail Constantly aroused Delicious syrup secretes from sex organs Cannot eat cooked food Excrement and urine smell delightful No belly button or several Spidery elongated fingers Webbed fingers Webbing under arms Incredibly thin arms Spiky spines growing under arms Leaves sprout from shoulders and arms Enlarged hands Elongated arms Two, three or six digits on hands No fingernails Elongated legs Webbed frog like feet Long pointed feet and toes Leaves growing down legs Extra jointed toes Two, three or six digits on feet No toenails Backward bending knees Hairy legs with hooves Large thighs and scrawny forelegs Frog like tongue for catching bugs Single over sized fang Elongated face Large mouth with large goofy teeth Pointy chin Pointy teeth Horrible scream heard from far away Sweet harmonious song like voice Saliva tastes wonderful Lamprey tongue Leaves replace hair Flowers grow in hair Long luxurious silky hair Elongated skull Pointy head Short horns or antlers Pinecone like upper skull Acorn like skullcap Elongated eyebrow ridges Hair changes colour seasonally Exude a lovely earthy or floral or sweet odour Androgynous appearance Always prepubescent Retain youthful looks till death Slow metabolism, poisons take longer to effect Grow d12 inches Shrink d12 inches Can sleep all winter inside a hollow tree or hole Lycanthropy is a fatal disease Iron inflicts +1 HP damage per touch Can understand babies Revolted by human body hair Sense faerie circles and gateways Resistant to charm and sleep spells Speak any elf or goblinoid languages Empathic to plants Sense natural weather for 24 hours Sense magnetic north Sense magic Sense leylines table: MajorMutations See positive life force things in 3" See negative life force things in 3" Can see invisible in 3" See spirits or mental forces in 3" Can smell opposite alignment Track like a bloodhound by scent Taste and identify poison Can hear whispers of invisible spirits within 3" Can smell shapeshifter within 3" Face can change for a disguise turn/lv a day Skin is luminous and can be increased to light 3" radius Skin changes colour like a chameleon Skin turns invisible rnd/Lv/day Skin sloughs off healing mutant d4/lv/day Skin is a ablative defence gives extra 2HP/lv Skin secretes soporific poison to anything that bites mutant save or sleep Skin glistening with invulnerable to non iron or magic weapons Skin is like polished metal or mother of pearl +2AC Photosynthetic needs no food for CON in days in dark before hungry Skin secretes a psychoactive drug like toads or salamanders when licked or bitten Beautiful butterfly wings allow flight for movement and can fold up Transparent insect wings allow flight for movement and can fold up Folding bat or reptilian wings with membranes allow air movement Bird wings allow flight for movement and can fold up come in various colours Levitate one turn per level per day Can hibernate for months or years or decades Will self resurrect if body intact or put back together after a week No longer requiring breath immune to gas or odours Can breathe water through gills but can still drown or be choked Can breathe a fog cloud once per day 2x@5th 3x@10th Can reproduce with any creature always fertile and makes a hybrid Fishtail allows mutant to move full speed in water Do not need to eat or excrete but can to be polite or socially Immune to poison Immune to all disease Spectacularly functional genitalia Prehensile tail can be used as hand or swing from like a ape Butterflies in your stomach can spit up a fog like cloud once per day 2x@5th 3x@10th Insect swarm lives in abdomen round/lv/day inflict 2hp/round 3" cloud Can choose to have children from elves, litters of goblins, humans or animals Arm membranes that allow gliding, full move across lose 1"/round height Extra set of arms +1 attack in melee or missile or extra shield Claws morph from hands d6 unarmed damage Can hit magical beings with bare hands and unarmed attacks Can open magically held or locked doors or chests Webbed hands +3" move in water Natural sleight of hand, pick pockets and prestidigitation tricks Talent at handcrafts including sewing, tailoring, cobbler, knitting or weaving Ability to smith any metal able to make weapons, armour or jewelry Highly artistic drawing, calligraphy and sculpture without effort Frog or grasshopper legs can make move in a singly jump or several jumps to total Frog feet swim full move in water or +3" move Legs fused into fish or snake tail move rate in water or +3" move Bird feed can walk or hold things like branches or claw for d4 Goat clove hooves can climb and ignore terrain like a goat Extra invertebrate legs like a insect or lobster or arachnid x2 move rate Bury feet in ground for a hour a day for food Bury feet in ground and recover a HP per hour Walk on water at will Spider climb at will Speak in poetry or rhyming verse or slang or song Mimic animal sounds or voices Speak any language Speak to animals Speak to plants Scream of fear 3" cone, save or flee round/lv once per day 2x@5th 3x@10th Scream of death 3" cone, save or die if under 4HD once per week 2x@5th 3x@10th Song of phantasmal force round/lv Song of healing d3 per level once a day Song of charm person once per day 2x@5th 3x@10th Attractive crown grows on skull +1CHA Antlers, horns or unicorn horn a +1d6 extra attack Prehensile long hair moves on own as if in a unearthly breeze or as a hand Hair is like spun silver or gold worth hundreds or can trim a d12gp worth a day Wreath in hair with leaves, nuts, fruit produces a meal a day per level Glowing hair acts as protection from opposite alignment 1round/lv/day As long as hair intact +1 STR Hair can elongate or retract 1"/lv, functional as a rope, if cut takes time to regrow Hair can change colour and style at will from bald to ground length Prehensile root beard almost ground length acts as a hand Hard and woody flesh or ethereal shimmering +2 AC Can grow a living wood +1 bow from your body once a year and a d12 arrows per day Require decapitation or burning to permanently kill Unaffected by aging will live forever Can leave trails of sparkling pixie dust that glows for a hour/lv Shrink 1 foot high hour/day Shrink to 1" high a turn/day Immune magical touches of undead like paralysis or energy drain Can turn into a spirit round/lv/day A limb or head or organ (eye) can be removed for a hour/lv Can play any musical instrument first try Read any language Sense undead within 3" See in multiple dimensions at once in 3" ignore displaced or out of phaze Speak to spirits but cant see them Speak to dead, corpse saves or compelled to speak Can see through illusions in 3" Takes half magical damage as if always saved Can resist mind reading or mind control attempts like charm or fear Can travel to elfland at will with a passenger/lv FILENAME: EMO_OSR_MonsterSubBreeds.ipt Header: Quick Monster Sub Breeds Lots of variants for common monsters and creatures can cut down on the need for stat blocks on monsters without much difference. They also allow you to surprise jaded players, especially with wilderness encounters. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/06/quick-monster-sub-breeds.html elfmaidsandoctopi.blogspot.com/2017/06/quick-monster-sub-breeds-again.html elfmaidsandoctopi.blogspot.com/2017/06/monster-sub-breeds-three_11.html
use: common/nbos/Tools.ipt prompt: Sub Breed of {All|Wild Dog|Ghoul|Stirge|Snake|Large Spider|Zombie|Skeleton|Killer Frog|Lizard Man|Giant Lizard|Ant|Rat|Bear|Crustacean|Flightless Bird|Cetacean} Any table: Start ul \{margin-top: 0px; margin-bottom: 0px;}& [when]{rep}=1[do]{showdesc=='yes'}{showtitle=='yes'}[end]& {choice=='[@GetInitials2 with {$prompt1}]'}& [#{choice} ChooseTable] table: ChooseTable type: Dictionary AL: [@ChooseAny] WIDO: [@WildDogsSubBreedsOne] GH: [@GhoulSubBreedsOne] ST: [@StirgeSubBreedsOne] SN: [@SnakeOne] LASP: [@LargeSpiderOne] ZO: [@ZombieSubBreedsOne] SK: [@SkeletonSubBreedsOne] KIFR: [@KillerFrogSubBreedsOne] LIMA: [@LizardMenSubBreedsOne] GILI: [@GiantLizardSubBreedsOne] AN: [@AntSubBreedsOne] RA: [@RatSubBreedsOne] BE: [@BearSubBreedsOne] CR: [@CrustaceanSubBreedsOne] FLBI: [@FlightlessBirdSubBreedsOne] CE: [@CetaceanSubBreedsOne] table: ChooseAny [@WildDogsSubBreedsAny] [@GhoulSubBreedsAny] [@StirgeSubBreedsAny] [@SnakeAny] [@LargeSpiderAny] [@ZombieSubBreedsAny] [@SkeletonSubBreedsAny] [@KillerFrogSubBreedsAny] [@LizardMenSubBreedsAny] [@GiantLizardSubBreedsAny] [@AntSubBreedsAny] [@RatSubBreedsAny] [@BearSubBreedsAny] [@CrustaceanSubBreedsAny] [@FlightlessBirdSubBreedsAny] [@CetaceanSubBreedsAny] table: WildDogsSubBreedsOne [when]{rep}=1[do]& Wild Dogs Sub Breeds (Normally AC13 HDd6 Dam d6 Mov12")
& [end]& [@WildDogsSubBreeds] table: WildDogsSubBreedsAny Wild Dogs Sub Breeds (Normally AC13 HDd6 Dam d6 Mov12") & [@WildDogsSubBreeds] table: WildDogsSubBreeds Goblin Dog - hairless wrinkly skinned with night vision and silent ambush predator Hag Hound - emaciated, huge, mossy strands hang from body, white eye HD&Dam d8 Fey Hound - a fast elf hunting dog like a greyhound but creepy, 18" Mov Cyclops Hound - one eyed dog that howl causes panic in under 4HD creatures who fail save Ghoul Dog - undead dog that loves to dig human graves up, bite causes paralysis as ghoul Fire Dog - red, muscular like bull terrier and can once per fight spit a d6 firebolt range 12" Orc Dog - has scaly skin and a beak crossed with who knows what HD&Dam d8 AC15 Ghost Hound - not undead, nocturnal, white and can turn invisible for a d4 rounds per battle Flesh Hound - hairless wrinkly skin and once bite latch on and suck blood till dead d4 per round Spider Hound - black eight spider legged dogs that can cling to walls and attack by ambush Mole Hound - pink skinned rodent like incisors and can dig 3" like surprise attacks Gore Hound - skinless and hideous goes berserk when injured +2 Hit Dam and fight till -10 HP table: GhoulSubBreedsOne [when]{rep}=1[do]& Ghoul Sub Breeds (Normally AC14 HD2 Dam d3/d3/d6 Mov9") Paralysis touch
& [end]& [@GhoulSubBreeds] table: GhoulSubBreedsAny Ghoul Sub Breeds (Normally AC14 HD2 Dam d3/d3/d6 Mov9") Paralysis touch & [@GhoulSubBreeds] table: GhoulSubBreeds Hooded Ghoul - are silent, wear clothes, use tools, more subtle and skeletal, some use scythes Bone Suckers - are white with hard calcified skin prefer to eat bones have AC16 Spirit Ghouls - are intelligent and concealed by illusions and might infiltrate humans Screaming Ghoul - howl causes panic in under 4HD creatures who fail save Corpselight Ghouls - glow green, every blow on one spatters attacker with 1pt acid damage Leaping Ghoul - wear monk robes, can jump 3" in addition to normal move and highly acrobatic Ice Ghoul - covered in frost radiate cold 1" radius dam 1hp non cumulative with other ghoul fields\n(yea so ten ghouls around you only ever do 1pt dam with cold fields) Barrow Ghouls - black hairy with hyena like muzzles more savage dam d4/d4/d8 no paralasys Grave Fiends - burrow 3" Mov, burst from graves to ambush living with 1-3 on d6 surprise Night Stalker - can track humans all night and mov 12", call others with howls, stooped like apes Tomb Horror - can regenerate 1/hp per round at night but holy water or fire stops healing Nightfiend - faster mov 12" with dark blue skin, look more human, can cast spells as 3rd lv cleric table: StirgeSubBreedsOne [when]{rep}=1[do]& Stirge Sub Breeds (Normally AC12 HD1+1 Dam d3 Mov 3"/18") Suck d4 hp/round till dead
& [end]& [@StirgeSubBreeds] table: StirgeSubBreedsAny Stirge Sub Breeds (Normally AC12 HD1+1 Dam d3 Mov 3"/18") Suck d4 hp/round till dead & [@StirgeSubBreeds] table: StirgeSubBreeds Stirge Owl - mistake easily for owls with longer beaks and hoot when they see prey Hell Stige - stinking explosion when killed, everyone within 5 foot radius takes a d4 damage Foul Stirge - covered in slimy filth, bites also carry disease 5% chance of infection per hp damage Giant Stirge - double HD and damage but only mov 3"/12" and they croak loudly when near Stink Stirge - rancid odour save or throw up and helpless for one round Flightless Stirge - are ground based with stunted useless flappy wings but run at 12" or jump 3" Arrow Stirge - with 4" room to accelerate with rocket farts do 2d3 for initial bite damage Vampire Stirge - half the blood they drink heals their wounds making harder to kill Mummy Stirge - undead and wrapped in bandages, normal undead defences and abilities Fly 12"\n(evil cultists make them, common defence in age of the monster king dynasties) Sap Stirge - these harmlessly prefer plant sap from plant creatures or elves, dislike humans Bombardier Stirge - once/day can drop explosive egg d6 damage 1"radius to soften up victims Ghoul Stirge - these undead stirges have a paralysis bite and standard undead resistances table: SnakeOne [when]{rep}=1[do]& Snake (Normally AC13 HD1 Dam d3 Move 9") most have poison bite by default
& [end]& [@Snake] table: SnakeAny Snake (Normally AC13 HD1 Dam d3 Move 9") most have poison bite by default & [@Snake] table: Snake Dungeon Python - non venomous constrictor snake will bite and make entangle attack Hypno Cobra - stare at victims if under 4HD save or are in vulnerable trance for ten minutes Red Racer - fast aggressive snakes often in groups Mov 15" Deathrattle Snake - rattle gives of lethal vibrations 1" range, under 4HD creatures save or die Fang Snake - non venomous but d6 bite and Mov 12 will hunt in packs Javelin Snake - can launch self and leap 3" to ambush victims Spine Snake - crawl from spinal nerve from corpses has undead immunities Fire Cyclops Snake - can spit a d4 firebolt once per round have only one eye Witch Snake - knows one wizard spell can cast once per day, random and not always useful Cat Snake - has cat head and d4 bite, molests farm animals and steals milk and screeches at night Goblin Snake - has a goblin head and mutters obscenities, semi intelligent and thieves Sting Worm - mostly ambush from burrows, has single tooth, pain venom makes helpless d4 hours table: LargeSpiderOne [when]{rep}=1[do]& Large Spider (Normally AC12 HD1+1 Dam 1pt Mov6"/15") in web +2 Save poison bites
& [end]& [@LargeSpider] table: LargeSpiderAny Large Spider (Normally AC12 HD1+1 Dam 1pt Mov6"/15") in web +2 Save poison bites & [@LargeSpider] table: LargeSpider Water Spider - curl up with a air bubble in puddles and ponds instead of webs swim 15" Gliding Spider - live on ceilings and treetops and will spin a parachute to drop on prey Ruby Spider - resemble gems and lie in groups, bred by monsters to trap adventurers Corpse Spider - start colonies inside a corpse, will burst out to attack anything bothering corpse Lock Spider - like to live in locks in doors or chests or trap mechanisms and defend aggressively Mouth Spider - likes to crawl in mouth of sleeping creatures too reproduce, use sleep venom Dung Spider - likes to hide in dung heaps, stools or toilets to eat insects but defend homes Face Spider - on a attack jump on face carrying web will try to smother and blind the victim Fang Spider - has huge shearing non venomous mandibles that inflict d4 damage Goblin Spider - has a d3 damage bite and a ugly goblin like face and they mutter and drool Mother Spider - carries a swarm of babies on back that helps it attack 1HD does 1hp dam/round Lotus Spider - d4 bite, venom has no save bonus but induces nightmares of spider god d4 hours Skull Spider - live inside discarded skulls and bite for d3 damage, most find them terrifying Blood Spider - non venomous but painless bite and suck 1hp per/round, often victims unaware Gold Spider - resembles piece of jewelry and lays strings of pearl like eggs, hide in treasure Team Spider - live in groups that hold a 1" web net on cave roofs to collectively attack prey Mage Spider - can cast magic missile as a 1st lv wizard once a day Imp Spider - can teleport 12" with a puff of stinking sulphur once per battle Demon Spider - has a d3 bite and require magical weapons to harm it Slaver Spider - venom charms the victim and intelligent spider rides them on neck as a slave table: ZombieSubBreedsOne [when]{rep}=1[do]& Zombie Sub Breeds (Normally AC12 HD2 Dam d8 Mov6") always strike last in initiative
& [end]& [@ZombieSubBreeds] table: ZombieSubBreedsAny Zombie Sub Breeds (Normally AC12 HD2 Dam d8 Mov6") always strike last in initiative & [@ZombieSubBreeds] table: ZombieSubBreeds Feral Zombie - faster Mov 12", d3/d3/d4 claw and bite attacks, no initiative penalty Wrathful Zombie - regenerate 1hp/round if damaged by non acid, fire or holy water Goblin Zombie - smaller and slightly faster (Normally AC13 HDd6 Dam d6 Mov12"), good climbers Vege Zombie - plant seed implanted in corpse arises, entangling tendril 2" range \n(not strictly undead so immune to turning and mind control but vulnerable to cold) Fungi Zombie - victims killed infected with spoor arise, if killed explode d6 1" radius \n(not strictly undead so immune to turning and mind control but vulnerable to cold) Lotus Zombie - human temporarily turned into zombie by ancient drug formula \n(not strictly undead so immune to turning and mind control but vulnerable to cold) Barb Zombie - shoot a d4 bone spur from mouth instead of melee attack Bound Zombie - skinless, wrapped in hooked chains, can make 2" entangling attack Blood Zombie - naked blood covered zombie, leaves dripping trail Mov9" Hook Zombie - hands replaced with sickles for two d4 attacks, if both hit do extra d4 Pyro Zombie - immune to fire, blazing with hellfire, d4 damage to unarmed attackers Bale Zombie - glows green, only harmed by magic weapons or attacks, Mov9" table: SkeletonSubBreedsOne [when]{rep}=1[do]& Skeleton Sub Breeds (Normally AC13 HDd6 Dam d6 Mov12") 1/2 dam from edged attacks
& [end]& [@SkeletonSubBreeds] table: SkeletonSubBreedsAny Skeleton Sub Breeds (Normally AC13 HDd6 Dam d6 Mov12") 1/2 dam from edged attacks & [@SkeletonSubBreeds] table: SkeletonSubBreeds Bloody Bones - scream, aggressive and inflict d8 by draining blood from living Golden Skeleton - require magic or precious metals like gold or silver to harm Skeleton Mage - have beards and use daggers or staves, cast as a 1st lv wizard \n(higher level ones also exist with 1HD/lv, know the spells they last learned, cannot learn) Spectral Skeleton - green glowing bones, fly at 12", screech, damage by touch Reapers - wear robes, often use scythes or sickles, intelligent, steal corpses Plague Skeleton - wear shredded clothes and filth, d8 dam with filthy claws Crypt Knights - wear battered arms and armour AC17 Dam d8 Maiden Skeletons - long hair and dresses, illusionary form of welcoming pretty girls Bone Gorger - insane, screeching, try to eat flesh pointlessly, bite attack, HD2 Eternal Skeletons - reassemble via regenerate 1hp/round, unless holy or fire damage Guardian Skeletons - take minimum damage from edged weapons AC15 Burning Bones - immune to fire, flaming +d4 Dam and any unarmed attacks take d4 table: KillerFrogSubBreedsOne [when]{rep}=1[do]& Killer Frog Sub Breeds (Normally AC12 HD1+4 Dam d2/d2/d4+1 Mov 6"/12"swim/3")jump (Jungle goblins, halflings and small humanoids use them as mounts. They can swallow anything same size so adult human out but small human, child or goblinoids possible. Frog claws are finger bones which break skin in fight and rapidly grow back.)
& [end]& [@KillerFrogSubBreeds] table: KillerFrogSubBreedsAny Killer Frog Sub Breeds (Normally AC12 HD1+4 Dam d2/d2/d4+1 Mov 6"/12"swim/3")jump & [@KillerFrogSubBreeds] table: KillerFrogSubBreeds Venomous - brightly coloured, poison to touch or on frog attacks, +2 save Killer Toad - warty and earth coloured, burrow 3" and ambush attack from underground Zombie Frog - undead benefits and always attacks last, rotting putrid flesh Bullet Frog - Mov 12" land jump 6", makes ram leap or bite att from ambush d6, no claws Man Frog - More intelligent, injured victims save or turn into man frogs next full moon War Frog - AC15 Dam d3/d3/d6, bred to be extra vicious by goblins Glider Frog has huge fingers with membranes can glide 1" for every 1" up, can climb Killer Croaker - once per battle can release killer croak d4 damage all in 1" radius Blink Frog - can micro teleport in battle to attack rear and confuse attackers Vampire Frog - will hang on with bite automatically and keep slashing with claws Hell Frog - regenerates non magic or non silver weapons wounds or fire or holy water Spit Frog - spit d6 (Normally acid 4") range instead or melee attacks, immune to acid table: LizardMenSubBreedsOne [when]{rep}=1[do]& Lizard Men Sub Breeds (Normally AC15 HD2+1 Dam d2/d2/d8 Mov 6"/12" swim) (primitive ones use no tools, high ones use weapons and shields especially darts, nets, 2d4 obsidian clubs and javelins, standard breed hold breath 10 minutes in water, heroic ones bite and use a melee attack)
& [end]& [@LizardMenSubBreeds] table: LizardMenSubBreedsAny Lizard Men Sub Breeds (Normally AC15 HD2+1 Dam d2/d2/d8 Mov 6"/12" swim) & [@LizardMenSubBreeds] table: LizardMenSubBreeds Pterodactyl Men - fly instead of swim never use shields, don't swim Gila Men - stocky and thick set, venomous bite +2 save, use 2H weapons, don't swim Chameleon Men - only surprised 1in6 surprise 3in6, entangling 1" toungue Frill Neck Lizard Men - When angered large frill opens +1 (Normally AC, run 12") Marine Iguana Men - hold breath 30 minutes, vegetarians and mostly peaceful Skink Men - run 12" bite only d6 but prefer missile weapons and skirmishing Serpent Men - advance weapons & magic d3+ levels as wizard, poison bite Goanna Men - run 12", diseased bite save or become helpless in hour for d4 days Thorny Devil Men - desert dwelling, cry tears of blood when angry, dont swim, d4 claws Dragon Men - d6 breath attack 3 times a day, fire or other types, fly instead of swim Triceratops Men - AC17 horn att Dam d4/d6/d6, mostly peaceful unless attacked Raptor Men - HD3 larger with bigger claws d4/d4/d8, excellent ttackers table: GiantLizardSubBreedsOne [when]{rep}=1[do]& Giant Lizard Sub Breeds (Normally AC15 HD3+1 Dam d8 Mov15") double damage on 20 roll (Many breeds make good riding beasts and are popular with reptilians and orcs, you need to be overcome their desire to eat things if hungry and their laziness when fed)
& [end]& [@GiantLizardSubBreeds] table: GiantLizardSubBreedsAny Giant Lizard Sub Breeds (Normally AC15 HD3+1 Dam d8 Mov15") double damage on 20 roll & [@GiantLizardSubBreeds] table: GiantLizardSubBreeds Lava Lizard - Orange and immune to heat and fire, can spit a d6 firebolt per fight Slime Lizard - bite does extra point of acid damage per round for d6 rounds Thorny Devil Lizard - any foe using unarmed attacks on lizard takes d4 damage Frill Neck Lizard - when angry opens up skin shield +1 AC also protects any rider Tiger Lizard - Stripey and excellent tracker also has two claw attacks for a d6 Spit Lizard - spit a blinding venom 6" range attack instead of bite, save or blind d6 hours Necro Lizard - undead, Mov6", if kill humanoid it arises as a zombie next night Pack Lizard - docile vegetarian, easily tamed, carry camel load, Mov12", Dam d6 Whip Lizard - 20 foot tail can use to whip for d6 damage, hold breath in water for a turn Fang Lizard - diseased bite, victim saves or dies over d6 hours, superb tracker Ice Lizard - chilling bite, save or slowed for d6 rounds and -2 all rolls Spine Lizard - porcupine like quills, shoot a d6 dam range 12" spine or bite Cave Lizard - climb walls at Mov9", drop on prey ambush, camouflaged as stone Stench Lizard - devolved kin of troglodyte with same stinking cloud like ability Glider Lizard - cling to walls or trees, glide with rib membranes Mov 1" for each 1" up Wizard Lizard - cast spells as a third level wizard once a day, purple shimmering skin Ironscale Lizard - AC 13 with metallic scales that can be made into two chain suits Pipe lizards - Intelligent, can speak, colourful, smoke drugs from pipes & hookahs Sabretooth Lizard - bite does d12 from huge fangs, squat and muscular Peacock Lizard - shimmering metallic feathers, more lively and constantly hungry Notes: Considering were frogs and lizards Basilisk men for high level battles Other humanoid versions of monsters might be fun like behir men table: AntSubBreedsOne [when]{rep}=1[do]& Ant Sub Breeds (Normally AC17 HD2 Att d6 Mov18")
& [end]& [@AntSubBreeds] table: AntSubBreedsAny Ant Sub Breeds (Normally AC17 HD2 Att d6 Mov18") & [@AntSubBreeds] table: AntSubBreeds Ant Swarm (AC13 HD1 Att d3 Mov6") larger swarms are just multiples of these Giant Ant (AC17 HD2 Att d6 Mov18") standard giant ant workers Giant Ant Warrior 3HD Att 2d4 these are suicidal fighters, some breeds are berserkers Miner Ant AC17 HD4 Att 2d6 these mine gold and guard it possibly for the gods Fire Ants HD1 but have painful venom -4 to hit and half move from pain if fail save for hour Stinger Ants - giant ant but with venomous bite +2 save or die over ten minutes in agony Carpenter Ant - giant ants saw down trees and houses and build own wooden forts Termites - related to giant ants but blind, build huge mounds and eat dead wood Colossal Ant - HD10 Att 2d8 rare but regard humans are rivals to enslave and eat\n(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) Slaver Ant - sit on human back, mandibles around neck, decapitate to enforce ants will\n(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) Tree Ant - these cause trees to fuse into a mass to become nest, grow fungus inside Pyro Ant - these spit self igniting fluid, each spits one d6 bolt per fight, immune to fire table: RatSubBreedsOne [when]{rep}=1[do]& Rat Sub Breeds (Normally AC13 HD1hp Att1hp Mov 15"/6" swim diseased bite)
& [end]& [@RatSubBreeds] table: RatSubBreedsAny Rat Sub Breeds (Normally AC13 HD1hp Att1hp Mov 15"/6" swim diseased bite) & [@RatSubBreeds] table: RatSubBreeds Common Rat - standard rats most black with grey and brown becoming recent arrivals Rat Swarm - group of rats attacking together some fused by tails HD1-2 Att d4 Giant Rat HDd4 Att d3 Mov12"/6"swim common monster rats found in town sewers Wolf Rat HD1 Att d6 Mov15" used like hunting hounds by some humanoids, grey Plague Rat HD4 Att d3/d3/d6 diseased bite, black, spreads plague miasma over area Pack Rat HDd4 steal shiny things to hide in their burrows which they defend if have young Colossal Rat HD8 Att d6/d6/d10 Mov 12"/3"Swim bear size, will burrow own tunnels Gargantua Rat HD 30 Att 2d12/2d12/2d12 very rare usually primal spawn of rat god Splat Rat - resemble giant rats but come in odd colours, explode on death d4 5ft radius\n(possibly developed by dwarves or alchemists as alternative powder charge for guns) Chem Rats - as rat swarm, green-yellow, releases choking gas like stinking cloud spell Rat Lord - hideous intelligent ten headed rat HD6 Att d4x10, some cast spells and talk Slime Rats as giant rat but covered in green mucous, d3 acid touch, damages weapons table: BearSubBreedsOne [when]{rep}=1[do]& Bear Sub Breeds (Normally AC13 HD3+3 Att d3/d3/d6 Mov12"/6") (If 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)
& [end]& [@BearSubBreeds] table: BearSubBreedsAny Bear Sub Breeds (Normally AC13 HD3+3 Att d3/d3/d6 Mov12"/6") & [@BearSubBreeds] table: BearSubBreeds Black AC13 HD3+3 Att d3/d3/d6 Grizzly AC14 HD5+5 Att d6/d6/d8 Cave AC14 HD6+6 Att d8/d8/d12 Polar AC14 HD 8+8 Att d10/d10/2d6 Panda AC14 4+4 Att d4/d4/d6 black and white omniverous Owl Bear AC15 HD5+2 Att d6/d6/d12 owl head and feathers Hook Horror AC AC15 HD5 Att d8/d8 vulture head with hook hands Croc Bear AC15 HD7+3 Att d6/d6/d12 desert dwelling, cults mummify them Wolf Bear AC14 HD6+2 Att d6/d6/d8 wolf headed Tentacle Bear AC15 HD8+4 Att d6x4/d6/d8/d12 4 tentacled bear monster, 1" reach Magma Bear AC 16 HD8 Att d8/d8/d12 live in lava can spt 4d6 firebolt or mele Demon Bear AC18 HD12 Att d8/d8/2d6 only harmed by magic, invisible in darkness Necro Bear AC15 HD6 d8/d8/d10 drain level on touch, victims arise half strength wights Serpent Bear AC 16 HD4+4 d6/d6/2d6 poison bite, intelligent and serves elder demons Night Bear - shape shifting evil corrupting bear, invisible in dark, charm person 3/day Mole Bear - burow at 3", hairless, poor vision, ambush from underground surprise 1-4 Blood Bear - grapples victims, sucks blood leaving gory husk, half hp drained heal it Spirit Bear - protect humans from supernatural for offerings, see and attack magic beings War Bear AC17 HD6+6 d8/d8/d12 wear full plate and are intelligent serving good Phantom Bear - can pass through walls and evade harm in spirit form and turn invisible table: CrustaceanSubBreedsOne [when]{rep}=1[do]& Crustacean Sub Breeds (Normally AC17 HD3 Dam 2d4/2d4 Mov 9") Surprise 1-4 4 foot shell (move equally well on land and water mostly unless specified, many have limbs and antennae making size almost double from shell)
& [end]& [@CrustaceanSubBreeds] table: CrustaceanSubBreedsAny Crustacean Sub Breeds (Normally AC17 HD3 Dam 2d4/2d4 Mov 9") Surprise 1-4 4 foot shell & [@CrustaceanSubBreeds] table: CrustaceanSubBreeds Giant Crab (AC17 HD3 Dam 2d4/2d4 Mov 9") Surprise 1-4 4ft shell Colossal Crab (AC18 HD12 Dam 2d8/2d12 Mov 12") 12ft shell Gargantua Crab (AC20 HD50 Dam 4d12/4d12 Mov15") 40ft shell Giant Shrimp (AC15 HD1 Dam d3/d3 Move 4"/12" swim) dislike leaving water, 2ft shell Giant Isopod (AC 15 HDd4 Dam d4 Mov 9") 1ft shell sea bugs Giant Dragonfly Larvae (AC17 HD6+1 Att 3d4 Mov3"/24" swim) 9ft long Cave Lobster (AC16 HD4+4 Att 2d6/2d6 Mov 6"/12" swim) surprise 1-3 8ft shell Giant Trilobite (AC15 HD2 Att d6 Move 6"/16" swim) 3foot shell Giant Hermit Crab (AC18 HD6 Dam 2d6/2d6 Mov9") live in variety of giant shells Giant Horseshoe Crab (AC17 HD8 Dam 2d6 Mov 9") 6ft shell Sea Scorpion (AC17 HD5+5 Att d10/d10/d4 plus poison Mov 9"/15" swim) 8ft shell Sea Spider (AC15 HD3 Att d6 Mov 6") once bites hangs on and sucks fluid each round table: FlightlessBirdSubBreedsOne [when]{rep}=1[do]& Flightless Bird Sub Breeds (Normally AC13 HD1-3 Dam d4 peck or 2d4 kick Mov 18")
& [end]& [@FlightlessBirdSubBreeds] table: FlightlessBirdSubBreedsAny Flightless Bird Sub Breeds (Normally AC13 HD1-3 Dam d4 peck or 2d4 kick Mov 18") & [@FlightlessBirdSubBreeds] table: FlightlessBirdSubBreeds Giant Kiwi HDd4 1ft 10lb small fat bird, long curved reed beek, can be trained to write Dodo AC 10 HD1 3ft 30lb delicious plump, inept, inability to ID threats, can talk but stupid Rhea HD1d3 or kick d4 5ft tall 90lb small grazing grassland birds peck Emu HD2 d4 peck or d6 kick 6ft 130lb scrubland grazers wish shaggy brush like feathers 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 Axebeak AC14 HD3 Dam d3/d3/2d4 vicious pack hunting bird, can be ridden Terror Bird AC14 HD4 8ft 330lb Dam d6/d6/d12 vicious pack hunting bird Elephant Bird/Dramornis AC15 HD8 Dam d8 peck or d12 stomp 10ft 1100lb omnivorous Moa AC15 HD9 Att d10 peck or 2d6 kick 12ft 1200lb herbivorous fearless bird herds\n(also called honkers for resonant long range call) Achaierai AC15 HD 5+4 Dam 2d8/2d4/2d4/2d4/d10 four legged, stinking cloud/per fight Fire Strider AC14 HD 2+2 Att d6 kick or spit d6 firebolt 9" range, exotic mounts table: CetaceanSubBreedsOne [when]{rep}=1[do]& Cetacean Sub Breeds (Normally AC16 HD12 Att 5d4 Mv30")
& [end]& [@CetaceanSubBreeds] table: CetaceanSubBreedsAny Cetacean Sub Breeds (Normally AC16 HD12 Att 5d4 Mv30") & [@CetaceanSubBreeds] table: CetaceanSubBreeds River Dolphin (AC16 HD1+1 Att d6 Mv24") small often odd looking some bright pink 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 Beluga Whale (AC 14 HD8 Att d12 Mv30") Killer Whale (AC16 HD12 Att 5d4 Mv30") Humpback Whale (AC16 HD18 Att 2d8 slap Mv18") Sperm Whale (AC16 HD36 Att 10d6 Mv18") huge toothed whale Blue Whale (AC17 HD50 Att 6d6 slap Mv18") good whales will chase evil whales Lyngbakr (AC19 HD72 Att 10d12 Mv18") might pretend to be small islands Basilosaurus (AC17 HD24 Att 6d4 Mv24") prehistoric sea monster Bull Whale - evil whale calls cows to shore with charmed bull call to eat them Shell Whale (AC19 HD36 Att 10d6 Mv18") has armoured barnacle layer and attacks ships FILENAME: EMO_OSR_AfterDeath.ipt Header: Death is only the Beginning Dying really sucks most of the time. In some genres real death is rare like with superheroes. Modern espionage agent probably not. In Cthulhu, if you’re lucky you just die in ignorance. Being resurrected in Cthulhu is not so great. Fantasy and mythology have stranger options and D&D and RuneQuest have always had a few direct options. I could envision a party TPK where they awake in underworld and fight their way back to the land of the living and restore their own lives, which is pretty legendary stuff. When you are killed, hopefully your chums will recover your body and take it to the church for raise dead or at least a sanctified burial in a ghoul/necromancer-free graveyard. Sometimes this does not happen and the party leaves your corpse in a stinking dungeon. Imagine finding fallen friends body in a dungeon a few days later, the joy! You may think being undead and your soul being in heaven presents a difficulty but Egyptians and Tibetans have elaborate theologies of souls where different parts do different things after death. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2013/09/death-is-only-begining-part-one.html elfmaidsandoctopi.blogspot.com/2013/09/death-is-only-begining-part-two.html
use: common/nbos/Tools.ipt prompt: Show me: {What price doth the reaper charge?|What price does the healer pay?|What happens to your soul on death?|A funny thing happened to my corpse|What price is your life?} What price doth the reaper charge? prompt: Soul happenings modifier {|-9|-8|-7|-6|-5|-4|-3|-2|-1|0|+1|+2|+3|+4|+5|+6|+7|+8|+9|+10|+11|+12|+13|+14|+15|+16|+17|+18|+19|+20|+21|+22|+23|+24|+25|+26|+27|+28|+29|+30|+31|+32|+33|+34|+35|+36|+37|+38|+39|+40} 0 ;table: x ;a–{mod==10}[@GetRoll with SoulAfterDeath2, yes, 0]\n\n& ;b–{mod==10}[@GetRoll with SoulAfterDeath2, no, 0]\n\n& ;c–{mod==10}[@GetRoll with SoulAfterDeath2, yes, -50]\n\n& ;d–{mod==10}[@GetRoll with SoulAfterDeath2, no, -50]\n\n& ;e–{mod==10}[@GetRoll with SoulAfterDeath2, yes, 50]\n\n& ;f–{mod==-40}[@GetRoll with SoulAfterDeath2, yes, 0]\n\n& ;g–{mod==-40}[@GetRoll with SoulAfterDeath2, yes, -50] set: judging=no table: Start ul \{margin-top: 0px; margin-bottom: 0px;}& [when]{rep}=1[do]{showdesc=='yes'}{showtitle=='yes'}[end]& {choice=='[@GetInitials with {$prompt1}]'}& {mod=='{$prompt2}'}& [#{choice} ChooseTable] table: ChooseTable type: dictionary WPDTRC:[@ReaperPrice] WPDTHP:[@HealerPays] WHTYSOD:[@SoulAfterDeath] AFTHTMC:[@CorpseHappenings] WPIYL:[@HealerPrice] table: ReaperPrice [when]{rep}=1[do]& Resurrection for me is the ultimate; it restores life for the long dead and even the undead. But raising the dead has a cost. I’ve seen a few different versions in play but possibly different cults, relics, or machines could have varied side effects. Also make them age 1d4 years if they fail a CON roll.
& [end]& [@ReaperPrice2] table: ReaperPrice2 Muscles atrophy and seize up - lose a STR point Nerves and reflexes dulled - lose a DEX point Lose a CON point (finite number times for most, might lose HP) Not all there anymore, brain damaged - lose an INT point Part of inner self gone - Lose a WIS point Grow darker inside and aged - lose a CHA point Lose a level (not usable on zero level types like commoners or children) Lose 1d4 HP permanently (might kill the weak all over again) Otherworldly beings (demons?) will cause mischief every game Given a Quest by the power source Given a curse by the healer’s power source (possibly a taboo thing) Shift alignment one step towards the healer. If already equal, reroll. table: HealerPays [when]{rep}=1[do]& Just to make life harder, make the priest feel some reason to not raise the dead. Perhaps when you raise an idiot or enemy just to question them or for some trivium the god gets mad. An Item with a cost like this could be handy.
& [end]& [@HealerPays2] table: HealerPays2 Must battle the dead spirit that tries to resist life Must fight the spirits or demon that took the spirit to the beyond Rebuked by god, given an atonement Quest Responsible for raised person’s conduct and behavior Priest is rendered unclean and needs purification from peer Lose a year of your own life Cannot raise the same person more than once Take 1d3 damage per level of the raised person Halves STRl, for a duration of one hour for each level of the raised person Lose one level, for a duration of one hour for each level of the raised person In a coma, prayer or ritual, lasting of one hour for each level of the raised person, required [#{1d11} ReaperPrice2] table: SoulAfterDeath [when]{rep}=1[do]& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black;\}& You can apply the following modifiers with the “Soul happenings modifier” prompt:\n\n&
& +1per 2 levels, or per 1 level if priest& +1-3for each matching alignment step\n(eg each part of compound alignment like lawful evil)& -1-3if total jerk or mismatched alignment step&
\n& You could also roll here for what a raised character experienced while dead
& [end]& [@GetRoll with SoulAfterDeath2, yes, 0] table: GetRoll {oldTableName==’{tableName}’}& {oldPct==’{Pct}’}& {tableName==’{$1}’}& {useMod==’{$2}’}& {Pct==’{$3}’}& {thismod==mod}& ;{tableName} {useMod} {Pct}\n& [when not]{usemod}=yes[do]{thismod==0}[end]& {ts==’[@RevisedTableSize with 1, {tableName}]’}{newTS==ts}& [when]{Pct}0[do]{newTS==floor({{ts}*{Pct}/100})}{newTS==’{newTS}+{ts-newTS}’}[end]& {roll==1d{newTS}+thismod}& ;ts{ts} newTS{newTS} mod{mod} thismod{thismod} {roll} & [when]{roll}{ts}[do]{roll=={ts}}[end]& ;{newTS} {tableName}: {roll}\n& [#{roll} {tableName}]& {tableName==’{oldTableName}’}& {Pct==’{oldPct}’}& table: RevisedTableSize {tname==’{$2}’}& [when]{{tname}_Size}[do]{{tname}_Size}& [else][@TableSize with 1, {tableName}][end] table: SoulAfterDeath2 Absorbed into the bosom of chaos Slowly digested, helpless, in the belly of an outer god for aeons In the underworld, fused into a huge mass of screaming tortured souls Turned into a [|tool|weapon] used by beings of evil to inflict suffering Turned into a helpless pool of liquid filth that demons bathe in Turned into a wailing, starving ghost begging for dung and dust to eat Turned into a wandering shade, mad with loneliness Local ghost lord claims dominion over you and sets you to haunt a location Turned into an invisible speechless phantom, wandering the world, seeing all, missing out on in life Bullied and beaten by other spirits in spiritworld In the underworld, become a human-faced worm being tortured in the pit In the underworld become an imp, bullied and enslaved by greater powers In the underworld become a small familiar monster feeding from the scraps of others In the underworld become a minor devil or demon in army waging eternal pointless war Reborn again and again as cattle of the underworld and butchered daily Tortured constantly by devils in a pit with pitchforks Tortured constantly by toad devils molesting you in every way Tortured by [|imps|worms] living inside you and biting you constantly Tortured constantly by devils boiling you in [|oil|blood|sulphur|water|tears] Tortured constantly by devils using mockeries of your vices Tortured constantly by devils with illusions and temptations Tortured constantly by devils using dungeon torture equiptment Tortured constantly by devils with execution and dismemberment daily Tortured constantly by devil lord as his special plaything and slave Tortured constantly by devils locking you in dungeon madhouse Demons of darkness torment you in an eternal void of dispair Demons of putrescence swim around you in a quagmire of vomit and excrement Demons of [|fire|ice] strip your body of flesh then rebuild you daily Demon succubi/incubi abuse you and raise your demon spawn to torment you Demons hurl you into the great abyss of madness and chaos Servitors of the outer gods use you as fuel for a machine in agonizing process Servitors of the outer gods dine on you alive and refine your pain into rare wines Servitors of the outer gods warp your spirit into a monster then send you back to the world Servitors of the outer gods use you to feed their parasitic offspring in a nest Servitors of the outer gods experiment on you in multidimensional space Trapped in tavern of lost souls with other miserable adventurers and drunks Trapped in city of despair on the bottom social rung in a city of the dead Trapped in the citadel of a great underworld lord as a bottom-rank house servant Trapped in the stable of an underworld being as a mount, ridden hard Trapped as a hunting beast and used to hunt wayward souls, led by hunt master Sent as a [|spirit|devil] to claim the souls of mortals Become a formless spirit in a ethereal infinity Trapped like an insect in amber, frozen in a block of pure Law but maddeningly aware Placed in a queue for processing in a formless void Trapped in a formless void to be judged at the end of the world 20:[@GetRoll with Reincarnation, yes, 0] 5:[@Judgement] 10:[@GetRoll with Paradise, yes, 0] 5:[@GetRoll with GodHalls, yes, 0] Given a job in celestial bureaucracy in the underworld Given a job in celestial bureaucracy monitoring a natural process on earth Given a job in celestial bureaucracy under the sea in the court of a sea lord Given a job in celestial bureaucracy monitoring adventurers on earth Given a job in celestial bureaucracy in the heavens, among the stars 5:[@Offer] Gods affronted by your death, return as undead Gods affronted by your death, return in a new body Gods affronted by your death, return in the body of a different species Gods affronted by your death, not part of their plan, return to the land of the living Apotheosis - gods make an example of you for better or worse; become a minor divine being table: Offer [when]{judging}=yes& [do][#{roll[|+|-]5} SoulAfterDeath2]& [else]{judging=='yes’}[@Offer2]& [end] table: Offer2 Offered a chance to pass to paradise if an obstacle is overcome: [@OfferResults] Offered a chance at life if a quest on earth is fulfilled Offered a chance at paradise if a quest on earth is fulfilled: [@OfferResults] Offered a choice:
Return reincarnated (DM: [@Reincarnation >> lower]), or
[@GetRoll with SoulAfterDeath2, no, 20]
Offered a choice:
Reincarnation-free annihilation, or
Be reincarnated (DM: [@Reincarnation >> lower])
table: OfferResults
&
If you succeed, [@GetRoll with SoulAfterDeath2, no, 20 >> lower]&
If you fail, [@GetRoll with SoulAfterDeath2, no, -50 >> lower]&
& {judging=='no’} table: Judgement [when]{judging}=yes& [do][#{roll[|+|-]5} SoulAfterDeath2]& [else]{judging=='yes’}[@Judgement2]& [end] table: Judgement2 1:Judgement from the first ancestor: [@JudgementResults] 1:Judgement from ferryman: [@JudgementResults] 1:Judgement from the reaper: [@JudgementResults] 1:Judgement from lord of dead: [@JudgementResults] 1:Judgement from the great beast of the pit: [@JudgementResults] table: JudgementResults
&
If positive, [@GetRoll with SoulAfterDeath2, no, 50 >> lower]&
If negative, [@GetRoll with SoulAfterDeath2, no, -50 >> lower]&
& {judging=='no’} table: GodHalls 20:Admitted to the halls of the gods to be their plaything and object of amusement 20:Admitted to the halls of the gods, get to be a servant of a god 20:Admitted to the halls of the gods, get to care for the pets of the gods 20:Admitted to the halls of the gods, get to be a god’s champion in games and contests 20:Admitted to the halls of the gods, shrines on earth bear your name table: Paradise 10:Admitted to a minor paradise of your religion, put in army for eternal cosmic war 10:Admitted to a minor paradise of your religion, put in administrative position 10:Admitted to a minor paradise of your religion, get to be a messenger for a divine being 10:Admitted to a minor paradise of your religion, get to study and train eternally 10:Admitted to a minor paradise of your religion, get to feast and party eternally 10:Admitted to a minor paradise of your religion, live a happy family life forever 10:Admitted to a minor paradise of your religion, where a divine being takes you for a lover 10:Admitted to a minor paradise of your religion, where divine lovers attend your need 10:Admitted to a minor paradise of your religion, see friends and family 10:Admitted to a minor paradise of your religion, become divine being table: Reincarnation 5:Reincarnated as a [|tiny creature|bug] 5:Reincarnated as a small creature 5:Reincarnated as a plant 5:Reincarnated as a [|monster|goblinoid] 5:Reincarnated as a medium farm animal 5:Reincarnated as a medium wild animal 5:Reincarnated as a large animal 5:Reincarnated as a huge animal 5:Reincarnated as a peasant 5:Reincarnated as a well pampered pet 5:Reincarnated into the body of an adult in great crisis 5:Reincarnated as an elemental being 5:Reincarnated as one of a minor outer plane race, which one depends on alignment 5:Reincarnated as anewborn [|elf|dwarf|gnome] 5:Reincarnated as a monk 5:Reincarnated as a [|nymph|satyr|nature spirit of the forest] 5:Reincarnated as a [|nymph|mermaid|nature spirit of water] 5:Reincarnated as a member of the aristocracy 5:Reincarnated as a minor divinity, living a life of otherworldly pleasure for aeons table: CorpseHappenings [when]{rep}=1[do]& Mostly bodies rot or are eaten but this could be handy alternative if abandoned in a dungeon for any period. Roll again if you think ending not enough or definite.
& [end]& [@CorpseHappenings2] table: CorpseHappenings2 Infected by horrible parasitic worms Infected by rot grubs Infected by flesh boring snakes Infected by kyuss grubs Infected by giant maggots Dragged into lair by giant invertebrate for food Dragged into lair by giant invertebrate to feed young Covered in cocoon and dessicated by giant arachnid Covered in cocoon and dessicated by giant arachnid Dessicated and used as bait by giant invertebrate Eaten by humanoids, scraps left Gnawed on by humanoids, tastiest bits missing Mutilated for fun and collectibles by humanoids Head collected by humanoids or monster Humanoids have corpse on a spit, being roasted Flesh removed in gory heap, skeleton animated Become a zombie Become a ghoul Become a wight Become a shadow Become a phantom or haunt Become a angry spirit seeking body to possess for vengeance Become a poltergeist Become a greater undead type for inept disguise or ritual Parts used in a flesh golem or other construct Humanoids turn into sausages and cured meats Humanoids skin and make into human suit Humanoids use for bizarre puppet show to entertain kids Humanoids use as bait to catch monsters Humanoids use to feed monstrous pets Necromancer students abuse body for perverted fun Necromancer students loot certain organs or fluids Necromancer students perform public dissection Necromancer students turn into revolting tools, equipment or instruments Necromancer students turn into hideous artwork Gnawed by rodents Gnawed by dogs or wolves Gnawed by lion or bear or similar creature Gnawed by gremlins or goblins or kobolds Gnawed by wildcat or hyena Pecked by ravens, crows or dungeon chickens Torn apart by vultures or giant bats Eaten by ghouls Occupied by evil spirit on a mission Eaten and replaced by mimic Dissolved by gelatinous monster Covered in toxic mould with dangerous spores Infected with green slime Covered in giant shrieking fungi Covered in giant explosive fungi Covered in chaos mushrooms that cause mutations Covered in fungus that turns into mushroom zombie Covered in poison fungus Covered in hallucinogenic fungus (possibly magic visions or crazy illusions) Covered in magic fungus gives spirit sight, healing or other effect Humanoids flay skin and turn into throw rug or nail to wall Humanoids crucify, mutilate and cover in graffiti as warning Humanoids cut off head and stick on pole or spear as warning, roll again for rest Humanoids burn body and scatter ashes Humanoids dismember body in series of party games Buried in ditch and looted by other adventurers or demihumans Buried with full honours and most stuff by other adventurers or demihumans Taken to nearby settlement by adventurers or demihumans Looted and dismembered by adventurers or demihumans who fear undead Taken and dumped by roadside by adventurers or demihumans Found by clergy who bury in sanctified location Head or other part removed to claim a bounty or reward from someone Cremated by clergy to prevent rising as undead Found by clergy, beheaded, staked and buried under rock or sealed crypt Found by peasants chucked in lime pit Found by weirdo taxidermist (possibly not human) Turned into zombie for use as slave or in sweatshop Found by maniac who chucks in a well Thrown in river or sea, roll again Thrown in river or sea, eaten by fishes Thrown into peatbog as sacrifice Thrown into sea or lake or well as sacrifice Thrown into pit with monster as sacrifice Thrown into ghoul pit as sacrifice Exchanged with local humans for monster or humanoid bodies for burial Crushed into bone meal for ogres bread, flesh scraps eaten Thrown in mass grave with other victims Necromancer keeps to study decay Thrown in acid pit Erected in standing position with weapons as grisly guardian (possibly undead) Cultists collect and perform ritual to feed soul to otherworld masters Dismembered and sold as fake relics Dismembered and sold in pies or sausages or cured meat Turned into jerky for monster rations Mummified or Embalmed for practice or teaching by humans or monsters But in a sack for later collection Bricked up or put under foundations for ritual Taken to local morgue to await collection Cooked in a big pot for monsters dinner Taken to have spirit questioned by some spell casters Raised by monsters or villains so they can torture and question you Raised by demihumans - given quest Raised by clergy - given quest Resurrected by clergy - given quest Resurrected by divine beings - given quest table: HealerPrice [when]{rep}=1[do]& When a priest or god return you to life they dont just do it to be nice. Most demand some price if not from the recently deceased then from whoever partitioned them for help. Some may not suit some faith so reroll till something more appropriate if DM deems it.
& [end]& [@HealerPrice2] table: HealerPrice2 Convert to the faith of the god if not already a member (if so re-roll) Donate 10% of everything you make, for life Donate 10,000 gp Donate 100,000 gp Donate 1,000,000 gp Reclaim a lost [|temple|shrine] Find a lost [|priest|missionary] Find holy scriptures Find a holy relic Find a holy artifact Find the remains of holy person Free an imprisoned holy person Free an imprisoned outer planar servant of god Free a petty god ally of the faith Slay an enemy of the faith Recover stolen goods of the temple Slay a traitor to the church Burn a rival church Build a temple in a new territory Guard a shrine from harm for one year Cleanse the local [|village|graveyard] of meanacing undead Guard worshipers on pilgrimage Guard missionaries in new lands Rescue a holy person from imprisonment Cleanse a town of a vice frowned on by the religion Accept a [|brand|tattoo] of the god on your [|face|hand] for life Abstain from an action or vice frowned on by the religion Donate land to church Spend a year as a hermit in prayer Make peace with a traditional enemy Must devote spare time to charitable acts and deeds Must concvrt 100 persons to the faith Must convert 1000 persons to the faith Every monster you kill, do so in name of the god in public Must always protect members of the faith Dedicate souls of the slain to the god Must marry a member of church Must raise your children as church members Give one of your children to the church Go on a crusade killing enemies of the faith until released from service by the church Explore and find new lands for missionaries Kill monsters that will not convert to the faith Find long lost outpost of the faith Preach to carry faith into the hearts of nonbelievers Reclaim a holy site [|occupied|built on] by another faith Commemorate holy days with substantial feasts, donations and charity Sponsor yearly [|missionaries|pilgrims], [|1000gp if possible|10% total wealth] Scourge self with flagellation, scarification and self-harm Free slaves whenever possible and insist they adopt the faith Offer enemies a choice to convert or die in battle FILENAME: EMO_OSR_ExileIsland_Knigts.ipt Header: Knights of Exile Island Exile Island is a crappy place between all the great empires and crawling with remnants of great evil empires from the pre flood era. There are so many dungeons here that farmers are always wary of digging up a cursed relic, a lost city or some horrible monster when all they want is turnips. The north is still wild and barbaric but the south has the barrony and a Colony of the Great Empire on the south continent. Both these lands produce knights but others come from far off lands to quest and kill monsters that are hard to find in less horrible lands. A knight is basically a military aristocrat cavalryman who owes fealty to a superior lord all the way up to a king or emperor. Some who come to the Island are fairly exotic. Some weird non human knights also come. Undead knights occasionally roam the land too from when necromancers ruled man thousands of years ago. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/d100-knights-of-exile-island.html
table: start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& [|Knight Type[@KnightlyTypes]|Knight with Entourage[@KnightsOfExileIsland]]& Doing what[@WhatAreTheseKnightsUpTo]& Equipment
[@KnightEquipment]
& Heraldry[@MakeHeraldry]&
table: MakeHeraldry {legs==4}& {creature=='[@HeraldicCreatureDesigns]'}& On a background of [@HeraldicColours]:
& [!{1d3} HeraldicObjects >> implode
]&
{creature} [@CreatureDepiction{legs}]
Table: KnightlyTypes Knights of Barrony, where mostly evil robber knights near Shadelport come from Knights of The Empire, currently waging a long civil war around the young tyrant The Crusader knights who battle chaos eruptions in the name of the gods of Law Templar knights, warrior priests who serve the gods in the crusades Knights of Waerlund, the misty mystic Islands where knights and wizards rule together Knights of Dutainia, the Iron Kingdom, who grind the weak and poor under hoof Knights of Volnir, the frozen north kingdoms who wage eternal war against barbarians Knights of Sindra, the desert kingdom, whose curved swords serve a strange god of law Knights of the lotus-shrouded dragon kingdoms, seeking salvation from desire and slavery Knights of the Cherry Blossom Islands, who fanatically kill and die for their bloody honour code [|Paladins|Holy champions] of a particular [|religion|state|order], on a great quest to destroy evil Obsidian knights, who ride terror birds in the great jungle kingdoms [@SomeStrangeKnights] Table: SomeStrangeKnights Lizard knights, riding [|raptors|triceratops] from monster island come to challenge man Tako octopi riding flying sea horses have mass migrated to escape evil fish men Faerie knights ride unicorns (women) or stags (men) and hunt with werewolves Doom Knights, servants of the long gone necromancer kings are up to something Rowanac, chaos elf wizard knights who ride dragons, monsters and demons Giant knights ride mammoths and wooly rhinos from the glaciers to kill mankind Mutant Knights, corrupted by chaos into parodies of knighthood Changeling knights, from hidden courts of beast men and nature lords Beast knights from mongrel tribes of beast folk who seve chaos Witch knights, evil magical knights warped by the forces of hell Table: WhatAreTheseKnightsUpTo Exiles now mercenaries who hope to find a new patron Robber knights have taken over a [|ruined castle|cave] Robber knights on borderland who profit from playing sides against each other On a sacred quest seeking a relic Hunting [|enemies|a criminal] Seek a important person to rescue Off to crusade killing anything they don't like look of on the way Hunting a [|fanciful questing beast|famous monster] Seeking to carve out a territory on lawless frontier Looking for deeds for fame and glory Seek opponent to challenge for the glory Blocking a [|road|bridge] to [|challenge|tax] passers by Seek a traitor who possibly sent them here on wild goose chase [|Cursed|Damned] to complete a doomed quest Fleeing destruction of their lord and now deemed outlaws Defending the common folk who have no justice Seeking [|squires|mercenaries] for an adventure since last ones were all killed Following a leader who has shamefully led them all to tragedy and dishonour Hunting an evil [|magician|priest] raising hell the area Escorting something or someone of great importance Table: KnightEquipment
Ringmail AC+3
Spear
Shield
Sword
Helmet
Light warhorse
Scalemail AC+4
Spear
Lance
Shield
Sword
Helmet
Light warhorse
Baggage horse
Squire
Chainmail AC+5 spear
Lance
Shield
Sword
Mace
Helmet
Medium warhorse
Baggage horse
Squire
Splint Mail AC+6
Spear
Two lances
Shield
Sword
Mace
Helmet
Medium warhorse
Two baggage horses
Squire
Courtly outfit
Type one kit for squire or spare
Plate Mail AC+7
Spear
Three lances
Shield
Sword
Mace
Helmet
Medium warhorse
Three baggage horses
Riding horse
Luxury tent
Squire
Servant
Two courtly outfits
Type to kit for squire
Full Plate AC +8
Spear
{1d4+1} lances
Shield
Sword
Mace
Helmet
Light warhorse
Two baggage horses
Two squires (one young one older)
{d4} servants
Bard
{d4+1} courtly outfits
Type three kit for old squire and type one for younger one //Lady Knights fine in my setting and amazons are pretty common - i guess there could be amazon knights. feel free to change genders and names. Table: QuickKnightTypes Young Knights Veteran Knights Old Knights Hopeless knights Robber Knights Wicked Knights Foriegn knights Hell Knights Holy Knights Strange Knights Table: KnightsOfExileIsland Sir Everard a young knight seeking glory and adventure opportunities to make a name Sir Aramor driven from home and his inheritance usurped seeks allies to help him Sir Marat hopes to obtain some peasants and take them to claim frontier land Sir Donal is being hunted by hired killers and cant get home he worries about Sir Alek wants allies so he can attack humanoid villages on the frontier for glory Sir Petar seeks to kill the man who killed his father Sir Seramon looking for his sweetheart who was kidnapped by a wicked hag Sir Fanilek is haunted by a evil spirit and has fled home to spare his family Sir Danor who is secretly a lady in disguise trying to save her family and brother Sir Radiment wants quick cash and experience is looking to join murder hobos for a bit Sir Morngrim seems a gloomy down and out knight but secretly is a spy seeking bandits Sir Ormond is looking for holy relics so gods will forgive his broken vows Sir Dremond has returned from crusade to find everyone he knows is dead from plague Sir Hillary secretly a templar is looking for signs of chaos in the frontier to destroy Sir Lorien seeks elves or faeries to translate family documents for a inheritence Sir Digby likes to drink and fight and likes to join murder hobo companies for fun Sir Lor serves a dark cult and roams seeking suckers he can lure into cult dungeon Sir Villimor looking for goblins who kidnapped a peasant girl Sir Arrant has become a desperate highwayman and hides his heraldry for the shame Sir Kernu is a wild knight who has been impeding hunters and loggers on the frontier Sir Tirion is world weary and seeks a just cause to die for Sir Mardrak seeks magic to restore his youth chasing any story or lead Sir Orlak seeks to start glorious war with humanoids to reignite the flower of manliness Sir Firlion wants glory and fame after years of inglorious courtly administration Sir Wadrak is a chaos agent and wants dupes to release demons trapped in a dungeon Sir Curleon seeks secret decadent vice and inhuman pleasure often joins adventurers Sir Garlan a tired almost broke old knight wants cash but really wants a home Sir Karlid serves a vampire sorceress and lures young heroes to be her victims Sir Glorion throws splendid decadent parties and secretly has links to many cults Sir Kalidad killed his kin and now lurks country trails hoping to join robber knight band Sir Glubfrey seeks young adventurers but really he works for goblins who pay him Sir Arnold distracts travellers with colourful stories while his servants rob them Sir Seran seeks brave warriors to join him because his cult needs them as sacrifices Sir Corgan begs to join parties but he is vain, boastful and a bit of a coward Sir Bendell is a washed up drunk but he joins adventurers to cook tasty monsters Sir Viran brings his werewolf lover with him everywhere that usually ends in tragedy Sir Corman is ill and wants to die fighting, his family will blame his companions Sir Veritous is a hopeless black lotus addict and will do anything to get more Sir Bindle has inferior equipment and hopeless servants but wants to fight monsters Sir Abanathy is insanely greedy and will join explorers but will try to steal treasure Sir Doran leads a band of villains from a ruined keep and charges road tolls Sir Malcombe leads brutal murdering bandits who kill all to keep his good name Sir Toran has kidnapped many ladies to work looms and has ogres guarding them Sir Voran leads bandits but they are also cultists who torment and sacrifice captives Sir Kippel and his robber band have a ruined keep and command a long stretch of road Sir Rendel and his robber band are actually were rats but they usually hide this fact Sir Orzak is a robber and has recruited evil goat men who eat their victims Sir Telran leads a robberknight band from a cave and they worship devils Sir Malarous enjoys robbing with his band and taking hostages to their hidden dungeon Sir Banlan the one eyed leads a band of cut throats and they impale captives for fun Sir Zaran serves a witch who has brought him back from the dead several times Sir Kerab rules a village of cultists off the main roads who worship demonic megaliths Sir Varas rounds up victims by force then tortures confessions from them for treason Sir Korad works with witch hunters egging them on to atrocities while he worships chaos Sir Malekor collects orphans and buys poor children he burns before a altar in a dungeon Sir Vardel kidnaps and spoils maidens then feeds them to his wyvern in his tower Sir Garad recruits commoners to the rebellion then captures and hangs them for rewards Sir Kaldor lures victims into the forest ruled by his spider demon lover Sir Tarump boasts about his deeds but actually works with hobgoblin chiefs in secret Sir Marrus joins travellers and shares poison wine with them from his evil cult Sir Erad is a swarthy strange knight with unusual weapons for a knight on a quest Sir Tremour is a beautiful foreign knight that women harass and keep ruining his life Sir Farziv is a foreign knight with spectacular decorations who is rude and superior Sir Kalimar is a strange foreign knight actually a fishman hybrid seeking sea god relics Sir Utilkar is a exotic feather plumed knight with a obsidian sword on a quest Sir Barbar is huge foreign man with sharpened teeth who collects severed heads Sir Kunlun is a strange foriegn knight with a jade sword and spectacular fighting arts Sir Umbra is a dark skinned warrior from far away with odd customs but very noble Sir Sharmar is a strange knight from far away seeking glory in combat and gold Sir Sir Hazran a knight from distant kingdom seeking prehistoric tomb Sir Kerull is actually a devil in human form seeking escapee criminals from hell Sir Nimeon herding coffle of chained serfs to sell to raise funds for hell Sir Viran with his men rounding up villagers for treasonously avoiding taxes Sir Raddog with secret police and erinyes devil looking for traitors hiding from law Sir Masterman with cultists looking for host body for devil promising superhuman powers Sir Curmdgen looking for a hellmouth so he can deliver gifts to the dukes of hell Sir Tradmere transporting naked criminals to deposit in hellmouth Sir Mortlen seeking relics of hell sealed away by good long ago in dungeon Sir Varan is actually a shape shifting devil trying to grant wishes four souls of knights Sir Orlok a vampire knight sent by hell to killl those trying to get out of serving hell Sir Armelia a lady paladin seeking evils on backwood roads she has heard of Sir Marlok a fanatic paladin seeks to destroy village of possible chaos cultists in area Sir Tirion the paladin looking to challenge wicked knights and cults on the frontier Sir Zabur hunting ogres on frontier who have preyed on villagers Sir Marmad the paladin hoping to keep the peace on the frontier and preventing wars Sir Cordelia a lady paladin who heals the poor and hunts plague spreading evils Sir Curan a paladin seeking lost relics of good and hopes to destroy evil relics Sir Prendal a paladin intolerant of druidry and non lawful cults who tolerate evil Sir Korthal seeks to burn non lawful good holy places and kill non believers Sir Marel the paladin kept busy rescuing maidens from harm Sir Golan wears suit of decorated plate he never removes because he is a iron golem Sir Boran is actually a revenant with cultist servants who work to kill knights Sir Derleth scours the land seeking rival old ones cults to destroy for his master Hastur Sir Baran roams the land collecting treasure for master is actually a dream emanation Sir Viriam is actually a elf in disguise with druidic disciples as servants on elf quests Sir Orlando is a ancient immortal knight who changes gender occasionally Sir Mortis is a flesh golem and his servants are really necromantic apprentices Sir Perimore a famous musician and courtly lover but really he drains the life of his mates Sir Grendan the Sea knight is actually a fishman hybrid serving dark sea god cults Sir Vetrin is a imortal seeking a relic so the gods will finally let him die Table: HeraldicColours a single colour two coloured halves split [|vertically|horizontally] two colours, [|divided into quarters|checkerboard pattern] three colours in [|horizontal|vertical|diagonal] bands four colours divided into quarters // Sometimes heraldry seems to fit knights character sometimes it is a problem. My friends family coat of arms had three severed negro heads which family rightfully embarrassed by. // Feel to pick something that suits the knight though. Pick a colours that seems to suit the knight. Poses of beasts all have names and a easy way to distinguish between knights // with same beast or you might have two or three of the same beasts on one design. Table: CreatureDepiction4 head only, facing [|front|left|right] lying down standing on all fours standing on all fours, facing front standing on all fours, one leg raised standing on all fours, one leg raised face front on standing on hind legs, forelegs in air standing on hind legs, looking behind -- two of them, standing on hind legs, facing each other Table: CreatureDepiction2 head only, facing [|front|left|right] lying down standing, facing [|front|left|right] standing, looking behind -- two of them, standing, facing each other Table: CreatureDepiction0 head only, facing [|front|left|right] lying down risen up, facing [|front|left|right] risen up, looking behind -- two of them, risen up, facing each other Table: CreatureDepiction3 \z Table: HeraldicCreatureDesigns Dog (for loyalty) Cat (for the crafty) Lion (for the brave) Wolf (for the fierce) Deer (for lord of the woods) Boar (for savagery) Bear (for might) Fox (for cunning) Goat (for resilience) Bull (for might) Falcon (for alertness){legs==2} Owl (for wisdom){legs==2} Rooster (for protection){legs==2} Puffin (for fidelity){legs==2} Raven (for cunning){legs==2} Peacock (for splendour){legs==2} Finch (for industry){legs==2} Swan (for beauty){legs==2} Duck (for intuition){legs==2} Eagle (for freedom){legs==2} Beaver (for hard work) Mole (for destiny) Rat (for survival) Otter (for creativity) Weasel (for cunning) Bat (for fearsomeness){legs==2} Shrew (for savagery) Hare (for craftiness) Hedgehog (for protection) Squirrel (for preparation) Snake (for fertility) Toad (for longevity) Frog (for opportunity) Newt (for magic) Turtle (for patience) Crocodile (for devouring) Lizard (for regeneration) Raptor (for ferocity) Triceratops (for defence) Tyrannosaur (for might) Dolphin (for helping){legs==0} Shark (for savagery){legs==0} Pike (for alertness){legs==0} Whale (for might){legs==0} Swordfish (for aggression){legs==0} Barracuda (for warlike){legs==0} Catfish (for longevity){legs==0} Narwhale (for nobility){legs==0} Lobster (for inscrutibility){legs==0} Crab (for determination){legs==0} Octopus (for cunning){legs==0} Basilisk (for lethality) Wyrm (for wisdom) Dragon (for wealth) Wyvern (for determination) Salamander (for invulnerability) Drake (for cunning) Naga (for mystery){legs==0} Amphisbaena (for eternity ){legs==0} Cerastes (for steadfastness (Ram horned snakes)){legs==0} Unicorn (for purity) Yale (for preparation) Cateoplas (for awfulness) Gorgon (for fearsomeness) Peryton (for deception){legs==2} Leucrotta (for duplicity) Manticore (for mean spirited) Chimera (for versatility) Sphynx (for mysterious) Lamia (for attrition ) Ogre (for brutishness){legs==2} Satyr (for fertility){legs==2} Mermaid (for duality){legs==0} Minotaur (for guardianship){legs==2} Goatman (for virility){legs==2} Cyclops (for single minded){legs==2} Centaur (for ambiguity) Giant (for appetite){legs==2} Gigantes (snake legged giants) (for strength){legs==2} Apkallu (fish man sage) (for wisdom){legs==2} Harpy (for revolting){legs==2} Siren (for charming){legs==2} Phoenix (for immortality){legs==2} Cockatrice (for destruction){legs==2} Griffon (for ferocity) Hippogriff (for loyalty) Hippalectryon (half rooster and horse) (for alertness) Stymphalian Birds (for steadfastness){legs==2} Pegasus (for loyalty) Winged snake (for healing){legs==0} Elemental (for magic){legs==0} Hag, [|washing|holding a broom] (for terror).{legs==3}// 3 means no positions Ankou (robed skeleton with lamp and scythe) (for death) Vampire (for eternal hunger){legs==2} Werewolf (for savagery){legs==2} Hellhound (for ferocity) Hellcat (for duplicity) Demon (for evil){legs==2} Devil (for domination){legs==2} Angel (for holiness){legs==2} //Bees, snails, rabbits, eels, kingfisher and anything really depending on climate, local industry and taste Table: HeraldicObjects Holy symbol Book Grail Scales Eye Sword Axe Mace Severed head Bottle Bunch of grapes Head of wheat Poppy head Flower Tree Apple Hammer Waves Crown Sceptre Spear Horn Harp Drum Skull Armoured knight Candle Lantern Scroll Fish hook Anchor Quill Acorn Mistletoe Turnip Onion Tankard Helmet Bound faggots Burning faggots Noose Coil of rope Pick Spade Wheel Tower Castle Crossbones Open hand Heart Gem Barrel Ship Anvil Flail Cat-o-nine-tails Pitchfork Portcullis Needle and thread Smoking pipe Boot Gauntlet Chest Chain Hourglass Star Ring Key Sausage Mortar and pestle Wheat sheaf Cauldron Beehive Snowflake Teardrop Seashell Fist Bell Oakleaf Pinecone Arrow Crescent Full moon Sun Mountain Volcano Mushroom Treestump Sickle Scythe Shears Comet Jaws Compass Gate Birdcage Shepherds crook Chariot [|Hood|Domino mask] [|Chef's|Papal|Mayoral] hat FILENAME: EMO_OSR_PettyDungeonBosses.ipt Header: Petty Dungeon Bosses This is designed to provide some petty bosses quickly. This covers level bosses and faction bosses commanding sections of the dungeon usually on behalf a species of humanoid. Humanoids of different types might lead sub faction but not often a tribe. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/d100-petty-dungeon-bosses.html
//This is designed to provide some petty bosses quickly. This covers level bosses and faction bosses commanding sections of the dungeon usually on behalf a species of humanoid. Humanoids of different types might lead sub faction but not often a tribe. //Humanoids in these tables are made to be variable. You could roll up each dungeon tribal faction and assume leader of same type or chose a few exotic leaders as sub leaders. You could choose humanoids based on levels. Humanoids might dominate a lesser type as slaves (or even human). Leaders of other species might be chosen for increased might or cunning or even diplomacy. Possibly a monster of a different tribe might stage a coup and become absolute ruler but this is trick to maintain. A cheif of another tribe might be a vassal of a king of his own breed running this tribe that was defeated long ago. Evil humans join monsters to get power or because they are outlaws from the human world. Evil demihumans might bring new skills or might be extra cruel which is respected by monsters. //A typical level of a dungeon might have a main humanoid tribe and have a rival species or tribal faction. Some tribes split when they reach a certain size. Some might have a sub faction of a slave species who pay tribute. Occasionally a cult might carve out a niche as a faction. Some cults might unleash undead or other horrors that become a faction. Human cults, criminals or bandits might might settle a first level of a dungeon or deeper. Table: Start {roll1=={1d12}}& {roll2=={1d11+1}}& {tribe=='[#{roll1} Tribe]'}& {roll3=={1d{13-{roll1}}+{roll1-1}}}& {bossType=='[@BossType]'}& Tribe: {tribe}\n& Boss: [@PettyDungeonBosses]& [||| Extra: Boss [@ExtraBossTraits]] table: BossType 4:{tribe} 1:[#{roll3} Tribe]{MU} Table: Tribe Undead [#{roll2} Tribe]{roll1==roll2}{MU==' [|Cleric|Wizard|Witch|Shaman]'} Kobold Goblin Hobgoblin Bugbear Orc Lizard Man Gnoll [|Fish|Fish|Shark|Squid] Man [|Mantid|Ant|Crab|Spider|Scorpion] Man Evil [|Dwarf|Elf|Gnome|Halfling] Human Table: ExtraBossTraits is hideously scarred - might limp or have lost a eye or hand is old and wizened - but experienced is young and pretty - creepily youthful is a huge specimen - extra HP/HD +1 hit & damage is a diplomat - has allies and cooperates with factions has exotic knowledge - expertise in a skill or rare lore is a mutant - has some additional abilities is brutal - has morale bonus but minions might lack true loyalty is insane - followers fearful, unpredictable is a fanatic - dedicated to a cult or alignment is attractive - in a creepy evil way for species has a notorious magic item has a symbol of office like sceptre or crown is marked - tattoos, birthmark, unusual feature is of a powerfull family - has kin and offspring to avenge them is a schemer - has plans to wield long lost power is angry - flies into rages and poorly thought out actions is vindictive - obsessed with revenge is changed - lycanthrope or undead or other is favoured by gods - worthy of resurrection Table: PettyDungeonBosses 2:{bossType}, enjoys hunting and taking trophies 2:{bossType}, believes humans are weak underestimates them 2:{bossType}, like to capture and torture humans 2:{bossType}, enjoys single combat or duels 2:{bossType}, seeks to raid humans outside dungeon 2:{bossType}, seeks to dominate dungeon by force 2:{bossType}, wants to kill factional or tribal enemies 2:{bossType}, wants to battle with armies 2:{bossType}, seeks to exterminate a personal enemy 2:{bossType}, wants to create alliance to war against humans 2:{bossType}, wants human slaves 2:{bossType}, obsessed with treasure 2:{bossType}, seeks magic relics for personal power 2:{bossType}, wants to increase control over dungeon 2:{bossType}, wants to pit enemies against each other 2:{bossType}, seeks ancient relic of power 2:{bossType}, seeks to operate as bandits preying on merchants 2:{bossType}, seeks treasures to use as diplomatic gifts 2:{bossType}, seeks to corrupt local humans to evil 2:{bossType}, wants to impress a greater evil 2:{bossType}, seeks power in a demon name 2:{bossType}, seeks to serve a humanoid racial god 2:{bossType}, worships the dukes of hell and hopes to impress them 2:{bossType}, wants to awake ancient evil deep in the earth 2:{bossType}, works with a chaos cult above own kind 2:{bossType}, worships god or demon of undeath 2:{bossType}, worships god or demon of filth and disease 2:{bossType}, worships a blood god or demon of murder 2:{bossType}, inspired by dreams from evil powers 2:{bossType}, collects idols of many lesser evils 2:{bossType}, harbours renegade wizards from human lands 2:{bossType}, made pact with sorcerer cult of hedonists 2:{bossType}, helping a wizard find evil relic 2:{bossType}, has gathered tribal witch doctors 2:{bossType}, working with a coven of humanoid witches 2:{bossType}, works with a renegade human alchemist 2:{bossType}, has a wizard who helps make dungeon monsters 2:{bossType}, has a demonologist to summon and contact evils of netherworld 2:{bossType}, has a necromancer and apprentices to provide undead 2:{bossType}, has recruited failed evil apprentice wizards from the city 1:Human criminal leader on run from local town or city 1:Human bandit leader whose gang mostly destroyed by law 1:Human highwayman on run from law hiding out in dungeon 1:Human mercenary captain who betrayed his company on the run 1:Human knight has turned evil and wants revenge on human order 1:Human savage barbarian who loves cruelty found dungeon after tribe killed 1:Human serial killer on run found dungeon and convinced it is paradise 1:Human guildsman from town driven to dungeon over corruption scandal 1:Human agent serving evil town faction hoping to use dungeon monsters 1:Human captured by monsters since youth has climbed to top ranks 1:Human wizard has moved into dungeon to perform experiments 1:Human sorcerer seeking dark secret and using monsters 1:Human priest has fled to the dungeon to rebuild forbidden cult 1:Human druid wants vengeance for destruction of his cult and forest 1:Human priest wants to restore ancient doomsday cult 1:Human sorcerer escaped mob and hopes to build pleasure pit for self 1:Human wizard thrown out of university for forbidden research 1:Human priest seeking to awaken ancient evils in the depths 1:Human sorcerer following devil sent dreams came to dungeon 1:Human wizard bitter about life gone wrong has joined monsters to ruin world 1:Ogre moved in and ate previous boss and just took command 1:Ogre was sent here by bigger boss to streamline or eat faction weaklings 1:Ogre was raised as a baby and considers faction it's family 1:Goatman witch cultist impressed tribe with savagery and fighting skills 1:Minotaur moved in and tribe gave it gifts till it agreed to be boss 1:Lizard man hero outcast of tribe was recruited by tribe to be war leader 1:Chaos frog man brought bounty of food with it and made into boss 1:Verbeeg giant moved into lair and locals began to worship it 1:Troll came from the depths and saved faction from enemies and was made boss 1:Troll was grown from a cutting brought by a travelling witch doctor then ate way to top 1:Chaos centaur lives for violence has proven to be champion of tribe 1:Ogre Mage simply arrived and assumed control as part of some greater evil scheme 1:Mummy risen from the dead has assumed command to help it find something long lost 1:Manticore came into dungeon and moved from accepting sacrifices to being boss 1:Leucrotta came to the faction and used its sly charms to become a boss 1:Thri-kreen mantis man ate all the elves in the dungeon and is being boss till finds kin 1:Gargoyle has learned of opportunities for torture as a dungeon boss 1:Foul harpy seeks worship and slaves happily using tribe 1:Wight seeks to raise evil horde to destroy human as act of revenge 1:Medusa uses tribe to perform tasks awkward for her 1:Wererat leader become boss with promise of giving others power 1:Werewolf has become leader in a plot instigated by demon 1:Doppelganger replaced leader and stayed to enjoy the power 1:Jackalwere came to eat but has decided to stay and rule 1:Wolfwere has taken over to keep a continual supply of victims to eat 1:Werespider dark elf has been sent to prepare for spider queen plot 1:Wereraptor lizard man hero has come to master the dungeon for the reptile gods 1:Werebat came looking for blood but found a home and position of authority instead 1:Lesser spirit being adopted human form to use faction to avenge self on enemies 1:Werecobra cultist came from distant lands and usurped faction to find snake god relic 1:Imp is real power behind faction boss puppet who relies on imp advice 1:Quasit is worshiped by faction as a minion of demonic powers 1:Rutterkin Demon bullied way to being in charge as part of evil plot 1:Abishai Devil is here secretly looking for recruits to diabolic legions of hells 1:Alu-demon used shapeshifting to infiltrate faction for revenge against ortal parent 1:Cambion brought to world to sew demonic influence over the dungeon 1:Spined Devil was sent to carry a message but ended up replacing dead recipient 1:Piscodaemon was summoned by previous boss but daemon revolted and took over 1:Succubus/Incubus Demon used charms to take control of faction on evil mission 1:Bearded Devil is on a mission to command dungeon factions FILENAME: EMO_OSR_MagicFrogs.ipt Header: Magic Frogs for the Village Frog Shop A exotic frog might be seen near any body of water anywhere; possibly magic water attracts or creates magic frogs. Magic frogs might make a good potion ingredient or a quest. Frogs can be hard to catch and are harder to grab than whack as they have slimy skin. When you do catch a frog it starts screaming which sometimes startles a catcher (zero level save or drop) and scares other frogs away. Tadpoles might be about in right time of year. Toads are interchangeable and often less dependent on water if you have too many frog incidents. Lots of slate doorsteps might have a toad who lives under them. Most peasants think frogs and toads are lucky. Old nature cults adore them. The modern high church suspects they serve evil and are evidence of witchcraft. But screw those guys. Frogs rule. Now you will need a frog dealer in every village. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/d100-magic-frogs-for-village-frog-shop.html
table: MagicFrogs Glow in the dark\nSpooky by night often taste bad or toxic. Albino cave frog\nSigns of subterranean wet caves. Giant frog\nA foot long frog eats whole rats or kittens or snakes. Night frog\nJet black frogs very hard to see anywhere wet and dark has chilling scream. Bloodfang frog\nBrilliant red when angry or calling and can bite with bony teeth. Hairy froghas hair like fur and each can make a quality glove. Bullet frog\nHas a hard nose and hurts when they panic and jump into people. Screaming frog\nScreaming like woman, predators attack fools who come to help. Barking frog\nSometime cause children to climb down wells to save the puppy. Unifrog\nHas a small horn which it might stab any harming the water with pollution . Chaos frog\nSwirling opalescent colours, explode like grenades for 2d4 on death. Batwing frog\nFrogs that annoyingly croak on your roof and attracted to lanterns. Jewel frog\nHave a semiprecious stone or sometimes cut gem in forehead. Acid frog\nDamages anything that eat them for d4 or you can squeeze out a few drops. Fog frog\nWhen croaking release ufs of fog, hundreds will bathe area in mist. Slime frogs\nFill ponds with slime that traps bugs and larger animals. Church frogs\nMarked with a holy symbol, stop croaking if undead nearby. Wolf frogs\nTravel in packs, have teeth and attack giant rats together . Stone frog\nLooks like a sling bullet size rock but scream when you touch them. Mesmer frog\nCroaking is hypnotic making larger creatures dopy and slow witted. Web frog\nSpin webs and colonies cover water in web to catch food and defend babies . Devil frog\nSpookily chant your name when close, orange warty and horned. Lemon frog\nBrilliant yellow can harmlessly squeeze out juice flavour to food . Bearded frog\nLook very jolly and croak sounds like laughter. Spike frog\nIf grabbed spikes pop out skin and stab attacker for d3 . Vanila frog\nTastes delicious and secretions can be used in cooking without harm. Purple frog\nLick it and fail a save will have d4 hours of visions of the frog gods . Horned frog\nHas tiny antlers that inflict a d3 damage, fight each other to rule a pond. Crown frog\nHas tiny gold crown and can talk, half tell horrible lies and are con artists. Lava frog\nHeat resistant and flammable, will ignite on own if angry, d4 dam to touch. Message frog\nWill repeat one sentence for a day if given a mouse to eat. Barn frog\nWill croak if intruders enter barn in return for a grub every day. Dairy frogs\nLike to swim in and steal milk but can be bribed to churn cream to butter. Doorstep frog\nLives under doorstep and croaks if evil being steps before door. Grave frog\nLives in graveyard and will hop immediately away if placed on undead grave. Sugar frog\nTaste sweet like candy if licked but can be addictive if over used. Master frog\nWill coerce other frogs to sing it's orchestral compositions nightly. Blue frog\nWill croak if there are any snakes about area and will try to flee. Cave frog\nIf you lick it will give you thermal vision for ten minutes, d6 licks per day. Galens frog\nWhite with red cross, if you lick it will heal 1hp good for 2d4 licks a day. Bone frog\nLike to live in corpses and skulls which is creepy when the sing at night. Astral frog\nMakes peculiar sound if astral beings near, kept by shamen as pets. Witch frog\nIf killed the killer is cursed, has a pentacle on back, commoners avoid. Flint frog\nHas flint heals and can spark of a fire in dry conditions if hops in fear. Fruit frog\nEat a fruit whole then disguises self as the same fruit that tastes gross. Wart frog\nIf warty skin is touched will be infected with warty charisma ruining growths. Blindmans frog\nHave blindness venom on skin infecting any who touch or lick. Hangmans frog\nWeaves skin into rope and leaves noose snares around ponds. Storm frog\nCarry a shocking grasp once a day d8+1 it uses to hunt with. Steam frog\nIron frog can heat up cooking nearby critters, also kept in kettles. Blink frog\nHas very fast reactions and can teleport ten feet several times a day. Crystal frog\nTransparent and if held while casting ads +1 Lv once a day. Grog frog\nTaste like whiskey, once a day you can squeeze out one shot single malt. Skin frog\nCan be inflated as a air bladder or filled with gallon of water or wine . Cleric frog\nWill clamp on a bleeding wound and stop a person dying. Guard frog\nIf placed by door and fed for 12 hours will croak if any come through door . Wetstone frog\nStony warts can be used to sharpen blades on but tends to ribbit a bit. Leaf Frog\nLarge leaf looking growth on back seasonally changes colour and song. Magistrate frog\nPlace on a persons head will croak if person tells deliberate lie. Thief frog\nGrey wiry fingered rough backed frog can be used as a set of thieves tools. Faerie frog\nCroaks wildly if any faerie circles or magic active in area at night. Goblin frog\nOnly sit on non toxic mushrooms or toadstools and croaks on magic ones. Compass frog\nLikes to face direction of sunrise day or night, especially if well fed. Ice frog\nImmune to cold and radiates a chill that can keep food or a copse fresh. Arrow frog\nCan be used to poison a d6 arrow heads a day, save or 2d6 damage. Ogre frog\nTwo foot long and ugly, AC+3 HDd4 bite d4 and chases dogs and children. Sulphur frog\nIf touches flame burns a d4 rounds then explodes for 2d4 over ten feet. Rust frog\nRusts metal like a rust monster but avoids touching if possible. Plague frog\nBig fat and if squashed bursts spreading disease to all in ten feet. Clown frog\nIf licked causes victim to act like slapstick comedian for a hour if fail save. Xylophone frog\nLike to sit in rows according to notes in scale to sing. Kissing frog\nUsed by teens to practice kissing, frogs don't mind much. Seer frog\nCan determine sex of unborn child by which way hops off ladies belly. Sacred frog\nWill avoid any unholy place, ground or objects, prey when singing. Salt frog\nAnimals like to use as a salt lick, salt tolerant breed. Babel frog\nIf licked victim who fails save cant make comprehensible speech for a day. Beer frog\nIf placed in beer stien increases alcohol content by d4%, frogs like it . Plough frog\nTurn over gardens looking for worms welcome at planting times. Bakers frog\nIf sits in yeast will grow faster and frog skims off it to feed self. Smith frog\nLeaks arsenic which is used in metal work or for poisoning or makeup. Talking frog\nLikes to point out peoples flaws, short comings and fears, not popular. Singing frogs\nSing popular bard tunes they hear from passing singers. Gossip frog\nKnow all the local village rumours but requires worms as payment. Slander frog\nTells awful lies and makes vile claims about anyone if asked. Counting frog\nWill sort coins and stack neatly in lots of 20. Wizard frog\nMumbles arcane sounding gobbledygook some claim helps spell research. Choir frog\nWill sing hymns, large group sing beautiful harmonies . Limerick frog\nRecites often bawdy and filthy rimes popular in pubs. Lying frog\nTells outrageous whoppers nobody would believe . Foul mouthed frog\nSwear horribly with unwholesome stream of vile phrazes . Lotus frog\nSweats addictive lotus resin causing nightmarish hallucinations . Warp frog\nIf eaten causes a petty mutation, frogs dont mind being eaten . Treasure frog\nKept in stash will croak if thieves touch loot or open storage container. Mariners frog\nIf licked allows you to breathe water for a turn, d4 doses per day. Sin eater frog\nCan eat a curse once a week . Magi frog\nCan cast one first level spell a year. Displacer frog\nNever where it seems to and casts illusion of self elsewhere. Plutonian frog\nLick it and if fail a save sends soul back to dawn times for a hour. Time frog\nIf you kill it time rewinds one minute, they stopped breeding aeons ago. Doom frog\nKill it and will try to possess you and make you commit suicide. FILENAME: EMO_OSR_CampsitesOnTheRoad.ipt Header: Campsites on the Road So when travelling the roads and forests of the wilderness abandoned campsites are a common feature. Military scouts are trained to sniff these out for information about enemy so a track roll might do the same. A typical campsite includes a fire, areas for sleeping with dug out depressions and rubbish. Feel free to adlib how old a site is. You could just present as is and let players work out or lett tracker know exactly what. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/d100-campsites-on-road.html
table: Start [@AbandonedCampsites]\n[when not]{nofire}[do][@OldFire][end] [@OccupiedCamp]\n[when not]{nofire}[do][@Fire][end] table: OldFire The fire was [@FireWas][||||, now covered with dirt|, since buried and concealed]. The fire has been used as ground oven and is now an open pit strewn with ash. The remains of a makeshift spit for cooking hang over [@FireWas][||||, now covered with dirt]. Charred logs from a bonfire lie in a heap. The fire was composed of [|a burned out old tree stump|several small trees]. In the center [|lies a makeshift stove from stones|are marks where a field stove was]. Remains of a roast hare in a spit hang over cooling coals. table: FireWas a pile of charred sticks with ashes a dug out depression with warm charcoal in the bottom a dug out firepit lined with stones table: Fire The fire is [@FireIs]. The fire is an open pit used as a ground oven. A makeshift spit for cooking hangs over [@FireIs]. Burning logs form a bonfire. The fire is composed of [|an old tree stump|several small trees]. In the center [|lies a makeshift stove from stones|sits a field stove]. A roast hare in a spit hangs over open flames. table: FireIs a pile of burning sticks a dug out depression with burning charcoal in the bottom a dug out firepit lined with stones table: AbandonedCampsites 3:Common campsite, now abandoned. Poacher camp\nSigns of skinned deer and other forbidden game. Nasty orc camp\nWith torn up animals and feces everywhere. Goblin camp\nWith wolf or bat dung and shroom spores. Bandit camp\nWith slit throated dead prisoner chucked in ditch. Wagon nomads camp\nWith signs of wheel and horse tracks. Wood elf camp\nBarley noticeable and concealed with dead leaves. Dark elf camp\nWith spattered blood and traces of spider silk. Highwayman's camp\nWith scattered baggage thoroughly looted. Beastmen camp\nWith raw meat and skin scraps and feces heaps. Ogre camp\nWith mashed and chewed remains of human corpses. Lizardman camp\nWith shed skin and remains of cooked fish. Halfling camp\nWell cleaned with buried garbage of huge feast. Ratmen camp\nWith chewed bones, shed hairs and feces. Druid camp\nWith signs of blood rituals and sacrifices. Cultists camp\nWith demonic graffiti and several defiled corpses. Necromancers camp\nWith chunks of zombie and human flesh with stench of death. Gnome camp\nWith fresh dug sleeping burrows and a lost red cap. Dwarf camp\nWith sawdust, metal filings and empty food tins. Pilgrims camp\nWith broken sandle, carved holy symbol and fresh grave. Flagellants camp\nWith blood, broken bottles and ends of whips and flails. Fishman camp\nWith sea shells, burned seaweed, fish bones and a wax tablet. Posse camp\nWith remains of a wanted poster, and remains of trail biscuit wrappings. Army camp\nWith dug trenches and neat tent stake holes and scraps of cooked food. Homeless camp\nWith broken bottles, old blankets, clothes and stolen house hold goods. Farmers camp\nWith spilled grain, remains of rabbit on spit, scraps of breadcrumbs. Tinkers camp\nWith scraps of repaired goods and some broken tools. Murder hobo camp\nWith copper coins, worn old pornographic prints, smashed bottles. Serial killer camp\nWith faceless human skins, bloody knife, hatchet, human limbs. Cannibal clan camp\nWith charred human skulls and a blood covered impromptu idol. Witch camp\nWith eyeballs, pieces of candy, childrens bones and a toad. Loggers camp\nWith tree stumps, wood chips, bacon fat scraps and ox sledge tracks. Common hunters camp\nWith buried guts, scraps, campfire and broken arrows. Highborn hunters camp\nWith headless skinned carcasses and impressions of noble tents. Knights camp\nWith hoof prints, tent impressions, posh food scraps and broken lances. Monks camp\nWith broken ceramic or wood bowl, prayer beads, scrap of cloth. Swineherds camp\nWith acorns, pig bones, food scraps and pig shit. Shepherds camp\nWith spilled milk, crumbs of sheep cheese, scraps of wool and shit. Prospectors camp\nWith donkey hoof prints, fragments of samples and mineral tests. Gnoll camp\nWith broken and chewed bone fragments and urine stench. Mutant camp\nWith scraps of rotten food, shed skin, mutant corpse and trails of slime. Minstrel camp\nWith several broken strings, broken wine bottles, used underwear. Masons camp\nWith fragments of stone, metal tool chips, scraps or rope and cord. Fishermans camp\nWith broken hooks, fish bones, scraps of line, shed of net. Spy camp\nWell concealed and clean to a fault, buried smokeless fire pit.{nofire=='yes'} Idiot camp\nWith burned half cooked food, a sock, tinderbox and duck head on stick. Feral children camp\nWith food scraps, broken stolen things, battered old ragdoll. Goat herder camp\nWith chewed scraps of clothing, grazed vegetation and ringbarked tree. Rangers camp\nWith well covered fire and few clues but secret signs left for other rangers.{nofire=='yes'} Adventurers camp\nWith scattered old coins, fragments of map and armour scraps. Slavers camp\nWith dozens of bare footprints, chain links, food scraps and a corpse. Messengers camp\nWith discarded partly burned messages, hoof prints and ration crumbs. table: OccupiedCamp Travelling village drunk camp\nWith half empty bottles and a sleeping drunk. Bandit camp\nWith a steaming stew pot, pit trap, snares and bandits hiding near. Witch camp\nWith cauldron bubbling on fire, invisible witches hiding in plain sight.{nofire=='yes'} Slavers camp\nWith bound prisoner in open while slavers hiding with nets. Cultist camp\nWith cursed idols and bound captive awaiting later sacrifice. Bounty hunters camp\nWith caged prisoner and several grizzled veteran hunters. Elf camp\nWith mushroom fairy rings and invisible mischievous thieving faeries. Druid camp\nWhere druids recruit and offer healings in secret from civilization. Wizards camp\nWhere bitter outcaste wizards drink and trade forbidden spells. Assassin camp\nWhere hired killers rest between local jobs and drink. Rangers camp\nWhere people come to hire guides and scouts. Filthy camp\nOf outcast prostitutes secretly chaos cult with succubi/incubi leader. Monk camp\nWhere humble monks with basic shelter pray and meditate in silence. Mutant camp\nWhere outcaste freaks wallow in misery, suspicious of normals. Templar camp\nWhere they investigate reports of chaos infiltrations in the region. Out of work labourer camp\nWith men drinking and talking about uncertain futures. Bandit camp\nWhere drinking bandits celebrating with loot and hostage. Travelling carnies\nCelebrating, don't mistake them for a chaos cult and kill them all. [|Witch|Chaos cultist] camp\nWhere they meet for cult orgies. Orc camp\nWhere band stages raids from, wanted by kingdom for atrocities . Dark elf camp\nWhere they torture prisoners, surrounded by screaming fungus sentries. Ogre camp\nWhere poor ogres trapped into listening to halfling captives recipes. Paranoid murder hobo camp\nWith no sense of humour in hiding to divide treasure. Flagellants\nHaving drunken party have lured local teens to join them in secret from kin. Woodcutters\nEither working, eating huge meals or drinking, with makeshift shacks. Skinners camp\nWith hunters skinning animals, stretching onto frames and salting. Noble hunters\nGorging selves in fancy tents while servants toil for them. Monster hunter camp\nExpert hunters with villager beaters, resting and building traps. Poachers camp\nWhere villains eating royal deer and other game, a death sentence. Military camp\nOn scouting maneuvers, will question suspicious strangers. Herders camp\nWith goats or sheep or swine here for food or taking beasts to market. Homeless urchin camp\nWith stolen goods, suspicious of adults and weapons. Sylvan beings camp\nTo drink and dance, use charms and addictive food on visitors. Lesser demons\nCavorting around bonfire eating human and tormenting prisoners.{nofire=='yes'} Devils camp\nWhere they rest while taking bound sinners to hellmouth to be punished. Apprentice wizards\nStopping to get drunk on way to city to attend school or guild tests. Wizard with apprentices and guards\nOn quest and looking for adventurers for a job. Lynch Mob camp\nHaving caught victim, now they plan what to do with them. Sheriff with beadles, bailiffs and deputies\nLooking for dangerous murder hobos in area. Criminal syndicate agents\nOn mission hiding from law, camping here till they find a lead. Barbarians camp\nIn hiding planning to raid, pillage and murder some soft villagers. Priests camp\nWhere seasonal holy fok come to maintain a obscure shrine. Drug cartel\nBrewing up and padding out drugs with glass, weeds and feces. Necromancers camp\nHacking up stolen corpses and using to create horrible construct. Cannibal clans\nHaving a cookout and celebration of siblings getting married. Herbalists camp\nGathering and preserving valuable medicine and party drugs. Artist colony\nMany naked, painting, sculpting, reading poetry, planing new world order. A petty god and some followers\nHaving a few drinks and sharing pseudo wisdom. FILENAME: EMO_OSR_WhatsInTheWagon.ipt Header: What's in that Wagon These could be used for non foot traffic in city, road traffic in country, targets for bandits or other uses. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/d100-whats-in-that-waggon.html
table: WhatsInTheWagon Ox pulled hay wagon with kids and some animals in the back Single horse covered cart with urns of milk for delivery Traveller wagon with two horses and attractive folk art for three generations living inside Barbarian nomad wagon with family hoping to settle on farmland away from frontier Draft horse wagon with load of beer barrels Caged prison wagon transporting convicts to labour or bigger prison Armoured wagon for valuable goods with armed guards Battered old horse and cart for the blood and rag man collecting scraps Nightsoil wagon manned by gongfarmers collecting human waste Merchants wagon with chests, barrels and boxes and sacks of goods with a guard Corpse wagon collecting dead and taking to lime pits to be buried Funeral wagon transporting coffins for burial attended by costumed funerary workers Ox wagon transporting [|stone monuments|statues|stone blocks for building] Ox wagon transporting lumber and wooden beams for building Church wagon with mobile shrine and templar guards and priest Huge temple juggernaut pulled by ox team with staff of priests and guards Wagon with chanting monks delivering documents Wagon transporting [|pigs|goats|sheep] to slaughter Wagon load of sacks of grain being taken to market Wagon load of crates full of vegetables and fruit to be taken to market Coach service between settlements with passengers, driver and guard Private coach of wealthy local traveller with guards Noble coach with servants and soldiers Coach for hire looking for passengers to give rides Butchers covered cat making meat deliveries Tinkerers wagon often parked making repairs for a customer Palanquin of wealthy transporting a lady in covered box with guards and servants Chariot of arrogant rich youths on joyride with little concern for passengers Palanquin with open box with bloated bejeweled hedonist with servants and guards Dark covered palanquin silently carried with masked robed servants Wagon with cage load of urchins captured off streets to sell to sweatshop Slavers wagon with cage overcrowded with slaves escorted by guards Villagers with families on way to festival Military supply wagon with armed humourless soldiers Clothier wagon with bolts of cloth, boxes of clothes and young apprentices Carpenters wagon with furniture, crates, barrels and apprentices Potters wagon with crates of ceramic bowls, jars and plates Wine merchant wagon with barrels and bottles and amphora Oil merchant with jars of [|aromatic|cooking|lamp] oil Woodcutters cart with loads of firewood and tinder Militia wagon with cage full of drunks and murder hobos caught sleeping on streets Militia wagon with chained prisoner being pelted by passers by before execution Carny wagon with freaks and clowns inviting public to local fairground for show Traveling show wagon with actors, bards and apprentices inviting passers by to show Wagon from hospital parading disabled and mentally ill for public humiliation Wagon of harlots waving to passers by with pimp and armed guards on way to frontier Battered wagon loaded with supplies and miners returning to their claim Wagon of cats, dogs and ferrets to be sold to frontier farmers Ratcatchers cart pulled by donkey with sacks of rats, traps, rat skins and rat jerky Wagon of halflings drawn by ponies on holiday full of fancy snacks and grog Draft horse wagon with load of beer barrels, hidden bandits inside several barrels Run down but decorated traveller wagon with old fortune teller Necromantic apprentice transporting zombie workers for master in covered wagon Wagon load of oil in large sealed clay jars for palace actually asphyxiated bandits Funeral wagon actually transporting a vampire to new territory allocated by lord Cart of scrap and old junk crawling with gremlins dropping off regularly driven by drunk Robed man with cart of rotten garbage actually a rat man with hundreds of plague rats Palanquin with covered box transporting hookah smoking rakshasa to monster party Wagon of bitter murder hobos travelling to brothel with dungeon loot and prisoners Fishmen hybrids in wagon transporting cocoon of lungfishman wizard from elder age 61 Stunted evil foreign dwarves with wagon of trade goods and hidden black lotus resin Wagon load of kobolds in cages for slave markets driven by retired adventurer Witch hunter wagon with talking goat in cage to be taken to trial winks at adventurers Siege weapon on wagon operated by experimental monster hunters Wagon of noble tents and supplies for rich camping holiday for decadent aristocrats Wagon of stone statues actually gargoyles, golems or other monsters Wagon load of chests actually mimic clan moving to new dungeon home Wagon of hospitallers relocating lepers actually doppelgangers trying to avoid scrutiny Wagon of goat wizards with charmed human driver travelling to secret conference Ghost catcher with wagon of poltergeists in bottles being careful not to have accident Prisoners of war in prison wagon actually carrying the plague, guards just got sniffles Wagon crowded with religious idols commissioned by various faiths Wagon load of possessed swine being taken to butcher but plotting to escape Alchemist supply wagon with wobbly wheel driven by drunk apprentice Childcatcher wagon loaded with complaining halflings pleading innocence Caged wagon with owlbears bound for circus or menagerie Wooden cage load of rust monsters being transported to enemy territory for gag Wagon of diseased blankets to be given to wild frontier folk Elf wagon moving a sick old treant to kinder climate with less root fungus Wagon of bones being transported to necromancer cult to build skeletal monsters Wagon of monks on pilgrimage actually foreign assassins on mission Wagon with concealed glass jars of green slime being transported to dungeons Wagon with blinded chained ogre being sent to work in a mill Wagon of orphans being freighted to cathedral school to become clerics Wagon of fruit and vegetables with stowaway vegepygmies seeking a new colony Devil swine with charmed flunkies and stolen wagon looking for village to take over Apprentice driving wagon of wizards foes polymorphed into pigs to butchers yard Dragon in human form driving hoard of loot to new cave as old one kobold infested Elf wagon shipping annoying prankster goblins in kegs to new habitat Dwarf wagon with mobile smithy makes armour and weapons, follow conflicts for cash Secretive shapeshifters in wagon searching for kinfolk missing in human lands Cultists transporting monster eggs to dump in settlement water supplies on travels Cultists with secret mobile shrine pretending to be wholesome traveller family Murder hobos with wagon of stolen tribal relics crawling with angry spirits Cultist transporting demonologist supplies including idols, unholy water and amulets Dungeon monsters in disguise trying to liquidate loot into cash for boss monster Witch wagon decorated heavily with cauldron inside and herbalist supplies Disguised lizard men with dinosaur asleep under tarp transporting to new swamp Royal coach with important noble, entourage, guards, servants and train of baggage Disguised demons pretending to be friendly family looking for victims to corrupt FILENAME: EMO_OSR_LotusCultDeaths.ipt Header: Diabolic Deaths of the Lotus Cult Generally anyone who meddles with the cult is targeted by assassins. Sometimes they are forewarned by a scroll with a poem or symbol. Sometimes not. Usually the cult use various increasingly bizarre assassination techniques which this table should help with. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/d100-diabolic-deaths-of-lotus-cult.html (see also) elfmaidsandoctopi.blogspot.com/2017/01/sinister-underland-of-east.html elfmaidsandoctopi.blogspot.com/2016/06/black-lotus-dreams.html
table: DiabolicalDeathsOfTheLotusCult Venomous spider in bed Scorpion in clean clothes or boot Cobra in a mystery gift box Trapped in sealed space with wasp nest or bee hive Poison blowpipe dart or shuriken Poisoned food or drink Assassin in ceiling drops poison in mouth in sleep Contact poison put on weapon, spellbook or favorite tools, slowly builds up Multi stage poison in different food and drinks Plague contagion in bedclothes, possibly mummy dust Poison needle placed in own equipment or home Noose dropped from above by killer in tree or rooftop Masked strangler with garotte wire or cord or scarf Room sealed and flooded Poison gas flooded in room while asleep or in package Building made to collapse with acid and oxen tied to beams Building exploded with spell or gun powder Dangerous animals locked in room like panther or wolves or python Dangerous monster released into sealed room with victim Mutagen used on victim with witch hunters tipped off about demon spawn Lured into underground chamber then sealed Dropped through trapdoor and sealed in pit Dropped through trapdoor into poison spiked pit Dropped through trapdoor and sealed in well or subterranean river Dropped through trapdoor into sealed pit with creature Dropped through trapdoor into sealed pit with poison gas Dropped through trapdoor into sealed pit with alchemist fire trap Dropped through trapdoor into sealed pit that fills with sand Swinging pendulum on stair case or doorway or even bed A servant or loved one controlled by drugs or spell with poison knife Assassin disguised as a guard or servant or follower Doppelganger assassin in disguise as servant or follower or loved one Mimic disguised as bed or pillow Sheet phantom disguised as bed clothes Loved one or follower killed and made undead sent to get close and kill Potion put in food makes victim explode after some time elapses Drop a gargoyle or stonework from wall or roof onto passing victim Cause stampede of cattle or horses to trample victim Rabid plague rats thrown in room then locked Deadly grub like kyuss or rot grub dropped in bed in sleep Poison arrow or dart fired by sniper or trap possibly in bed or at desk Green slime dropped from glass vial from rooftop Lasso thrown around victim neck tied to fast running horse saddle Out of control horse coach runs over Building sealed and set fire to Town gang hired to kill victim Town militia bribed to kill victim Fake evidence of treason planted and secret police informed Stabbed in public by disguised assassin with poison dagger Fired on by snipers with bows, possibly poisoned also Follower or servant "accidentally" attacking by ambush during a attack or hunting Bridge sabotaged when travelling Horses startled (insect sting) make gallop out of control Stirges released in bedroom Candles or lanterns have slow burning poison added to fuel poison over time Back stabbing assassin infiltrates house and attacks in privy or bedroom Ambush from hired bandits targeting victim first then flee Assassin in privy pit with spear impales victim on toilet Suicidal knife wielder who swallowed poison if caught Suicide squad of assassins who take poison if risk of capture Suicidal disguised assassin tries to push victim off building Suicidal assassin with explosive alchemist potion or spell explodes near target Assassin disguised as healer uses poison potions Assassin courtesan or attractive honey pot lures victim into vulnerable intimacy Assassin will use city or castle portcullis by dropping on victim Assassin will use city or castle or murderholes to kill with rocks or boiling oil or lead Will cause avalanche or rockslide while on road Assassin uses hidden siege artillery piece to attack bed chamber or privy Monster such as cave lobster, python, giant leech or neo otyugh thrown in privy Crane with freight goods being loaded or for construction dropped on victim Narcotic vapour from tampered candles and torches send victim into drug coma Dosed with drugs and assailed by normally invisible spirits Dosed with berserker drug cant stop fighting to death next battle Evidence of crime sends victim to prison where goalers bribed to kill them before trial Gang murders easier but important target leaving evidence that true victim is the killer Victim kidnapped and tortured by masked cultists slowly for days Victim kidnapped and and restrained in slow killing cruel apparatus Illusion that victim is a monster causing friends and lawmen to kill victim Illusion that friends trying to kill victim creates fights, conflicts and trauma Illusionary nightmare beast haunts dreams causing death by fear A wizard is hired to lightning bolt victim while vulnerable A wizard is hired to fireball victim while vulnerable Invisible assassin climbs up walls to attack target in own room Target's room webbed then ignited Target is charmed to lure into alley and be stabbed by hired thugs Gang of fanatic masked apprentices fire magic missiles and burst into smoke if killed A elemental appears to kill target sent by hired wizard A magician sends a evil spirit to kill the victim A demon appears to kill target sent by hired wizard Dragon egg yolk spattered on victim, mother will hunt to ends of the earth Frozen cube of troll flesh snuck into bed or privy Polymorph into rat potion in food possibly a cat sent in to finish A succubus/incubus sent to seduce and charm victim then kill A demon disguised as member of household attacks Summoned monsters appear summoned by invisible wizard An invisible stalker attacks victim in sleep Gargoyles attack by night tearing open walls and carrying victim into sky to drop Spectral hounds are sent by hired cultists to drag victim to another plane Wraiths sent by necromantic cult attack by night while victim asleep A minor deity is called on to send a servitor or avatar to slay the target FILENAME: EMO_OSR_PettyHauntings.ipt Header: Petty Hauntings and Faking Stories from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/04/petty-hauntings-and-faking-stories.html
table: PettyHauntings Stench of rotting flesh comes and goes inexplicably Smell of burning flesh Odour of spice like cinnamon Smell of spilled booze Smell of fresh meat, blood and gore Incense smoke from some long forgotten ritual Smell of hellish sulphur Phantom smoke causes eyes to run and coughing Musky animal spells of past creatures Stench of [|vomit|feces|urine] wafts by Rattling chains Distant moaning Close by sudden scream Distant sobbing Moaning from torture victim Shouting and sounds of past fight Something like rats in the walls Phantom footsteps following Sounds of [|hammers|mallets] pounding Clanking of armour wearing soldiers Feel hand brush against hair Hair stands up on body with goosebumps Chill flows over area Feel a spirit passes through your body Flames blow out in strange sudden breeze Feel phantom bug climb leg or inside armour Feel sensation of walking through cobwebs Feel icy hand [|grasp neck|stroke body] Something in hand becomes suddenly hot like fire Sensations of dizziness and nausea Strange shadows seen but no source Bloody wet footprints that lead to a [|door|trap] Dripping wet figure turns revealing rotting face and fades Bloody weapon on floor vanishes when examined Phantom rat swarm pours from hole then vanishes before touching A blurry figure breaks from cover and runs through a wall A transparent spectral figure steps through wall, looks then vanishes A floating dripping ghostly head appears then vanishes Bloody handprints appear on walls Bloody pool forms on floor from past murder Stone drops from roof [|on|near] person Skull chatters jaws eerily Bones roll across path Noose drops from the roof Door slams loudly Ground shakes as if something huge coming Writing appears on wall in [|chalk|blood] Muddy depression form as if invisible person walking in mud A musical instrument plays itself A [|chair|table] slides along the floor Chain writhes across floor like constrictor snake Lantern or torch flares up for no reason and is destroyed Ectoplasm drips on face Rocks, rubbish and bones fly around violently Spirit pulls hair and punches Spirit pushes people over Hats and helmets fly off Clothes and armour torn off Objects float eerily about room Nails and rivets pop out out of woodwork on own A headless figure dripping blood passes through line of sight A creepy child with a doll singing a nursery rhyme A wounded man crawls leaving a bloody trail if touched turns into dust Adventurers approach silently, up closer can see lethal wounds then they fade A figure chained to wall begs for release if touched is a lifeless skeleton A [|wizard|witch] steps into view smiles then vanishes A hunchback with noisy keys approaches then fades up close A creepy filthy jester jumps out laughing then vanishes A monk approaches but up close collapses into empty old robes A sleeping drunk snoring against wall if disturbed is just a dusty dried old corpse A black dog bellows then runs into dead end and vanishes A creepy eyed billy goat in the distance, stares then runs out of sight A chirping monkey scutters across floor, later find a mummified skeleton A shadowy growling beast keeps stalking party from a distance ot of light range Skinless bleeding hound runs down corridor howling past party leaving no trace Green glowing hound bellows attracting wandering monsters then fades A large black screeches from shadows where it's gleaming eyes stalk party Some clawed beast scratching from within rat hole, tells you to leave or else Black rabbit with gleaming reflective eyes seems to be leading party somewhere Huge creepy possum scuttling in edge of light with human hand in mouth [|Torches in wall sconces|Candles] alight furiously to demonic laughter Demonic bloody sigils appear on floors and walls A diabolic idol keeps being seen in peripheral vision then vanishes A mutilated corpse with seven ritual daggers affixed to ceiling dripping blood Goatmasked cultist in robes with dagger appears in reflected surfaces Flaming pentagram appears on wall suddenly Naked old witches scuttle away into darkness ahead as if startled by light Pointy hooded cultist holds dripping severed head of party members loved one Laughing huge demon is caught in light, it laughs then disappears in cloud of sulphur Horrible imps follow invisibly playing horrible pranks One legged man with missing teeth hopping with hatchet in hand follows party Black eyed girl with long hair in bloody night dress crawls on ceiling Woman in red dress appears in distance when spotted skulks off into distance Bloody throated girl with huge intelligent eyed black wolf walk together in distance Man with gouged out bloody eyes and funerary shroud glides about gracefully A black robed knight lifts visor revealing empty armour then vanishes Eerie shadow follows party on edges of available light Robed figure with raven skull holding bunch of dead flowers vanishes promptly Drowned woman spirit sobbing, moves eerily leaving damp trail FILENAME: EMO_OSR_MonsterTavernsInDungeon.ipt Header: Dungeon Monster Taverns It's an old trope I saw in 80s a few times. In the dungeon there are bars where monsters drink and don't fight. My friend went a step further, and in every dungeon was a secret sublevel where monsters changed costumes, helped wounded monsters with healing potions, rested and had secret barracks and taverns. Monters could buy supplies they needed, including mini healing potions in sugar bottles monsters kept in their mouths to save their lives at the last second. His monsters also carried pigs' blood in bladders and sponges to fake injuries. I wouldn't go quite that far or use in every dungeon but a madman's ramblings might make players look for such a secret sub complex. But a monster tavern seems an OK idea that should be seen more. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/dungeon-monster-taverns.html
table: Start ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Furnishings[@Furnishings]& [when]{1d6}>1[do]Bartender[@Barmen][end]& [when]{1d3}>1[do]Bouncer[@Bouncers][end]& [when]{1d4}>1[do]Staff[@OtherStaff][end]& Drinks{roll==1d2+1}[when]{roll}=1[do][@StandardDrinks][else]
[!StandardDrinks]
[@{roll-1} PubDrinks >> implode
]
[end]& {rowName=='Bar Snacks'}[@MaybeRow with 1d3-1, BarSnacks]& [when]{1d3}>2[do]Extra Features[@ExtraFeatures][end]& {rowName=='Customers'}[@MaybeRow with 1d2, CommonCustomers]& {rowName=='Pub Problems'}[@MaybeRow with 1d3-1, PubProblems]&
table: MaybeRow {roll=={$1}}& [when]1>{roll}[do]\z[else]& {rowName}& [when]{roll}>1[do]
[!{roll} {$2} >> implode
]& [else][@{$2}][end]&
[end] table: PubDrinks 3:[!StandardDrinks] [!OtherDrinks] table: StandardDrinks Pint of [!BeerAdj] beer in a [|wooden|tin] cup, 1cp Pint of [!BeerAdj] ale in a [|skull|wooden flagon], 1sp House wine, [@WineAdj], served in [|chipped porcelain|carved stone] goblets, 1sp table: WineAdj vinegary deep red 2:[!BeerAdj] table: BeerAdj stale flat strong weak watery tasteless surprisingly good cloudy coppery-tasting table: Furnishings
{6d6} chairs and stools&
{4d4} tables& [when]{1d4}>1[do]
a {{1d3}*10}-foot bar[end]& [when]{1d4}>1[do]
{1d3+1} latrine stalls with a hole in a plank over a septic pit[end]& [when]{1d4}>2[do]
tons of graffiti[end]&
Table: OtherDrinks Lotus Wine, addictive and posh sold per glass 1gp Turnip Cider, cheap and makes you belch and fart sold per pint jar 1cp Cerulean Rum, fiery and warming rum sold per shot 1sp per shot Blood wine, popular with many humanoids and vampires sold per glass 1sp Troll Beer, toxic to humans but not dwarves 1cp per tankard Cheap house wine 1cp per cup Snake wine save vs poison or pass out sold 1sp per shot Shroom Brew frothy drink causes hallucinations sold 1sp bowl Lick a [|toad|salamander], save or go blind, visions if successful sold 1sp a lick Goblin punch every batch different sold 1cp a cup Viridian Liqueur said to let you see spirits in dreams sold 1gp a glass Berserker ale makes regular drinkers insane berserkers 1sp per horn Table: BarSnacks Snails in garlic Toad legs Worms in aspic Pickled eggs Rat on a stick Crispy crickets Marinated mushrooms Crispy spiced ears Pickles Pickled cabbage Sausage and mash Meat pie Table: ExtraFeatures Gambling tables and games often run by goblins Hobgoblin strippers and prostitutes offering a few hours in heaven for a gp Secret doors to places around dungeon, often a gp toll is charged each Barman sells dungeon maps on the side left by guys who couldn't pay tabs Barber chair with bugbear barber also can perform first aid and remove teeth Magic items for sale, mostly potions and scrolls and occasional cursed sword Private rooms for night 12gp 10x20 foot, soiled sheets extra gp per set Band of musical goblins with bagpipes, accordion, drum, trumpet and violin Second hand adventurers equipment and pawn shop run by old goblin Spyholes where agents of dungeon bos watch patrons and report to level boss Dancing goblins on stage with stockings, dresses and no underwear show every hour A shaman brews up poison and healing potions which take days and has a d4 in stock Table: Barmen A seedy old and slow moving kobold A feisty grinning goblin who is very enthusiastic A one eyed hobgoblin with a peg leg, a good listener A grumpy bugbear who gets impatient and eats some customers A zombie directed by a goblin necromancer apprentice with a pointy hat A dwarf exile in it for the money who doesn't ask questions A dark elf high on [|uppers|downers] A human bandit who is happy here for now A jolly halfling who is happy to serve anyone for money A goatman who has given up serving ungrateful demons A cunning snake man with a lisp who knows lots of rumours A devil swine who charms customers when he needs extra staff Table: Bouncers A tattooed musclebound kobold formerly from chief's retinue A hobgoblin who can't abide bad language or behaviour A silent cyclops orc devoted to his one eyed ancestor god A goblin who has learned forbidden martial art fighting styles A bugbear with shrunken adventurer heads on belt A berserk warrior with a cursed two handed sword A huge ghoul who usually is in hiding in his coffin and comes out when called A human barbarian sharpening his axe not interested in talking unless paid A moronic ogre with smelly blood stained bandages and a huge clever A hyena man with his pet hyena on a chain gnawing on bones A were wolf bandit in a filthy wolf shirt who can change at will A human thief adept at pretending to calm people to get close then backstabs Table: OtherStaff Grubby drunken old goblin who collects and washes cups and plates Poltergeist who collects glasses and hurls stuff at troublemakers Zombie dishwasher who is kept in a barrel of brine when not used Surly hobgoblin cook peeling turnips into a pot while smoking pipe Kobold teen sweeping floors and emptying vomit bucket and spittoons Bard drunk kept here working because of huge bar tab for years Imp toiling at cleaning floors, bottles, toilets and unblocks drains Hobgoblin brewer who makes the standard beer who is drunk when not working Dark elf barmaid bound to servitude and cracked onto by patrons for centuries Dark elf drug dealer offering black lotus, plutonian drug, toads, tobacco, mushrooms, etc Chef on hand with specials of the day, set menu and sometimes a buffet Goblin witch will contact dead friends in underworld or tell fortune Table: PubProblems Grog low, prices double Crawling with spies of dungeon boss Gremlins snack into backpacks to sabotage and ruin supplies Something in toilets eats a customer daily Food is off requiring poison saves or die [|Parasites|Lice eggs] picked up easily by customers Fleas get into everyone's hair and backpacks A mimic in pub eats occasional customer and staff cant find it A [|lesser spirit|poltergeist] haunts the bar causing petty mischief like spilling drinks [|Invisible wizard|Poltergeist] gropes customers [|Imp|Gremlin] sneakily pisses in drinks Goblin babies found in beers Table: CommonCustomers {1d11+1} orc mercenaries off duty and hoping to get local work {1d11+1} kobold miners who sing and bang cups loudly {1d11+1} dark elf traders preparing to return to the depths {1d11+1} dark dwarf craftsmen looking for work making weapons of war {1d11+1} goblin farmers having a cheap drink before returning to their [|mushroom|turnip] farms {1d11+1} hobgoblin labourers short tempered and will fly off handle at slightest imagined insult {1d11+1} hobgoblin soldiers in uniform with hobnail boots having after work drink {1d11+1} bugbears enjoying a feast of meat on a spit celebrating a birthday {1d11+1} sleazy kobolds who acost other patrons for drunken sexual encounters {1d11+1} dark elf priestesses having solemn prayer before meal with familiars {1d11+1} berserkers getting smashed and easily provoked into fighting {1d11+1} local bandits wanted on surface and begrudgingly respected by monsters A lone ogre and his {1d11+1} hobgoblin followers stuffing their faces {1d11+1} goblin warriors announcing they are great terrors and unbeatable {1d11+1} lady hobgoblins complaining about husbands, some have babies {1d11+1} beast men of various types drinking and telling stories of evil deeds Rival young idealistic adventurer party of {1d11+1} having a quick drink between killing Horrible veteran murder hobo adventurer party of {1d11+1}, dislike competition {1d11+1} cultists having a beer after a sacrificial ritual and chatting about village life {1d11+1} thieves on loan mission from guild to dungeon boss FILENAME: EMO_OSR_MonsterShopsInDungeon.ipt Header: Monster shops in the Dungeon Following my dungeon tavern post here is where monsters go shopping. Shops of the damned woooooo! from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/monster-shops-in-dungeon.html
Prompt: CHA bonus {-3|-2|-1|0|2|3} 0 table: Start table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Shopkeep[@MonsterShopkeepers]& [when]{1d2}>1[do]Hired Help[@HiredHelp][end]& Types of Items[@TypesOfItems]& [when]{1d2}>1[do]Special Items[@WeirdSpecialItems][end]& [when]{1d2}>1[do]Other Services[@OtherServices][end]& [when]{1d3}>1[do]Security System[@SecuritySystems][end]& [when]{1d2}>1[do]Shop Problems[@ShopProblems][end]& Reaction to Characters[#[@RollReaction] Reactions]&
table: RollReaction {roll==2d6+{prompt1}}& [when]{roll}>12[do]{roll==12}[end]& [when]2>{roll}[do]{roll==2}[end]& {roll} table: Reactions //2d6 Reactions (CHA bonus) type: lookup 2:Locks everything, sets traps and activates silent alarm calling wandering monsters 3:Slams and locks doors and shutters 4:Shopkeeper rude "It's a local shop for local people" charges more, sells spoiled goods 5-8:Shopkeeper sleepily acknowledges you and watches you 9:Shopkeeper welcomes you pleasantly 10:Shopkeeper points out today's specials and deals 11:Shopkeeper offers free sample especially to children or short races 12:Shopkeeper offers a free gift with purchase and a hug Table: SecuritySystems Portcullis gate slams over entrance Staff secret panic room Silent alarm calls monsters Traps protect entry and goods {1d4} [|orc|orc|orc|hobgoblin|hobgoblin|hobgoblin|bugbear|troll] guards [|Poltergeist|Spirit protector] Gremlins are fed by storekeeper and love them Heave oak shutters quickly deployable cover entry Pet monster laying about store Invisible security Imp Shop is holy to dungeon commerce god, all stolen goods cursed Shokeeper can call [|devil|demon] to aid due to blood pact Table: MonsterShopkeepers Elderly goblin with glasses and a limp, a bit grumpy Musclebound orc more interested in commerce than killing A dark dwarf makes it seem everything for sale is evil relic and laughs A hobgoblin who is furious if anyone swears or is impolite A were rat old man who can change at will A devil swine who only occasionally enslaves and eats rude customers A Sphinx who makes every item seem mysterious with long winded fabulous history A deep gnome who loves money and rubs new coins on his face and licks them A human guy seems normal villager, does worship evil cult but quite dull A human thief who occasional swaps goods for inferior ones with sleight of hand A dark elf who decorates with spider webs and mushrooms A shape shifter [|devil|demon|doppelganger] in human form Table: HiredHelp Enthusiastic kobold shop boy in apron packing shelves Goblin shop boy who offers to pack and deliver goods but demand tips Hardworking but sensitive hobgoblin in apron arranging goods Obedient but clumsy zombie who needs instructions clarified often Human slave raised here since stolen as a baby cleaning floors Old murder hobo lost here for decades helps pack boxes for customers Attractive dark elfmaid ex-assassin occasionally flips out if sexually harrassed Tako octopus lad assistant cant help being a bit gropey to customers Petty spirit in material odd form checking stock and rotating old items to front of displays Shifty gnome "pssssst want some stuff not on display" offers contraband goods Surly teen kobolds polishing goods snicker and make jokes about ugly customers Hobgoblin youth smoking, always on his break at the moment Enthusiastic hobbit helper keeps snacking on the merch Table: TypesOfItems Weapons and armour fresh from dead adventurers, mostly old and second rate Mystery meat and sausages hanging on hooks, a bit smelly and flies about Dungeon snack foods including smoked rats, bbq snake, eggs, salt fish, eel stew, pie Vegetables like mushrooms, turnips, tubers, tree roots, truffles, monster plant seeds Beverage shop with ceramic flagons and skins with fresh water, wine, beer, rum General store with ramshackle mounds household and exploration supplies Pawn store offers credit and range of unclaimed goods and possible magic Apothecary selling herbs, potions, drugs and poison, including some quack fake products Idols, trinkets, cheap and fake jewelry, coloured beads, "possibly owned by a wizard" Personal grooming supplies and barber service, sells perfume, brushes, sheep gut condoms Second hand clothes and shoes, some with holes and bloodstains, proceeds help orphan monsters Trap kits and dungeon supplies like doors, chests, torture tools, torches, candles, furnishings Table: WeirdSpecialItems Baby monsters, eggs, slimes in bottles, monster pellets, brushes, collars, cages, chains Cursed magic treasure full of crazy bargains and gifts for your enemies Demonic idols, medallions, evil books, curse scrolls, spell books, ancient tablets Artworks including statues, paintings, furniture, with prices from 100gp Books, pamphlets, prints or anything on paper, often mouldering crumbling Scribe service and messengers for hire, goods freighted and storage lockers Recreational goods including toys, cup and ball, hoops, balls, hurley sticks, crude jokes Map shop selling local and exotic crumbling maps hidden for centuries Thief supplies including tools, disguises, trick items, ropes, sacks, poison, forged papers Sex shop with pornographic parchments, prints, idols also possibly sex toys and services Gourmet food like truffles, honey, exotic cheeses, olive bread, foreign wine, sweetmeats, candy Magic shop selling petty items, potions, scrolls, cursed items and a few decent items Table: OtherServices Sell your soul for cash with Imp to officiate contracts most offer 100 sp or more for high levels Puppet shows for kids and adult performances for when no kids or halflings around Will buy corpses of any kind no questions asked, better condition the more cash Will clean and cook any meat or foodstuffs you bring Can detect magic 10gp and identify magic items 100gp Letters read and written, wills and other documents semi competently prepared Medical treatment such as first aid, boil lancing, tooth pulling, common healing herbs Will sharpen weapons and oil or repair equipment Will make leather from any skins, or perform taxidermy or make trophies from monsters Will delouse or deworm anyone and equipment for a sp or treat with preventatives for 1gp Will tell your fortune, draw up your star chart, read runes or playing cards for a sp Matchmaker with find you a monster life partner for only a sp and a wedding invitation Table: ShopProblems Something took my sign and I need it back Need advertising, looking for some one to wheat paste up posters a cp each around dungeon A mimic got into the shop and now we cant find it and it occasionally eats staff or customers Gremlins are in shop playing pranks and having parties when closed and getting in customers packs Need to upgrade security will pay for good suggestions or magic Rats are nesting in shop and shitting everywhere and gnawing on goods Some dungeon urchins are stealing stuff, find them, beat them and bring back my stuff I opened this shop in a dungeon and don't seem to be customers! What went wrong? A rival store on another level undercutting me and blocking my suppliers, can you stop them? My staff are secretly [|lazy|thieving], can you catch them out? If you could [|open|block] a certain passage, it would help my business.... If you could kill the taxman for me and plant evidence it was someone else I would be greatful Cursed items mixed up in stock Inferior goods in stock Stolen goods some one recognises and is outraged Goods are tainted with disease Some items are kind of monster in disguise Some items haunted by spirits Shop [|spied on by level boss for possible tax evasion|dealing with enemies] Staff [|insane|drunk|cursed] FILENAME: EMO_OSR_RedHerrings.ipt Header: Red Herrings This was a byproduct of a previous aborted project that half went into petty hauntings for dungeons and rest went here. Most of these are dirty tricks to confuse or distract or drive away humans. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/return-to-castle-red-herring.html
table: RedHerrings Old love letter from a dungeon boss - really they had lots of lovers Letter describing a strange sinister cult at work - really long gone Letter from dying adventurer warning of false dangers - boss writes lots of these Empty crates with military stencils - boxes just stolen to imply they have weapons Strange demonic idol - made by bored monster housewife to scare intruders Fake treasure map leads to deadly traps in empty area - monster joke Speech script written by dungeon boss - one of many drafts tossed out years ago A invisible pillar - done just to reveal view but seems like a deep puzzle Letter revealing horrible crime of a monster boss - is all slander from a angry bard A illusion of adventurers family being attacked in a mirror - bullshit distraction Letter with local ruler seal seems to be secretly colluding with dungeon boss - forgery Scroll by madman with proof the dungeon is a living evil intelligence - just crazy Scroll telling sad story all dungeon monsters polymorphed orphans - lie A letter claiming dungeon boss is charmed by the real boss - lie Fragment of letter in characters handwriting accepting contract to betray party - lie Diary fragment about all the good things the boss has done - just a distraction Letter indicating dungeon monsters really keeping everyone safe from greater evil Cave art depicting dungeon monsters fleeing homeland occupied by humans now Monster treasury record claiming boss loot all gone and just a pile of IOUs Trail of blood leading to trapped corridor Distant screaming actually a magic mouth used to lure victims into trap Doppelganger pretends to be friend warns the party possessions outside in peril Prayer to placate all the monster babies killed by paladins spawning years of hate Scrawled warning about a plague infecting area - bullshit Graffiti about how all the monsters regenerate and are only harmed by holy water Monster child surrenders, he is hungry, asks long questions and misdirects every chance Scroll by monster mom claiming if they had more food they could end war with humans Mysterious numbers written on floors of room in chalk Looks like [a strange code or unknown language] - really just [|made up|random animal marks] Graffiti scrawl claiming dungeon rats are all shape shifting imps really in control Note with scribble claiming boss body guards really charmed beautiful maidens Map of different dungeon modified to look like part of the local dungeon Warning the boss is secretly a demon lord who can drink souls of the slain - lie Scroll describing how master has hidden soul in other dungeon and cannot die normally Potions in a box described by note as "boss stash of healing potions" are really poison A goat with note "polymorphed princess do not eat valuable ransom" - lie Frog in a box "polymorphed prince for ransom do not eat or lick" - lie, awesome to lick Note from dungeon boss explaining monster wages cant rise due to adventurer raids Note from dungeon boss claiming new tax to cover marauding murder hobo attacks Note from healer claiming monsters all highly infected with plague - lie Scroll from supposed dying adventurer warning boss is son of a god with odd powers Tattered fragment of wizard diary claiming local monsters secretly are all demons Warning graffiti partly scratched out warning monsters are all were rats Warning graffiti tells of invisible killer undead roaming halls Supposed explorer chalk marks on walls and doors and indicating cleared out already Memo from boss indicating that invading adventurers and treasure not connected Monster surrenders and complains humans believe in propaganda of human church Monster surrenders and offers to show a richer easier dungeon miles away Monster offers to betray leader buy showing secret passage to boss lair really a ambush Message sent by level boss showing where next level down treasure is Map showing secret level entrance with trick one way elevator to bottom of dungeon Well with glistening coins in bottom home of horrible monster Treasure map leading to room ith mimic treasure chest [|Poisonous insects disguised as gold coin|Pearl necklace centipede] Meet wounded "adventurer" claims must rush to town to warn of monster attack Monster surrenders, surprised big push back to wipe out party hasn't started yet Monster surrenders, relieved to not be caught by ravenous god beast killing the monsters Monsters need the captive humans to placate a demon lord to prevent return - lie Letter from cleric blaming monster behavior on addiction to devil weed - lie Cleric scroll claiming if evil relic destroyed monsters will turn back to innocent villagers Monster pretends to limp tell adventurers they only want peace and land Journal tells how common good cult really evil demon cult with plan to destroy a town Body of adventurer with fake planted treasure map of artifact in a different dungeon Find a dead rat with a fake note from damsel in distress with map where she is confined [|Arrows scrawled on walls lead to [|dead|wild] monster breeding areas Map of level with marked secret safe areas to rest really are monster lairs Monster passwords scrawled on parchment are trick with plan for ambush Concealed button marked secret treasure actually a silent alarm for monsters Directions to healing pond on scroll really healing is illusion with slow acting poison Dead boss found tarred and feathered with down with da boss sign, body is fake Dead monster found with fake plans possibly in motion to poison local city Girl claims she escaped monsters is really a were panther sent to kill party Warriors claim they are fleeing monsters actually bosses crack team of berserk mercs Bundle of letters implying local mayor is a devil swine forged by the boss Note with cursed berserking sword "don't let this fall into human hands" Goblin choking in noose if freed offers to show secret to boss treasure really a trap Collection of false keys that actually trigger traps or alarms Shrine of good god with magical voice instructing intruders to death trap Monsters with adventurers friend for hostage actually a doppelganger Monsters threaten a child really a transformed imp in disguise working with them Illusionary dead adventurers appear and go wooooooooooo, kinda scary if you fail save Adventurer corpses mutilated and piled up near entries stripped Adventurer corpse with possible loot on [|trap pressure plate|pit lid] saintly looking cleric tells party that a god planning to destroy dungeon soon so leave A teleporter pad sends intruders into other dungeon without them realizing Intricate pattern with writing in bottom of pit, secret murder holes pour acid on curious Witch child pretends to be urchin tells party monsters secretly guarding holy relic Monsters around here cover treasure in sewerage for safe keeping Monsters all carry fake IOU notes to templar bank and secretly bury treasure Monsters wear makeup to seem diseased or wounded and dress in filthy rags Kobolds have a paper mache rust monster on wheels they scare adventurers with Monsters pretend to be undead and paint bodies to look hideous Monsters leave chewed bones in heaps and file teeth pretending to be cannibals Monsters howl like madmen and foam at mouth to make people think they have rabies Monsters hurl chunks of their dead at foes pretending to have leprosy Monster approaches party and asks "don't you know about treaty with the king?" Monsters carry a poison and healing potion that look and taste the same to humans Monsters wear evil symbols and fake mutations pretending to be hardcore with chaos Idols left everywhere with eyes that glow when anyone near, actually a lighting system Monsters wear pointy hats and throw fireworks and smoke bombs and burning oil FILENAME: EMO_OSR_AncientRings.ipt Header: Ancient Rings This should create some interesting rings. The more powers a ring has, the more conditions and curses come with it, and the more impressive its story. Some rings have value without being magical. Many rings have one basic power usable and other powers require conditions. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/d100-ancient-rings.html
table: Start {minor==0}{major==0}& [@RingPowers]{totPower==minor+major*2}& {condWord=='Powers '}& {curseCount==[#{1d6+totPower} GetNum]}& {condCount==[#{1d6+totPower} GetNum]}& ul \{margin-top: 0px; margin-bottom: 0px; padding-left: 1em;}& ol \{margin-top: 0px; margin-bottom: 0px; }& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Material[@RingMaterial]& Decor[!RingDecor]& Origin[@RingOrigin]& Purpose[@RingPurpose]& [|||||||||||Type[@RingVariants]]& Powers[@GetPowers]& [when]{condCount}>0[do]Conditions[@RingConditions][end]& [when]{curseCount}>0[do]Curses[#{curseCount} RingCurses][end]&
table: GetNum type: Lookup 1-4: 0 5-8: 1 9-12: 2 12-100: 3 table: RingMaterial 2:Bone 3:Ivory from animal [tusk|horn] 7:[|Obsidian|Granite|Jet|Fossil] 4:Amber from fossilized tree resin 5:[|Jade|Coral|Lapis|Amethyst|Crystal|Agate] 4:[|Ruby|Diamond|Opal|Emerald] 7:Copper 7:Bronze 7:Brass 7:Silver 7:Electrum 6:Gold 4:Platinum 10:[|Iron|Steel] 2:Mithril 2:Adamantite 2:Orichalcum 1:Planar being body part table: RingDecor 3:None, perfectly smooth 2:Engraving, abstract 2:Engraving, symbols 2:Engraving, creatures 2:Engraving, writing 2:Set gemstones, usually one per power 2:Creature figurine [@UncommonRingDecor] table: UncommonRingDecor Cameo carved stone Tiny bell, makes ring sound when used Signet stamp Functional holy symbol
[!RingDecor]
[|Highly reflective|Unnaturally shiny|Glows]
[!RingDecor]
Secret compartment for [|a pill|poison]
table: RingOrigin Primordial pre human race Prehuman monster race Planar beings from beyond Ancient shamen High priest of a long ago faith Ancient wizard made for self Ancient wizard made for royalty Ancient sorcerer made for cult Witch made as a gift Made by a alchemist Gifted to mortals by spirits Gift from a deity table: RingPurpose To help a ailing [|cult|religion|state] To help win a war As a gift to favoured child As reward for some great deed To commemorate a great contract To be worn by a bloodline leader As a pact to ensure peace Made to battle for a alignment Made for champions of a cause Made to use exotic magical ingredient like dragon heart Stolen from supernatural beings Lost by [|heroes|godlings] of the dawn age table: RingVariants Pinkie ring Toe ring Ear ring Nose ring Arm ring [|Neck ring|Torc] Ankle ring Bracelet Head circlet Crown Nipple ring Ankle bracelet table: RingConditions [when]{justOnePower}[do]{condAll==condCount}[end]& [when]{allMinor}[do]{condAll==abs({2d{condCount}}-condCount)}{condOneMinor==condCount-condAll}[end]& [when]{allMajor}[do]{condAll==abs({2d{condCount}}-condCount)}{condOneMajor==condCount-condAll}[end]& [when]{condCount}>{condAll+condOneMinor+condOneMajor}[do][@RingConditionsManyPowers][end]& [when]{condCount}=1[do][@RollRingConditions][else]{li=='
'}
[@RollRingConditions]
[end] table: RingConditionsManyPowers {condAll==abs({2d{condCount}}-condCount)}{condRem==condCount-condAll}& [when][@KeepGoing with 2][do]{condMajor==abs({2d{condRem}}-condRem)}[end]{condRem==condRem-condMajor}& [when][@KeepGoing with {major}][do]{condOneMajor==abs({2d{condRem}}-condRem)}{condRem==condRem-condOneMajor}[end]& [when][@KeepGoing with 2][do]{condMinor==abs({2d{condRem}}-condRem)}[end]{condRem==condRem-condMinor}& [when][@KeepGoing with {minor}][do]{condOneMinor==condRem}[else]{condMinor==condMinor+condRem}[end] table: KeepGoing [when]{condRem}=0[do]\z[else][when]{$1}>1[do]yes[else]\z[end][end] table: RollRingConditions [when]{condAll}>0[do][!{condAll} RollRingConditionsAll][end]& [when]{condMajor}>0[do]{condWord=='major powers'}{condPhrase=='Major powers work'}[!{condMajor} RollRingConditions2][end]& [when]{condOneMajor}>0[do]{condType=='Major'}[@{condOneMajor} RollRingConditionsSingle][end]& [when]{condMinor}>0[do]{condWord=='minor powers'}{condPhrase=='Minor powers work'}[!{condMinor} RollRingConditions2][end]& [when]{condOneMinor}>0[do]{condType=='Minor'}[@{condOneMinor} RollRingConditionsSingle][end] table: RollRingConditionsSingle {condWord=='[{condType} >> lower] power {1d{{condType}}}'}{condPhrase=='[{condType}] power {1d{{condType}}} works'}& [@RollRingConditions2] table: RollRingConditions2 {li}{condPhrase} only for a certain race {li}{condPhrase} only for a certain bloodline {li}{condPhrase} only for a certain class {li}{condPhrase} only for a certain alignment {li}{condPhrase} only for a certain religion {li}Ring requires sacrifices to activate [{condWord} >> lower] {li}Ring requires certain blood spilled to activate [{condWord} >> lower] {li}Ring requires secret words found to activate [{condWord} >> lower] {li}Ring requires quest to be fulfilled to activate [{condWord} >> lower] table: RollRingConditionsAll {li}Ring only works for a certain race {li}Ring only works for a certain bloodline {li}Ring only works for a certain class {li}Ring only works for a certain alignment {li}Ring only works for a certain religion {li}Ring requires sacrifices to activate powers {li}Ring requires certain blood spilled to activate powers {li}Ring requires secret words found to activate powers {li}Ring requires quest to be fulfilled to activate powers {li}Ring cannot be removed without remove curse {li}Ring is activated by visiting historic locations {li}Ring is sentient with an ego and alignment, tries to guide bearer to some cause table: RingCurses type: Lookup 1:[@RollRingCurses] 2-100:
[!{curseCount} RollRingCurses >> implode
]
table: RollRingCurses Contrariness; wearer argues with everyone. Delusion; gives wearer the impression he has an ability like fly or fire resistance. Weakness; wearer loses 1 point STR and CON per day until reduced to 3. Wearer pursued by powerful supernatural beings by night and their minions by day. Wearer's alignment changes, usually to that of ring creators. Any injuries wearer causes partly feed other-planar beings. Otherworldly beings can see and hear the wearer through the ring. Wearer increasingly interested in ring's origin and becomes increasingly obsessed with the past. Wearer believes ring is his destiny and he is the lead hero of the story. Wearer will not let go of the ring, becoming spiteful and paranoid if suggested. One turn per day, a Higher power takes control of the wearer. Wearer remembers nothing. Flawed wish spell will work opposite to cause as much suffering as possible, once. table: RingPowers {minor==1}{major==0}{justOnePower=='yes'} {minor=={1d3}}{major==0}[when]{minor}=1[do]{justOnePower=='yes'}[else]{allMinor=='yes'}[end] {minor==0}{major==1}{justOnePower=='yes'} {minor==0}{major=={1d3}}[when]{major}=1[do]{justOnePower=='yes'}[else]{allMajor=='yes'}[end] {minor=={1d3}}{major=={1d3}}[when]{minor}=1[do]{br==' '}[end] table: GetPowers {PowerType=='Minor'}[#{{PowerType}+1} PrintPowers]& {br}& {PowerType=='Major'}[#{{PowerType}+1} PrintPowers]& Table: PrintPowers Type: Lookup 1:\z 2:{PowerType}: [@Ring{PowerType}Powers] 3-100:{PowerType}:
[!{{PowerType}} Ring{PowerType}Powers >> implode
]
table: RingMinorPowers Detect magic once per day Protection from evil once per day Blur once per day Conceal alignment once per day Charm person once per day Invisibility once per day Spider climb once per day Waterwalk once per day Levitate once per day Sleep once per day Magic missile once per day Burning hands once per day Comprehend languages once per day Cure light wounds once per day Bless once per day Light once per day Hold portal once per day Knock once per day Web once per day Strength once per day Shield once per day Phantasmal force once per day Audible glamour once per day Enlarge once per day Featherfall once per day Identify once per day Mending once per day Detect good once per day Detect once per day Detect law once per day Detect chaos once per day Detect undead once per day Detect enemies once per day Detect gold once per day Remove fear once per day+ Slow poison once per day Barkskin once per day ESP once per day Mirror Image once per day Fog cloud once per day Stinking cloud once per day Grease once per day Command once per day Talk to birds once per day Talk to fish once per day Talk to amphibians once per day Talk to reptiles once per day Purify food and water once per day Jump once per day Detect invisible once per day Protection +5 loses a point every time it succeeds in helping wearer Protection +1 AC and HP Talk to [|rats|cats|dogs|horses] Talk to [|cows|goats|mice|pigs] Gives knowledge of a specific language spoken and written Gives knowledge of a specific craft skill Gives knowledge of a single weapon use even if normally not used by class Stops blood loss after one round as if treated by first aid Infravision 3" Nightvision Protection from dirt, clothes and body never need washing Grants literacy to the illiterate, can read all spoken languages Will catch a edible fish a day with one turn once a day Can block a single arrow, crossbow bolt or magic missile once per day Body will not decay while worn Can create a d10 copper coins a day in your pocket Can transfer 1 HP from wearer to another once per person each day Always dry, water falls off leaving dry Resistant to extreme weather heat or cold, always comfortable Can once a day change a cup of water to wine (some make beer instead) Can identify metal and purity by touch Can identify gems and semiprecious stones by touch Turn into [|rat|bird] once per day Produces up to a teaspoon of salt per day Produces up to a teaspoon of honeycomb per day Twinges if your master or leader is in peril Lets you tell the time Lets you always know direction of [|north|a specific place] Detect [|goblins|orcs|elfs|dwarfs] within 3" Lets you hit creatures as if using a magic weapon with bare hands Undead touching you with hands or bite takes 1 HP damage per hit Allows you to lactate continuously so you can be a all year wet nurse Protects you from sexually transmitted disease, lice and fleas You are incapable of producing children from any union while wearing ring Allows you to perform sexually as a virile youth Gives you a lovely singing voice Allows you to dance in current local area style Allows you to guess weight of anything under 100lb You can make babies stop crying in one round Dogs will not bark in your presence if you do not wish it You can call singing tiny birds to join you in song Vermin and gremlins keep away from any goods on your person Can burn signet design onto paper or brand skin Can convert silver to copper or reverse currency at normal rates Stops hair growing allowing your hair and beard to be easily managed Can kill vermin or birds with a HP or less with glance if it fails save Once a day can summon a medium dog for a turn Once a week can call a gremlin to serve for a hour Once a week can call a Imp to serve for a turn Once a week can call a kobold to serve for a hour table: RingMajorPowers Dispel magic once per day Fly once per day Fireball once per day Lightning bolt once per day Icestorm once per day Polymorph self once per day Polymorph other once per day Gaseous form once per day Protection from normal missiles once per day Water breathing once per day Continual light once per day Confusion once per day Speak with dead once per day Speak with animals once per day Speak with plants once per day Cure disease once per day Neutralise Poison once per day Airwalk once per day Stone to flesh once per day Suggestion once per day Flame strike once per day Wall of fire once per day Wall of Ice once per day Wall of wood once per day Wall of bone once per day Charm undead once per day Charm demon once per day Charm devil once per day Charm elemental once per day Charm animal once per day includes giant animals Charm lycanthropes once per day Rock to mud once per day Dimension Door once per day Teleport once per day Remove Curse once per day Cure serious wounds once per day Air walk once per day Protection from evil 10 foot radius once per day Ring turns into a +1 melee weapon at will Ring turns into a missile weapon with ten +1 shots a day Fire resistance - immune to natural fire, half damage from magic fire Cold resistance - immune to natural cold, half damage from magic cold Waterwalking at will CON +1 CHA +1 DEX +1 INT +1 STR +1 WIS +1 Magic missile one d4 per round Immune to non magic weapons Regenerate 1hp per round of non fire or acid damage Vampirism d4x10% of inflicted wounds heal wielder Free Action - immune to being impeded by webs, paralysis or water Invisibility at will Protection +3 Protection +1 5 foot radius Do not require air Do not require food Swimming can move full speed in water and breathe water Cantrip ring can cast one cantrip or zero level spell at will Turn undead as cleric once per day Turn into any natural animal and back once per day Extra attack each round +1 Resist magic 5% Sorcery ring converts any known spells to power one 1st to third lv spell in the ring Wizardry doubles number of zero level spells (priest and druid versions possible) Wizardry doubles number of first level spells (priest and druid versions possible) Reflection deflects three level of spells per day (one 3rd or three 1st etc) Spell storing holds one spell of level d6, can absorb spell cast on user and cast later Fire Elemental Ward - elemental cannot attack wearer unless wielder attacks first Air Elemental Ward - elemental cannot attack wearer unless wielder attacks first Water Elemental Ward - elemental cannot attack wearer unless wielder attacks first Earth Elemental Ward - elemental cannot attack wearer unless wielder attacks first Telekinesis 25lb 6" range at will X-Ray vision can see through 10 foot stone or 2 inches of steel Call d12 kobolds for one turn a day with work tools or weapons Call d12 wild dogs per day Call d12 orcs for one turn a day Call d12 1HD snakes for a turn per day Call a Djinn once a week for one turn Call a Succubi/Incubi once a week for one hour Call a lesser devil once a week for one day Call a lesser demon once a week for one day Call a Ogre once a day for a hour Call a 8HD elemental once a week for a hour Call a d12 skeletons once a day for 1 hour Call a d12 zombies once a week for 1 hour Call a treant from the forest to serve one day a week Call d12 elves from elfland for one hour a week True seeing once per day Blade Barrier once per day Animate dead once per day Heal once per week Death spell once per week Wall of force once per week Comune once per week Plane Shift once per week Raise dead once per month One use wish FILENAME: EMO_OSR_WizardDicks.ipt Header: Wizard Dicks by request This is what happens when nobody gives me sensible requests. If someone offers you a wizard dick you should probably say no. Could be good for curses. Please don't ask me for wizard tits. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/d100-wizard-dicks-by-request.html
table: WizardDicks Dragon dick shoots d3 micro fireballs when aroused, sleeps if covered Tentacle dick - one foot long prehensile Slobbering tongue dick one foot long not that great for wizard talking dick verbally offers advice on how to get laid constantly Detachable dick will wander off on own if neglected for 24 hours Tree dick is made of wood and has tiny green leaves Newt dick is slime and tries to escape when aroused causes hallucinations if licked Fire dick bursts into flame if aroused and immune to fire, fire elementals like it Water dick turns into bubble of water when aroused mostly useless Earth dick turns into stone when aroused with no feeling but elementals like it Air dick turns invisible when aroused but air elementals can see it Necrodick is rotting and smelly but undead ladies might like it Crystal dick is a foot long colourful crystal formation Rabbit dick tries to escape and bites you if you touch it Ethereal dick can only affect creatures on the ethereal plane looks like a ghost dick Snake dick can eat mice or rats and bites anything in front of it 1in6 is a cobra Insect dick not terribly appealing Echidna dick has multiple heads and is pretty appealing Bat dick has wings and screeching bat head Rhino dick 1.5 yards long when aroused save vs unconsciousness each round Prismatic dick changes every colour with various dangerous magic effects Duck dick is a writhing worm like tube as long as wizard is tall normally inside body Footlong demon penis tries to convince you to cut it off with horrible lies Has mothers face and hair on end berates you when aroused and gives advice Cactus dick covered in inch long spikes Displacing dick actually 4" inches away from where it looks Spider dick has spindly legs and horrible poison fangs that bites anyone who comes near Yard long elephant trunk dick rolls up when not in use Skeleton key bone dick can pick locks and is very enjoyable Lute dick can play popular bardic tunes Chimera dick has a lion and a goat head that are jerks Hook dick can support wizards weight effortlessly, not very appealing Raven dick a squawking bird that repeats phrases like "nevermore" Plutonian dick can travel in time to primordial past when aroused Frill necked lizard dick when aroused opens its frill and hisses aggressively Rose dick has thorny green shaft and bud opens when aroused, attracts bees Volcano dick of obsidian when aroused leaks molten rock and smoke Squid dick has ten barbed tentacles and latches onto anything and tries to bite Dog dick has friendly furry dog dick that woofs lots Cat dick furry and temperamental but bites when happy Moray eel dick snaps at strangers Shark dick chomps gobs of meat from anything near by if aroused Trumpet disk blows revelry every morning and when aroused Roper dick has one eye, four tentacles is hyper intelligent and evil Cave fisher dick has lobster claws, lowers long sticky proboscis to trap small creatures Lamprey dick is a blood sucking horror A small iron cannon dick when aroused fires a tiny cannonball with loud bang Flute dick very enjoyable when others play it Icicle dick is a lump of para elemental ice that has a deadly point tip Ghoul dick is a rotting glowing dick that causes paralysis on touch Candy cane dick is a sweet striped mint flavoured candy treat Devil penis has sulphur spitting face that will become normal for price of your soul Drill penis enjoys boring through wood or meat d4 damage Scissor penis enjoys cutting things Lamp penis has glowing head which works as a light source Lotus pipe dick like a pipe stem if smoked has addictive lotus smoke Golden holy dick covered in holy symbols ejaculates holy water on climax Boat dick is a tiny galleon with crew of micro seamen on board Metal robotic dick can interface with advanced technology Knife penis enjoys stabbing things Bagpipe dick makes horrible loud noise when aroused Ovipositor tube deposits wizard clone eggs in victims that hatch and eat way out Goblin dick is green a foot long and ejaculates a gallon of green slime at a time Mushroom head opens on arousal and releases mushroom spores when ejaculates Screeching monkey face dick makes annoying noises Prehensile dick can elongate to ten foot long and can be used to swing and climb Acid dick urinates corrosive fluid that can cut metal or inflict a d4 damage Milk dick urinates cow milk and ejaculates butter Bee dick shoots out angry bees when ejaculating and pees honey Electric dick shoots a d6 lightning bolt when ejaculating Gore dick urinates blood and ejaculates blood clots Rope dick can elongate to 100 foot of rope but cutting it unappealing Hammer dick only feels pleasure when hammering nails, spikes or stakes Flesh flower dick when aroused opens like a flower releasing calming pollen Wand dick can shoot a magic missile per round while masturbating Web dick is a monstrous flesh trumpet that can shoot a web on climax Butterfly dick that ejaculates butterflies on climax Rust monster cock works like a rust monster tentacle Unicorn horn dick can purify water on contact, urinates pure spring water Nega-dick fires bolts of life draining energy for d4 instead of urinating or ejacuulating Ghost dick is semi transparent and ejaculates masses of ectoplasm Party dick urinates beer Troll dick two feet long and regenerates unless burned or damaged with acid Basilisk dick turns lovers to stone on climax Manna dick glows when aroused and ejaculates d4 healing potion Polymorphing dick turns sex partner into random animal on climax Abyssal dick ejaculates demon ichor that turns lovers into lesser demons Witch dick allows you to fly when erect and naked with no baggage Bronze penis unfeeling always erect and two foot long A foot comes from wizards groin 12 inches long A forearm comes from the wizards groin with a functional hand A duck neck and head grows from wizards groin and quacks in all kinds of situations Wizards dick can sing and likes to set the mood with popular folk songs Wizards freakish demon dick can shoot a live bat each round Wizards freakish dick with elder sigils can ejaculate one pound micro shoggoths A mass of tentacles with a eye and a beak Fully functional enormous male and female genitals and functional womb A golden jewel encrusted sceptre fit for a king two feet long A gorgons face on the end of a scaly dick with glowing eyes that can turn people to stone Chaos dick - reroll every day on this table FILENAME: EMO_OSR_SpiritsInBottles.ipt Header: Spirits in Bottles Jinn come in various tribes predating humans. Some are benevolent, some seek huma worship or to tempt humans with worldly vice others are worshipers of good powers. Other spirits of various power are possible. Some spirits animate corpses or become animals or human forms but most are invisible or vapour or smoke form. Many can fly or travel distances. Some are persecutors some are protectors of holy things or pious peoples. Other spirits even ghosts are trapped in bottles often as punishment or imprisoned by enemies. Some are grateful for release; others assume the releaser is allied to their captor and torment them for revenge. Some can be negotiated with to perform tasks or leave people alone. Magic spells and powers bind such creatures. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/05/d100-spirits-in-bottles.html
table: Start {Cntr=='Containers'}& {Imprisoner=='[@ImprisonedBy]'}& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Container[@{Cntr}]& When opened [@WhenOpened]& Spirit inside[@Spirits]& Imprisoned by {Imprisoner}&
table: StartOld {Cntr=='Containers'}& {Imprisoner=='[@ImprisonedBy]'}& [@Spirits].\nIt's trapped in [@{Cntr}], found [@Found].\n& It was imprisoned by {Imprisoner}.\n& When opened, [@WhenOpened]. Table: Containers A terracotta hand lamp with cork A dirty, covered, palm-sized coloured glass bottle A brass oil lamp An old beer bottle with a magic seal over the cork A small clay amphora jar sealed with tied dried leather A decorated ornate box with sealed lid A large gilded ornate box designed to be carried with two poles An ornate silver lantern with a small chain A painted amphora with magic seal over lid A gold and glass bottle covered in semiprecious stones11 A gold lamp with gems encrusted A large crystal bottle Table: ShamanContainers A leather bag A woven bag A roughly made drum A large bone, sealed with wax Table: Found Inside a plain locked wooden chest Tied with an illegible scrawled note of warning With ornate silk scroll warning of doom With a holy paper seal dedicated to deity Inside a dusty wooden box with several skulls Inside a small stone sarcophagus Inside a locked and trapped iron chest Inside an old box with some bird bones, herbs, copper charms With a book warning of the contents of the bottle With an incomplete magical formula used to bind the spirit With a box of figurines and makeup tins With a collection of [|perfume|wine bottles|old lamps] Table: ImprisonedBy A wizard to use as a slave A priest to punish for wickedness An alchemist to use in apparatus A senior spirit wanted to punish it A witch captured it for a service A sorcerer, for a client An ancient shaman{Cntr=='ShamanContainers'} A priest who was punished it for starting a cult An ancient wizard, binding it for a king An exorcist who imprisoned it for harming the faithful A powerful [|angel|devil] A god, for some sin in prehuman age Table: WhenOpened A cloud of coloured vapour pours out Grey fog oozes out and seeps into ground or hidden spaces A thunderclap sounds An eerie screeching sound echoes in air Laughter bellows around opener A wave of chilled air rushes out A strong odour fair or foul pours out Smoke pours out making opener wheeze and cough [|An insect|A tiny creature] flies out and disappears An animal form appears and stares at the opener A human form appears confronting opener A supernatural form half vapour appears table: Spirits A naughty prankster spirit will torment opener and companions by moving small objects A grumpy child ghost will pull hair and bedclothes by night A nature sprite will judge if you are friend or foe to nature and help or hinder An Imp will try to ruin your life unless you sell soul Sleazy spirit with pinch bottom and move about under bedclothes at night Mean spirit will torment babies making them cry and wearing them down over time Spirit loves opener will groom them, comb hair and help sponge in bath Spirit brings opener tasty treats ans snacks until opener complains Spirit will smack opener if they swear or say anything blasphemous Spirit in form of fly or mosquito harrasses opener especially at night Spirit offers parental patronizing but well intended advice Spirit adopts form of small cat or dog that vanishes if any threat of harm for a while Spirit adopts form of rat or gremlin that vanishes if any threat of harm for a while Spirit of an evil familiar torments or aids opener can be heard scratching in walls at night Spirit if rewarded with treats will serve as a groom, will care for clothing and dinnerware Spirit temporarily animates things opener kills to torment them Spirit follows opener and steals 1% of coins they handle to hide in spirit realm Spirit finds lost coins giving opener a d10 copper coins daily Spirit likes to knock on doors and windows to pester opener Spirit will care for opener if wounded or unconscious, can heal 1hp per day Spirit tries to possess opener or someone to hoard wealth beyond reason Hungry ghost tries to possess opener or someone so it can gorge itself to death Alien spirit follows opener eats magic devouring a 1st lv spell daily for better or worse Alien spirit possess opener or someone devouring a HP a day will return 1 to save host Alien spirit possess opener to gleefully watch killings if not sated makes host kill daily Alien spirit seeks victim to possess and place in coma till dead and move on Alien spirit possess victim then begins to build a gateway to let own kind into world Alien spirit possess victim but spends a month learning to walk, talk and use magic Alien spirit possess victim then flees to find haunted place to summon demons Alien spirit possess victim then lays eggs in brain which explosively hatch in d6 months Teenage angry poltergeist spirits like to smash things around opener till calmed Poltergeist loves opener and throws things furiously at anyone unkind or rude to them Poltergeist child likes to play with openers weapons and shiny things when left alone Poltergeist will steal openers knife and stab and disembowel persons it finds deplorable Poltergeist loves opener and will murder and mutilate anyone it is jelous of Poltergeist follows caster seeking opportunity to wreak havoc at some odd moment Poltergeist is an angry old warlock who flips through books seeking a magic formula Poltergeist follows opener smashing bottles and hurling coins about Poltergeist follows opener making stealth impossible and hurling stones at sentries Poltergeist follows opener slapping and punching people Spirit of woman killed by bandits begs heroes avenge her and kill the gang Spirit of child heir murdered by rivals wants current line of manor exposed Spirit of evil wizard craves new body to start his necromantic experiments Spirit from lost age where monsters rule seeks to awaken sleeping horrors Spirit from former age who battled evil imprisoned by evil wizard for revenge Spirit of murdered magistrate knows crimes of local gangs Spirit of long lost cause seeks to start battle again and champion doomed plight Spectre will guard opener in sleep till death and possible their married partner Several d6 shadows vanish into darkness and hunt the opener when night or dark Ghostly wizard sage will act as advisor for life to opener Dryad spirit needs to return to her tree but if opener finds her will get a reward Nyad who seeks to return to her water source grants opener water breathing by kiss Oread who returns to her mountain will give treasure to opener who visits her Bearded old man nature spirit grants opener eternal youth unless they turn on nature Kindly naga will aid opener until they save the openers life remaining invisible mostly Earth elemental will serve opener till death once it animates a pile of earth Blink dog who serves any good person who frees it from captivity Treant spirit occupies a suitable tree body and will serve the opener for a year Stone giant appears and will begrudgingly serve the opener for a year Unicorn appears and will heal the opener and companions Ghul jinn spirit aids the opener but also offers sex and constantly eating corpses by night Necromancer is released offers terrible knowledge of lost but corrupting relics Vampire trapped in gaseous form once a great and feared evil champion Black void with many clawing hands offers to slay one being and devour it's soul Reaper wielding skeletal spirit of death offers to spare the opener death for one year Plague demon offers to make opener immune to disease then leaves to spread plague Major demon appears offers one service before returning to the abyss Forgotten petty noble of hell offers a tainted wish to the opener but will try to twist intent Hellcat appears very friendly and accepts opener as master but gives evil advice Helhound with scorpion tail will obey opener but bloodthirsty evil killer Elder tentacled horror of the outer void soars into the stars to plot apocalypse Slime covered out of phase ape creature offers to take opener to any plane on request Serpentine lesser god makes opener able to speak to any reptile then departs Otherworldly light with eye at centre offers the gift of a gate through time for the opener Bubbling chaos entity grants a mutation to all present at opening before fleeing Hideous fly demon offers gift of d6 demon larvae as reward for freeing it Night Hag released offers to find a demon or devil mate of openers dreams Squid faced elder sea demon forms, grants opener telepathy with sea creatures Flaming efreeti offers a wish to opener but will twist intent of non evil wishes Daughter of the slime god grants immunity to green slime to the opener Archon of cosmic law increases HP of opener to maximum if lawful then leaves Overspace entity seeks to possesses body durable enough to not explode Great spirit entity grants power of spirit sight to opener Spirit dragon offers great treasures to those who free it Titan imprisoned by the gods freed offers a wish to opener but gods are displeased Jinn of forgotten tribe gives the opener an attribute point as reward Primordial hunter and lord of death offers to restore a loved one from death to opener Elemental lord grants immunity to harm from it's kindred elementals Jinn of old times thanks opener for this act of worship and offers position in new cult Petty god is released into world and it grants a boon to the opener then hits the road Good jinn offers wish to the opener and offers advice on the wise usage before granting Angel released during primordial battle seeks to cleanse world of evil with fire Gold dragon released grants opener a magic item from it's lair in the heavens Angel offers a reward to opener a ring to summon them three times Beast lord pleased with releaser grants ability to speak with one animal species Deva offers to take opener away in chariot to heaven to be it's consort for million years Spirit of lost saint rewards opener with permanent bless spell Cherubim offers a flaming weapon to opener to help them battle forces of the wicked Shedu appears offers to aid opener as reward in a future crisis by calling it's name Forgotten god of good trapped in primordial times rewards opener by taking to heaven FILENAME: EMO_Xor_GardenGrowth.ipt Header: Gardens of Xor What is that stuff growing in the forests of Xor then? Growths of Xor are fleshy mostly and some are colonial organisms like jellyfish or constructions of colonial animals like coral. Some are fleshy structures resembling organs or even animals. Some are analogues of plants but fleshy. Some are mobile or can move or even bite. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/06/gardens-of-xor.html
table: XorGardenGrowth Molegrass\nSoft velvet like patches that can cover large areas or just spots like lichen. Stubble\nShort bristly hair growths rough to the touch and covers areas like short grass. Razorhair\nKnee- to head-high sharp hairs covering large areas or patches. Follicle Reed\nGrows in patches or areas in wetlands and some have a sausage like fruit. Haircanker\nA flesh nodule that grows a patch or single hair from small to head high. Ironstrand\nA few inch thick follicles that can grow twenty feet tall and used for poles, shafts and building. Pubegrass\nGrows in thick curly patches like carpet often home to lice and crabs. Growlash\nA flexible thin attractive slightly curly hair one to two yards tall that grow in rows. Pusshair\nA two yard tall hair with a diseased swollen red gland at base ready burst with puss and rotten oil. Waxhair\nGrows sparsely and is covered in sticky oily yellow wax which has a variety of uses, bitter flavour but edible. Bonebush\nA mass of intricate assemblage of bones all fused growing from the ground. Fleshcacti\nMeaty structures covered in thorns resembling cacti in a variety of size and forms. Pustuleclump\nBulging infected swollen mound that might burst if touched or already have and leaking diseased puss. Groperbush\nA mass covered in groping forearms that sometimes steal treasure or play with stolen toys. Shnozzola\nA foot to three foot tall nose dribbling phlegm that attracts insects to get trapped inside. Gibletclod\nA seemingly one to two foot clump of gore and organs in a transparent sack on ground or hanging. Mawflower\nA huge flesh mass growing on ground that reeks of rotten meat to attract bugs into toothed mouth. Toothclump\nA large gum like clump a foot tree covered in random teeth usually the same species on any clump. Bigtooth\nA giant foot to yard tall tooth, older ones turn yellow and have worms eating them exposing rotten nerves. Snailbelle\nA squat bush covered in what looks like snail shells but they gently jingle in the wind like tiny bells. Eyestalk\nA slender fleshy stalk which grows an eyeball on top mostly small but tree size ones exist watching all. Tentacleflower\nA small tentacle that grows in clusters often swaying and may grab small creatures. Fleshlotus\nResembles a lotus pod but often a yard wide dripping with fluids for pockmarked drum like surface. Eyecluster\nA fleshy stalk covered In bunches of tiny eyes that watch travellers, some grow into huge clusters. Fleshroom resembles mushrooms and toadstools but are made of meat that come in various sizes and shapes. Spitter\nA fleshy tube often dripping mucous and spit in the faces of intruders or threats. Shepherds Crook\nA thin red crook shaped fleshy tendril in clusters retract in ground by night . Phalusflower\nGrow in clumps of dozens are fully functional aroused penises that deflate by night. Earflower\nA human ear growing on a stalk that tends to orientate itself to best eavesdrop on any noises. Nerveflower\nA white soft ornate structure that if touched spasm and even withdraw underground. Mutato\nGrows on shrubs or vines and induces mild mutations if eaten raw but shaman refine into potent potions. Skullfruit\nMay grow grow ground or from other kinds of trees and is a surprisingly soft crunchy edible treat . Heartfruit\nGrow on bushes and trees and are a rich gory blood filled meal rich in nutrients that beat when picked. Brainfruit\nHead size squishy edible brain often full of valuable neurotransmitters but giant varieties exist . Meatpod\nA hard fleshy walnut like structure that grows on other structures, inside the shell is soft gooey mass . Devils Eggs\nResemble clusters of large testicles that grow on other structures, eating causes parthenogenesis . Wattlefruits\nLumpy covered blobs resembling turkey neck growths filled with rich oily paste. Wormclump\nA fleshy squat outer shell with opening filled with masses of writhing edible worms. Wobblejelly\nA delicious one to two foot high coloured gelatine blob with different flavours with varied colours. Ovoritube\nA one to two yard tall transparent tube full of edible eggs with skins instead of shells . Bonetrees resemble large or giant femurs or other bones semi submerged in the ground with living marrow inside . Handtree\nA giant forearm and hand growing from the ground, at night some fold up and some might make gestures . Loraxa tree\nHas a meat trunk and a tuft of colourful fuzzy hair on top useful for fibres to make rope and cloth. Organ tree\nHas various species with flesh trunks that grow different organs like hearts, limbs or eyes that shaman use. Bronchilitree\nA flesh but hollow tree with many branches of sphere clusters exchanging gas from the underworld. Legtrees\nGrow knee up to the sky ending on a foot, they smell bad and wiggle their toes occasionally. Tentacle trees\nHuge 30-60 foot tentacles that gently sway in the wind that rarely attack giants. Eyelamp\nA tall thin flesh trunk tree that curves towards the end under a great blinking staring eye. Testepalm\nA slightly curved trunked tree with red dripping lung tissue like fronds with clusters of testicles on top. Eyeoak\nA thick trunked tree with great meat branches and each trunk has a huge blinking eye in the middle. Intestine Vines\nHorrible ropy masses of tubes that pass digested mass away from their roots often hang in trees. Fistvine\nA ropey red vine with hands that can grasp things to help climb but punches anything threatening. Fleshcreeper\nA thick bristly meat vine that overgrows other structures and fuses covering and strangling other growth. Eggvine\nA sickly thin yellow creeper that grows eggyolks inside and plants them when mature that hatch into birds. Redripper vine\nA thin scarlet vine that attaches itself to living things and drinks blood possibly from animals if desperate. Chokervine\nA thick fleshy fine that waits still and will try to grab and strangle animals then feed off them. Eyevine\nHas luminous eyes and strings through trees in a festive manner, a popular decorative growth. Hangman Vine\nDrops nooses from trees to trap and possibly strangle victims to feed from. Bloodvine\nAn artery like tube that plums itself into other living things, natives use it to cut open for a quick drink. Cockvine\nAmbulatory penis like vine that creeps through the undergrowth sometimes peeing on passers by. Squidclump\nA static variety of landsquid that keeps its pointed head in ground and grasps passing animals to feed. Land Anemone\nHave squat trunks and a mass of often stinging tentacles that eat creatures. Land Urchin\nGigantic spine covered balls in a shell that slowly move and often clump in groups. Land Star\nA starfish like slow moving creature that grazes off smaller creatures and skin. Land Hydra\nA transparent tube with several long clear tentacles that snatches and eats passing animals. Land Sponges\nSoft squishy structured creatures that cling to the ground and filter food from the air. Guttube\nA fleshy cylinder that feeds of aerial microfauna but if disturbed shoots out its guts in a sticky mass. Slughome\nA huge slow moving mollusc that houses a colony of slugs which eat dead skin . Bloodbarnacles\nWetlands shellfish that cling to larger growths and have sharp boot shredding shells. Razor Shells\nSharp blade like molluscs that grow in undergrowth and can cut bare feet . Stinger Shells\nGrow in shallow fluids or damp areas like snails but have a venomous stinger, breeds vary in toxicity . Bonereef\nA colony of small stinging gelatinous creatures that build maze like sculptural walls from calcium. Skyjellies\nJelly gasbags that float in air and are tethered by stinging jelly cables, at times they free fly and can attack. Warjelly\nGrows in high places and hangs a curtain of stinging poison tendrils to kill prey but cannot move on own. Gasjelly\nA transperant bag of gas that filter feeds from microscopic aerial creatures, is harmless slimy balloon. Groundjelly\nA crawling gelatinous slug slowly moving and can merge with other colonies or split depending on food. Fleshhive\nA living insect hive that spawns dangerous swarms if disturbed and to gather it food. Antpods\nHard fleshy pods that symbiotically house an ant colony which gathers food for the pod in return. Termeat Mounds\nA flesh three yard tall heap with a meat eating termite colony. Stirgehouse\nA fleshy house grows in larger tree structures that houses stirge colony and can spawn more if threatened . Carrionhive\nWhere flesh eating bees dwell and bring the hive meat in return for sugary syrup drawn from blood. Tentacle polyps\nCancerous mounds with randomly grasping tentacles, some detach and may relocate or attack. Cancerclumps\nClusters of subdermal lumps that can grow to house size proportions . Tumorclumps\nHuge mounds that grow in oblong lumps under the skin of large growths or terrain. Malignamen\nHumanoid cancer blobs once normal persons but now all cancer and fused in hideous poses. Chimerapolyp\nSeems to be a fused mass of creature with features dulled and coloured grey that seeks to add to its body. Weeniepolyps\nEdible cancers that look sausage like and grow on larger structures. Tumerbrains\nSickly brain growths filled with white cancer lumps that emanate heart stopping hallucinations. Spacepolyps\nBouncy tumour creatures a yard high that children cut free and bounce holding the tentacles for fun. Arthrogrowths\nFormer giant insects now dead sprouting tree like tumour growths from bodies. Sporepolys\nAnimal shaped delicious smelling growths that turn the consumer into a sporepolyp over a week. Bangpolyps\nExplosive cancers that take over an area and the chunks infect victims flesh with more. Fleshclam\nA one to three foot wide fleshy giant clam that snaps on prey and can move slowly to relocate. Mantrap\nA flesh version of a venus flytrap that preys on humans, small ones bite feet and big ones eat men whole . Goblincuster\nA family of small goblins that are connected by umbilical cords to a tree growth. Clonepods\nA human size fleshy pod that grows hostile clones from humans it eats who spread more pods. Tendrilpits\nDeep tentacle filled pits that trap victims unaware and seal them in to eat. Fleshcrucible\nA fleshy pear shaped pod that lures victims inside with illusions and then traps shut inside stomach. Gore Malice\nA squishy lung tissue like mass of giblets that leaps from above to strangle and burn victims with acid . Xorian Antlion\nLives in a pit it covers with slime so when victims slip in it attacks with huge jaws from hidden hole. Firebelly\nA stomach like sack with digestive tube that shoots liquid that burns in air to hunt. Gorebladder\nAn organlike football that lives in a colony, when prey close they inflate to huge size to trap prey. FILENAME: EMO_OSR_OneRoomDungeons.ipt Header: 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. 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. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/06/d100-one-room-dungeons.html
table: OneRoomDungon Hall of sorrow\nBuilding exterior wall, insides collapsed, built as lords feast hall, now lair of six trolls who feast here and sleep in remains of the cellar. The Ruined Keep\nA 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. Tower of Kazmandiar\nA wizard tower mostly destroyed by alchemical explosion. A spectre of the wizard dwells here killing adventurers who seek his books or items. Forgotten Temple\nA 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. The Great Fungi Cavern\nA huge chasm with a giant fungi forest, populated by a farming goblin tribe worshiping the great worm who sleeps under the garden. Red Fort Ruins\nMostly remains of outer wall and earthworks now a bandit gang have occupied it with own tavern, shacks, fishing hole and graveyard. The Great Mine of Klanth\nA huge chamber hollowed out under a hill, a orc tribe have built a village here to raid local region and support a temple. Ruzbaan Hall\nCrumbling house outer wall within is mass of crumbled bricks and a clan of gargoyles still picking through ruins for treasure by night. Slate House\nRuined 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. Count Yaorga's Manor\nA 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. Spectral Castle\nA battle was fought here and all defenders were killed by orcs, by night spectral soldiers patrol the grounds, by night phantom structures. The Golden Hole\nAdventurers cleared out the dungeon, then locals smashed down interior walls digging for secrets, now just a sprawling rat filled mess with a few coins. Goat Hill Barrow\nA 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. Gorgon Hill Mine\nA 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. Erolia Heights Cave\nA 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. Golem Hill\nA 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. Glacial Cavern\nN the mountains a huge melt water gave feeds several streams and inside ice toads guard pure crystals belonging to the elemental ice lords. Wolf Head Mine\nFormer 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. Briarwood Cavern\nThe 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. Turamgor\nA 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. Forrt Wrath\nA Dwarf underground ruined fort haunted by undead dwarves and huge rats, dwarf relics are said to be hidden among the rubble sealed chambers. Stonecurse Cavern\nA 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. Belang Hollow\nA 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. Evil Hollow\nA 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. Stinkfish House\nA house on marshy coastline where the internal floors have collapsed but locals have seen glowing lights, heard odd croaking and found webbed footprints nearby. Shambling Dungeon\nThis 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. Ballast Hill\nMound of rubble dumped by ships as ballast. After decades it was discovered evil gnomes had hollowed out the mound and built a village inside. The Old Hulk\nA 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. Old Stooped House\nWas 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. Crag Hill\nA 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. Split Hill\nA 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 . Black Creek Cave\nThe 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 . Hell Hall Dungeon\nWas a former evil temple smashed into a huge empty chamber by holy templars. Cultists, dungeon vermin and beginner adventures can be found . Murder Hall\nWhere 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. Tin Hill Ruins\nOnce 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. Slime Cavern\nHome 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 . Marsh Cave\\nA 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. The Old Quarry\nWas 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. Blue Hill\\nNoted 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. Glacier Falls\\nA 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. Craggy Hill Cavern\nA great cave with spectacular stone formations and spike filled natural pits. A family of camouflaged cave lizards live hear living off giant cave crickets. Nightmare Gully\nA rectangular gully with steep cliffs surrounding it and is filled with long dead trees. Several giant spiders live here trapping stray mountain goats . Chicken Hill Cave\nWas 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. Blood Gully\nA site 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. Shit Hill Gorge\nA 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. Midden Hill\nA 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. Hell Cavern\nA smoking cave covered in soot with upen bubbling magma caves. Salamanders like to frolic and wallow here leaving bejewelled egg shells scattered around. Chunder Cavern\nBehind 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.. Wizards Crack\nA 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. Hellfrog Hill Cave\nA 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. Sunken Quarry\nA 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. Goat Canyon\nUsed 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. Demon Dungeon\nWas 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. Shattered Keep\nA 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. Cragmoor Falls\nA 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. Blood Canyon\nThe 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. Hobgoblin Hall\nA 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 . Hammer Falls Cavern\nA 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. Old Squid House\nA fraternal order of fisherman long wrecked and abandoned and windows boarded up. Cultists inside perform diabolic elder rites and sacrifices. Mistletoe Cove\nA 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. The Old Log Fort\nWas 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. The Great Shroom\nA 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. Crannock Hole\nA 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 . Bloodrock Manor\nA 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. Elder Temple\nIn a great rock hewn temple from pre human times guarded by a golem, remains of aeons of mushed adventurers litter the steps . Great Stone Temple\nA 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. Great Ape Ruin\nA 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. Sunken Palace\nWas a ancient complex mostly sunken beneath water now only a ruined great hall chamber is on the surface where fish folk gather for sacrifices. The Great Tree\nThe 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. The Churn Dungeon\nWas 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 . Porridge Hill Dungeon\nWas burned out and the wooden interior walls were destroyed leaving a single burned out chamber, local villagers come to collect useful scrap and bones. Bleak Valley Temple\nHas 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. Warmasters Folly\nWas 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. Well of Pain\nA 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. Owl Peak Cavern\nA ghastly cave where were-owls dwell. They worship a demon owl idol. The floor covered in regurgitated pellets of human remains and feces. Goblin Gully\nA 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. Vile Crater\nA 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. Harlot Gorge\nHere 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. Fanny Hill Dungeon\nWas a multi level complex that collapsed crushing most lower level occupants then abandoned. The rubble filled chamber inside still has hidden treasure . Crow Hill Mausoleum\nWhere 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. Misty Moor Quarry\nA great mist shrouded pit on a haunted moorland quarried by dungeon builders long ago and abandoned. A stone giant family live here with children. Gauntlet Keep\nWas a mountain fort destroyed but the outer shell. Inside the shell a humanoid garrison is camped preventing humans from returning but mostly lazy . Bloodthorne Peake\nA mountain retreat dungeon of a wizard for his menagerie but a monster escaped and killed him collapsing the structure leaving a massive chamber. Bean Hill Dungeon\nWas swallowed up by a planar portal mishap leaving a great burned out cavern where xorn and earth elementals frolic and crystals grow. Temple of Therizorn\nWas 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. Iron Hill Mine\nA 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. Smoke Hill Cave\nAvoided by most locals and believed home to salamanders but instead deep gnomes have a workshop building steam automatons in secret . Forbidden Temple\nA great walled enclosure with hundreds of defaced demon idols. Cult pilgrims come to worship and paladins come to deface idols and kill worshipers. Peatbog Gully\nA 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 . Fever Hill Dungeon\nA 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 . Black Temple\nA 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 . Temple of Zagorax\nThe 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. The Great Air Plaza\nA 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 . The Onyx Dome\nA 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. The Terrible Stone Circle\nWas used for ancient blood rites long ago. The stones are demons and if any treasure hunters disturb the site demons awaken one by one. The Colossal Beetle\nA gigantic insect exoskeleton left since the dawn age. Demon parasites inside feed off remnants, an adamantium splinter from a god weapon is inside. Pleasure Pit of the Flesh God\nA great pit in the mountains overgrown with fleshy growths and alien organs. From time to time monsters spawned here wander to civilization. Titanhelm\nA great chamber under a mountain formed from a lost titan helmet. Cultists who hate the gods come to worship and plan rebellion against them . Skullhill Cavern\nFormed from the rotting head and skull of god killed in the dawn times. Inside maggot men wizards plunder arcane secrets from the god brain. The Prismatic Dome\nHas 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 FILENAME: EMO_MentalMutations.ipt Header: 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. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2017/06/d100-mental-mutations.html
Table: start Source: [@MutationSource]\n& Effect: [@GetMutation] Table: GetMutation 3:(minor) [@MinorMutation] 1:(major) [@MajorMutation] Table: MutationSource Among first born of the coming race Family bloodline of strange abilities Experimentation on your bloodline Exposed to psychic phenomena Non human taint in bloodline from hidden race Exposed to cosmic or reality warping forces Exposed to weird crystals Ate brains of a planar entity or some plane shifting organ Haunted by spirits growing up Attacked by parasites from overspace Exposure to powers of a psychic awoke your powers Modified by superior beings Table: MinorMutation Smell or feel uneasy if mental or spirit phenomena used within 3" Ectoplasm forming can produce a pound of slime within 1" Sense evil intent towards you within 1" Trance for one hour replaces sleep Temperature drops when unhappy by ten degrees within 1" Temperature raises when andry by ten degrees within 1" Eyes glow when mad or using powers Hair raises when exited or using powers as if in wind or from static Mental resilience +1 wisdom bonus score Hibernate three months once a year Horrible nightmares and flashbacks make you mutter and sob in sleep, Fried nerve endings diminished sense of touch and pain Split personality offers flawed advice nobody else can hear Memory lapses and repeats telling people things annoyingly Mutters and and tells rambling stories even when alone Prone to irrational weeping in all kinds of situations Prone to irrational laughter in all kinds of situations Unnatural charm +1 Charisma bonus Insects, vermin and parasites repulsed and try to keep a foot away Directional sense always feel magnetic north Perfect sense of time to the second with clock precision Numerate as if had a calculator or advanced abacus skills Highly sensitive to pain and paranoid about threats of injury Empathic sense can feel strong emotions within 3" Phobia as strong fear of a specific thing like strangers, spiders, darkness, etc Hostility field disturbs people you meet -1 Charisma modifier Suicidal tendencies and gloomily fixated with death and risk taking Mental block has 1% chance of any stressful situation being forgotten after Narcolepsy has a 1% chance of any stressful situation inducing d10 minutes deep sleep Aura sight can see aura of living things within 3" can use to target in dark Enormous ego is sure is the greatest and best at everything ever Amnesia when HP below 10% of maximum Mania is obsessed with something like fire, darkness, stealing, sex, etc Planar sense can feel dimensional gates or multiplanar beings within 3" Defective alter ego will seize control for a d4 hours if reduced to 1 HP and fail save Seizures has a 1% chance of any stressful situation inducing d4 minutes attack Unconscious calling attracts hostile creatures increasing chance of wandering monsters Heal one HP once per person per day Spectral breeze everyone in 3" cone feels a chilly breeze one round per level per day Glow aura makes mutant glow at will 1" radius light Can ignite small fires by concentration within 1" as if using a flint on flammable material Animal bond can form strong empathic attachment to animal over range of 3" Glimpse invisible spirits or astral bodies for one round per level per day within 3" Can over hear spirits or astral bodies talking on spirit plane or telepaths within 3" Plant empathy can sense well being of a plant by touch Sense location of dramatic past events like murders or torment within 1" Automatic writing allows a spirit to use your hands to write or draw while in a trance Can repulse dirt and water from body and clothing once per day per level Thoughtography can burn a image from mind onto a surface once per day per level Call ethereal fog over 1" radius once per level per day Control a small hand sized rodent or bird one round per level per day Call a swarm of flies or harmless insects to do bidding one round per level per day Aport a small hand size object to and from ethereal plane once per level per day Astral knife can be formed at will only harms non corporeal or other planar beings Can see inside sleeping persons dreams by touch one round per level per day Can scare a animal under 4HD if fails a save once level per day within 3" Can calm a animal under 4HD if fails a save once level per day within 3" Make a hand size object levitate one foot if concentrated on within 1" Objects in room rattle and make noise when mutant is angry, upset or scared Hostile spirits are attracted to mutants inner anguish, most are petty and troublesome Always knows is a certain loved one in trouble or within a mile often a sibling Can control several cubic feet of smoke, fog or fine particles one round per level per day Can form ice crystals on water or fluids or chill food by concentrating within 1" Long lived mutant expands life expectancy by 2d4 times Cause a object to vibrate within 1" by concentrating often noisy Able to tell if attacked with disease or poison at moment of contact Can sense medical condition of others by touch ans amount of HP Can sense hidden water within 1" through ground 3" with some kind of divining rod Can speed read if literate reading and studying ten times faster Photographic recall memory can specifically remember something specified when seen Can measure distances and lengths from sight Can accurately predict weight of persons or objects Alignment extremist is driven to judge everything be extreme moral code Ambidextrous can use hands equally well Improved split personality offers useful advice and second opinions Can survive comfortably without food or water a day per level Hear whispers and moans of the dead even more depressing in certain locations Have dreams about ancestors lives often triggered by recent events in own life Orgone energy accumulator gains a d3 HP per day from sexual act Has perfect sense of harmony, rhythm and can play any instrument instantly Can douse a small flame (torch or smaller) within 3" once per level per day Immune to eating off food or drinking diseased water but not poisoned Eyes or nose bleeds when using powers or very stressed Can animate a small cubic foot dust devil one round per level per day within 3" Can enter death like trance for one hour per level using 1/10th the air supply Can labour twice as hard performing work of two in any manual labour Spot weakness adds +1 to hit one attack per level per day Aura Barrier HP +d4 Aura Shield +1AC Sense pain or death within 3" Have extra two contradictory personalities who disagree on everything Rage can add +1 damage bonus one round per level per day Ectoplasmic hand size item creation one round per level per day d3 knife possible Evil eye victim within 3" saves or -1 on next saving throw Resistance +1 on a saving throw once per level per day Attribute Amplifier pick one stat gain +1 for one round per level per day Open or close a door or chest or bottle within 3" once per level per day Lesser regeneration regrow fingers, ears, nose and heal double normal HP from rest Third eye can see spirits or non corporeal on astral plane one round per level per day Probability control gain a +1 on any dice roll once per level per day Table: MajorMutation Sense any living being or spirit within 6" unless blocked by four inches of wood or stone Read surface thoughts in 6" who fails saving throw one round per level per day Heal 2hp per level per day by touch can spread points out as needed Power Shout add 1d3 damage to any attack once per level per day Mental Bolt d4 damage once per level per day within 9" victim gets a save Telepathy can communicate within 9" one round per level per day with known person07 Bio Control can add +3 to a save vs disease or poison once per level per day Push a person with telekinesis, save or fall once per level per day Defencive Aura +2 armour once per level per day Aura Barrier provides effective +2HP per level once per day Spectral Mist formed from ectoplasm 3" wide once per level per day Evil Eye reduce foes save roll -2 once per level per day Rally causes a demoralized person to make a new morale check once per level per day Sense Weakness +d6 dam +2 hit once per three levels per day with one round prep Animate Weapon once per level per day can use a weapon telekinetically within 6" Confusion Cloud once per day all within 3" save or confused for 1 round/lv Fear 3" cone effect once per day all in area save or flee for 1 round/lv Empathic Sense can feel emotions of others within 6" can enhance communications Dual Mind can perform two mental acts at a time or one can sleep while other on guard Inflict Madness 6" range, saves or paranoia and delusions for turn, once a day Pyrokinesis can generate a d4 fire with one round intense concentration Cryokinesis can generate a d4 cold with one round intense concentration Image Projection once/day can project self image to communicate to a friend for round/lv Accelerate Healing with a turn concentration can heal d3 per person per day Mental Screen can resist attempts to read mind +3 save Telekinetic Arm can be used to manipulate or hold items one round per lv per day Hypnosis as charm person 6" range once per four levels per day Allurement aura makes living things attracted to mutant within 3" not always for best Psychometry can read history of location, corpse or thing once day per level Sense Home always knows distance and direction home, takes month to change home Fearless is immune to any psychological effect causing fear or anxiety Illusion can make a victim who fails save see a illusion one round per level per day Inhibitor field prevents mental mutations working within 3" if fail save per round Levitation can float with concentration 1" across or 3" up a round per level per day Mind Meld can communicate and share thoughts by touch one round per level per day Mental Block any attempt to interrogate or probe mind causes mutant to block memories Danger Sense mutant only surprised on a 1in6 chance Life Drain once per day can drain by touch 1HP/level from victim by touch and heal self Exorcism can repel spirit occupying a victim giving them a extra save once per day Possession can by touch dominate a person's body by touch once per day for one turn Enhance Strength +1d4 for one round per lv per day Paralysis can hold a being in 6" still for a turn once per day if they fail to save Phobia can make victim have fear of one thing for a turn once per day if they fail to save Force Barrier one round per level per day that blocks missile weapons from one direction Seizure induces a being helpless in 6" for a d10 rounds once per day if they fail to save Stunning Force stops a person for a round who fails save in 3" rage once/lv/day Planar Voices give possible advice once per day per level give d3 contrary suggestions Prophetic dreams warn of danger or death or disaster, greater threat more days warning Sense planar beings or gates or other disturbances within 9" or further for very powerful Suggestion by talking for a turn to victim if fail save changes alignment for hour Fanaticism can add +1 once per level per day day on any roll, can use any or all at once Life Drain Touch, heal self by sapping life from others or by withering plants 1hp/lv/day Animal Attraction can draw small animals, fish or birds near, possibly kill and eat them Draw Beast once day call wild beast near to serve as a mount or pack animal or eat Healing Trance one HP recovered per hour in deep trance Berserker can enter homicidal rage +2 hit/dam can fight until -9 hp, fight till no victims left Group Mind can place self and one friend per level into a mind link if within 12" Psychokinetic Bolt 2d6 damage 9" range once per 3 levels per day Psi Bolt 3d6 damage 6" range once per 4 levels per day, save to resist only affects living Heat Touch can inflict 2d4 damage by touch one round per level per day Suspended Animation can enter trance for predetermined time using 1% food and air Pyrokinetic Bolt 2d6 fire damage 9" range once per 3 levels per day Psychoelectric Discharge d8 electric touch one round per level per day Aura Barrier one round per level per day, can absorb level in HP Poison resistance can get extra save vs any poison once per level per day Disease resistance can get extra save vs any poison once per level per day Illuminated can get extra save vs illusions once per level per day Iron Will can get extra save vs mind control once per level per day Advanced Mind +1 Intelligence Advanced Forethought +1 Wisdom Advanced Magnetism +1 Charsima Call Swarm can call flies, moths other bugs to fill a 1" square round/Lv/day Ectoplasmic Discharge once per level per day can slime someone or 1" square Visibility can make spirit or invisible thing visible to all if fails save one round/Lv/day Animal Empathy can crudely communicate with animals and possibly calm them Dream Travel once/night can appear in dream by touch or very distant for loved one Genius Loci can speak to spirits of a place and ask a question per three levels per day Planar Eye can see beings hidden in other planes, strike any out of phase or displaced Compel Truth with frightening gaze, victim saves or tells secret once per 3 levels/day Ectoplasmic construct form hand size object round/Lv/day, at 5th can be weapon size Soul Gaze can detect unusual souls of secret undead, supernatural or planar beings Biological Sustenance does not require food but still enjoys eating Astral Travel can once a day enter trance and soul can enter spirit world, risky Ghost Light can glow illuminating 1" radius or project a 3" cone of eerie coloured light Psychic Wind can raise a breeze disturbing sand, snow, paper or leaves in 3" radius Call Darkness reduce light 3" radius to night, dimming light sources not direct sunlight Disturbing Force can make everyone in 9" feel on edge, disturbs animals and sleep Telekinesis can move 10lb per up to 1" per level one round per level per day Poltergeist when angry small objects thrown about and people slapped in 3" radius Telekinetic Manipulation fine motor work like lock picking within 1" by concentration Psychokinetic Choke once/level/day within 3" victim living saves or helpless for round Iron Fist once per day per 5 levels unarmed attack can inflict 3d6 damage Arouse erotic feelings in other living beings who fail save but mutant no longer feels any Summon Spirit can call on petty invisible spirit for aid round/level/day most 1HD Serenity the mutant experiences no highs or lows and is is immune to strong emotions Pacifism the mutant is incapable of deliberately killing any living being Jaunt can teleport up to 9" once per four levels per day by sight or to familiar location Teleport once per week to any well known place random and risky otherwise Plane Shift once per week to any well known plane random and risky otherwise No longer naturally ages by act of will force, possibly other forces might age them FILENAME: EMO_Psychon_Settlements.ipt Header: Planet Psychon's Settlements Areas with extreme weather will have a shelter for emergency such as a cave or tunnel complex or an ancient bunker or some kind of panic room. Monsters make this a good practice too. Larger settlements include battlements and a secure roof rather than open courtyards. This requirement has limited settlement sizes. Most areas have a local stable population that is isolated but friendly enough to travelers who dont hang around. from Elfmaids and Octopi elfmaidsandoctopi.blogspot.com/2013/05/planet-psychons-settlements.html
use: common/nbos/Tools.ipt use: EMO_Psychon_Senses.ipt set: maxHom=20 table: MakeASettlement ul \{margin-top: 0px; margin-bottom: 0px; }& table \{border-collapse: collapse;\}tr \{border-bottom: 1px solid black; border-collapse: collapse;\}&
& Settlement Type[@SettlementType]& Total population[@Commify with {pop}]& [when]{pop}Racial makeup[#{1d{maxHom}} SettlementHomogeneity]& Ruled by[@SettlementRule]& Aggression[@SettlementAggression]& [when]{numRel}=1[do]Religions/Magic[@SettlementReligionMagic]& [else]Religions/MagicSeveral different faiths and practices:
[!{numRel} SettlementReligionMagic >> implode
]
[end]& ;Religion/Magic{numRel}&
table: SettlementHomogeneity 1:[@SettlementStock], hostile xenophobic racists to all others 1:[@SettlementStock], hostile, actively kill outsiders 2:[@SettlementStock] believe in their own superiority, but are not malicious 2:[@SettlementStock], suspicious, but willing to trade if no trouble 1:[@SettlementStock] wary but making money comes first 1:[@SettlementStock] open and friendly and curious to others 2:Two equal communities, [@SettlementStock] and [@SettlementStock] 1:Two competing species; [@SettlementStock] have greater power but are benevolent to the weaker [@SettlementStock] 1:Two competing species; [@SettlementStock] have greater power and [|enslave|hunt] the weaker [@SettlementStock] 1:Two species, [@SettlementStock] and [@SettlementStock] integrated harmoniously 1:Several races in a caste system:
[@{1d4+1} SettlementStock >> implode
]
1:Several races in constant flux and power struggle:
[@{1d4+1} SettlementStock >> implode
]
1:Several races in a peaceful co existence:
[@{1d4+1} SettlementStock >> implode
]
1:Several races in a comfortable profitable relationship:
[@{1d4+1} SettlementStock >> implode
]
1:Many races in a complex caste system:
[@{1d10+4} SettlementStock >> implode
]
1:Many races in a cooperative egalitarian mixed society:
[@{1d10+4} SettlementStock >> implode
]
1:[@SettlementStock] rule over many races:
[@{1d10+4} SettlementStock >> implode
]
;village gets one roll ;citadel gets 1d3 rolls ;city gets 1d4+1 ;Or just roll as per biggest settlement and spread over hex table: SettlementType 1:Crossroads{pop==1d5}{maxHom==8}{numRel==1} 1:Farmstead{pop==1d20+5}{maxHom==8}{numRel==1} 2:One village{pop==25d6}{maxHom==13}{numRel==1} 2:Two villages{pop==50d6}{maxHom==13}{numRel=={1d2}} 2:Cluster of {numVill=1d4+1} villages{pop=={numVill*25}d6}{maxHom==17}{numRel=={1d{numVill}}} 2:Citadel and {numVill=1d4+1} villages{pop=={numVill*25}d6+100d10}{numRel=={1d{numVill}}+{1d3}} 3:Lone Citadel{pop==100d10}{numRel==1d3} 2:Citadel plus a hidden community of outcasts{pop==100d10}{numRel==1d3[||+1]} 1:Subterranean village in [|cave|ancient bunker]{pop==25d6}{numRel==1} 1:Floating citadel, inaccesible to most without force drawbridge or rope {pop==100d10}{numRel==1d3} 1:Hidden citadel, [|under water|in mountain|in secret valley|on island]{pop==100d10}{numRel==1d3} 1:Subteranean city built into [|mine|cliff|caverns]{pop==1000d10}{numRel==1d4+1} 1:Rare city with some kind of aerial defense and shelters{pop==1000d10}{numRel==1d4+1} table: SettlementStock shuffle: PsychonColors [!PsychonColors] [@SettlementStockB] table: SettlementStockB 6:Humans 1:Eldren ([|Elves|Eloi]) 1:Morlocks ([|Dwarves|Gnomes]) 1:Halfmen ([|Halflings|Hobbits]) 1:Tako (Octopus folk) 3:Beastmen 1:Kobolds 1:Goblins 1:Hobgoblins 1:Bugbears 1:Orcs 1:Ogres 1:[|Mutants|Mongrelmen] table: SettlementRule 3:Assembly of [|male|female] elders 3:Assembly of elders of both genders 2:King selected by random [|lottery|selection process] 4:King selected only when at war or in danger 5:Priest king, selected by divine signs 6:[|Fearsome|Benevolent] wizard in tower 6:Ritual king chosen from strangers then sacrificed to the gods 2:King [|proven to be the best athlete|who won a contest] 3:King, a [|warrior|wizard] who acquired [|his|her] position [|in a contest|by force] 2:[|Robot|Android|Small AI] is king 4:Democracy with votes[||; only [|[|male|female][|s| landowners]|landowners] can vote] 1:King who was decreed to be so by messages from space via an artifact of the gods 4:Overseer with a network of thugs up to the boss 2:Programmers selected by god to relay its orders 2:Directly instructed by [|god|gods] 1:Infiltrated by hostile species in disguise as: \a [#{1d41} SettlementRule >> lower] 1:Ruled by hostile species in disguise as: \a [#{1d41} SettlementRule >> lower] 5:Benevolent despot rules according to alignment philosophy 3:Richest get to buy kingship when last king is poisoned 4:Local mob boss is the real power, using force and commanding the legitimate law, nominally: \a [#{1d41} SettlementRule >> lower] 5:Cult community led by [|preacher|elders|charismatic leader] 5:Inherited monarchy with feuding clans and bloodlines 3:Charismatic war monger in power at the moment 2:Revolutionaries have taken over, out to keep the common people poor and the rich out 3:King who was judged by the church to be from the purest bloodline 3:Ruled by a council of undead elders from a tomb in secret 1:Ruled by a living minor god from the local area 1:Ruled by an elaborate process of divination calculated by experts (astrology) 8:A foreign despot and his thugs - [@SettlementStock] - have ruled here a while 1:Ruled by strange beast with the aid of its followers 1:Minor other planar being rules according to alignment 1:Elemental cult chooses leader from those the elements approve of 1:Heroic outsider, \a [|astronaut|time traveller] makes the rules table: SettlementAggression 1:Always on the warpath 1:Frequently hostile 2:Willing to trade if no trouble 1:Friendly to outsiders 1:Peaceful ;Religion and magic d100 ;village gets one roll ;citadel gets 1d3 rolls ;city gets 1d4+1 ;Or just roll as per biggest settlement and spread over hex ;Roll below, if magician class uncertain replace with your choice table: SettlementReligionMagic 4:Single God talks to high priest via an artifact in a shrine 4:Single God talks to high priest via an artifact in a temple 6:Artifact picks up garbled static from many gods which is interpreted by shrine priests 2:Astronomer interprets the will of heaven by some arcane theory 4:A shaman cares for the community, communing with the spirits 4:A druid cares for the community and dealing with nature 4:A sorcerer leads a cult with active membership and vice 4:A witch performs services to needy villagers and lives near 3:Religion is entwined with state cult such as a city god cult 2:A wizard in a tower preaches philosophy and science, educates common folk 3:Peasants left alone and follow local petty gods, [|priest|shaman] acts as interpreter 4:Ancestors worshiped [|by communing with|as undead], [|priest|shaman] acts as interpreter 4:Music, poets and bards are the holy folk here 2:Monastery serves the locals 4:Lone hermit cave services the community 6:A monster near the community takes sacrifice for favors 3:A [|dryad and her grove|naiad pool] is the local cult 1:A dark well is a night hag pit and she may accept sacrifice and defend her people 1:An elemental node has a being of some kind the locals give thanks too 2:A creature that lives in a [|barn|stove] acts as the village defender and sage 2:A psion [|school|teacher] is in these parts 1:Materialist philosophers, different sects teach different magic 1:Religion here is a sham run by [|sorcerers|rogues] for profit and abuse 1:Religion here is a sham run by fake priests with no special powers 1:Fake potion making racket has community fooled 1:A death cult ruled by \a [|necromancer|evil priest] 5:Alignment-fanatic church here to wage cosmic war for [|Law|Chaos|Good|Evil] 3:A warrior [|order|school|fighting style] 2:Mercantile fraternal brotherhood run everything financial and have rituals like processions 1:Sincere but insane cult, [||waiting to be] exploited by [|a monster|wicked men] 1:Charismatic cultist destroying community and plans to move on to next with lies 2:A different race acts as a spiritual adviser with strange results 1:Locals appease goblinoids with sacrifice, they may protect their investment 1:Witch hunters control faith, power predicated on persecuting rival faith 1:Inquisitors hunt those who commit heresy against ruling gods law 2:Templar order following military god on a crusade 1:Monster hunter club with hunter shrine 1:Adventurer HQ usually based around pub, multiple shrines of adventurer gods 1:Imperial Missionaries spreading faith and trade and language, shrine 1:Megalith and earth mound builders protect gods sacred places and use for ceremonies 1:Cannibal cult practice eating enemies and unwelcome visitors and make undead with scraps 1:Community predicated on magic monument building cult with promises of great reward 1:People here directly in psionic communion with god, all networked with temple
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tradecryptocoin-blog · 7 years ago
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Craig Wright Claims Bitcoin Cash Will get Privacy Features in May 2018
Craig Wright Claims Bitcoin Cash Will get Privacy Features in May 2018
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Interesting developments are coming to Bitcoin Cash in the future. It seems we may see proper fungibility as well as XOR and String Operations. All of these developments are quite intriguing, to say the least. According to Craig Wright, these changes will be introduced in May of 2018. Making existing cryptocurrencies better is not an easy feat. Every coin out there needs a lot of work for obvious…
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v0xr0t · 8 years ago
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team building exercises (3/3)
Summary: Six times Crane added a new Pokemon to their team feat. a few of my other OCs for flavor. Also there’s an explanation for all those weird nicknames at the end.
5. Bashdoor
[jabber]: vox, you have to help me [jabber]: some weird punchy golem mon followed knight home [jabber]: and it decided that im its new junglegym  [jabber]: knight thinks its hilarious so she’s not doing anything [jabber]: i know youre reading this you asshole [jabber]: stop laughing at me and help me out! [v0xr0t]: Okay, okay. I’ll help.  [v0xr0t]: This wouldn’t be a problem if you had your own Pokemon. [jabber]: hey [jabber]: buddy-pal-friendo [jabber]: ill get my own pokes when you stop running away from your problems [v0xr0t]: Ouch! That wasn’t very 1337 h4x0r of you Jabber :( [jabber]: the little frowny face and forcing me to read that with my own two eyes says otherwise [jabber]: now get your ass over here!! [v0xr0t]: I’m actually traveling near you today so I can be there in 10.
When Crane arrived at Jabber and Knight’s house in Kalos, they found a little Golett doing its best to climb atop the tall and lanky Jabber. Constance Knight, wearing way too many layers and dark colors for summer, was cuddled with a Gengar and watching the ruckus with what Crane assumed was amusement -- she just looked stern and gloomy to Crane.
“Vox!” Jabber ran over to Crane. “Help me get this dude off!”
“It’s good to see you too, Jabber,” they said with smile. 
It took a small pile of pokepuffs, but soon the little Golett was climbing all over Crane instead of Jabber.
6. Fork
“Heh, looks like you have an audience, Selenium.” 
Crane and their team had been resting on Route 34. Sure, they had gotten a hotel in Goldenrod city for later that night, but nothing beat a bit of lazing in the grass. And Bash, having recently evolved, had a hard time fitting into buildings.
While most of Crane’s team was content to sit back and relax, Selenium sparked with energy. So Crane had brought out all of their non-essential tech and allowed Selenium to jump between them.
And the light show had attracted one, small Ditto. 
“Aw, come on. Don’t be shy.” Crane had some berries ready to lure it closer, but then the Ditto rushed over to Selenium.
It babbled on, pleading almost, to a very confused Selenium. In the middle of the conversation, it transformed into Selenium. The form held for a few moments, before collapsing back into the Ditto.
Uh oh. Looks like the Ditto had mistaken Selenium’s object hoping for transformations and wanted a teacher!
Nickname bonus round:
Scheme is named after the programming language, though Scheme is not programmed in said language. Kid!Crane just thought it sounded cool.
Selenium is named after an automated browser testing tool. If you’ve ever run Selenium, it looks like a ghost is controlling your computer!
Lovelace is named after Ada Lovelace. It was the prettiest CS related name Crane could come up with.
Xor is short of “exclusive or” and the symbol for XOR is the blog’s icon. The special thing about XOR compared to regular OR is that there’s an even number true/false outcomes. OR meanwhile will net you the true outcome in every case but the false/false input case. Which is somewhat related to Klinklang’s electrical current. Also Xor sounds awesome.
Bashdoor is named after the the bash exploit also known as “shellshock”. Crane thought they were being quite clever, combining Bash’s propensity to BASH THINGS WITH ITS FISTS with something computer related
Fork is named after the concept of forking a coding project. Because “Clone” felt too cliched. And isn’t Fork such a cute name for a small squish?
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nxfury · 4 years ago
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Understanding Computer Architecture
I was reading old blog posts and realized I didn't touch on a CRITICAL piece of the puzzle to understanding computing... How your device actually works. This post aims to remediate this and provide a "one-stop" guide from understanding the low-level circuitry to how that allows people to program on their devices.
No computers were harmed in the making of this post. No, seriously.
The Electronics
Everything in a computer is a 1 or a 0. Many people call this true or false, or even on or off. Whatever you may call it, it's the basis for boolean (digital) logic. When you use a series of true or false statements, you are making use of the binary number system. Instead of having a 10's, 100's, 1000's etc place there's powers of 2. so 11111111 would equal 255, because 1+2+4+8+16+32+64+128=255. This is similar to how we would calculate what 255 equals- 200 + 50 + 5 = 255.
Now, we can use logic gates to perform mathematical operations on binary numbers. AND ('+' sign), OR ('-' sign), XOR ('+' sign with a circle around it), NOT ('!' mark), and NAND are the building blocks. Each one have unique properties, some are self-explanatory. If you feed 2 binary digits as input to each logic gate, it will spit out an output. 1 AND 0 will produce 1, but so will 1 OR 0... Huh? This is because you can have more than 2 inputs. Digital logic aside, we can pair these together to design different electronic components.
For our sample computer architecture, we will use a modified Von Neumann architecture, adapted so it's more in line with modern computers.
Memory
Every computer has multiple different kinds of memory, EEPROM, PROM, EPROM, DRAM, SRAM, NAND Flash and so on. What the heck is all this stuff?
Let's start by explaining that ever computer needs various types of storage. First off, we need Random-Access Memory (RAM) to temporarily hold results of various calculations to allow for calculations to run smoothly. The two main types of these are DRAM (Dynamic RAM) and SRAM (Static RAM). DRAM loses it's contents upon loss of power, while SRAM retains it until it regains power.
An actual 16 bit DRAM chip sample pinout.
RAM sticks are EXTREMELY fast but aren't good for extreme long-term storage, like our computer's BIOS and bootloader (the little screen that pops up when you press the power button). To achieve this, various ROM (Read-Only Memory) chips are available. Electrically Erasable Programmable ROM (EEPROM) chips, Programmmable ROM (PROM), and so forth are available for this purpose.
But what about user files? Enter NAND Flash and Spinning Disk Drives. NAND Flash (guess what it's made of?) is the new kid on the block, with it's own unique technologies that make it extremely fast and useful for storing user data, generally functioning like SRAM but not deleting data after power cycles. Spinning Disk Drives are still commonly found in enterprise areas and surveillance due to cheap pricing, and they use mechanical disks with magnetic "tracks" in concentric rings to store data, with a read/write head to manipulate the info.
The Processing Units
Every Computer has a CPU, though ones with graphical displays also have a GPU (which can be treated as a task-specific CPU for intents and purposes). In the old days, the CPU only consisted of one component: the processor. It left out other critical components like the system clock as it was often soldered onto the mainboard (motherboard).
The CPU (Central Processing Unit) is another chip, designed out of a series of logic gates, that takes a series of inputs (by giving power to various combinations of pins on the CPU) and spits out calculations based on them, effectively allowing it to perform multiplication, addition, addition, and so forth. When paired with a real-time system clock, the CPU becomes able to execute operations in sequence- forming machine code as we know it. Now, some modern CPU designs opt to include the system clock into the CPU itself and some don't nowadays, it's just an important thing to understand how it works.
A CPU and it's pins.
A CPU contains it's own "memory", called registers, that allow for the temporary storage of small amounts of data for faster processing, as registers are the fastest places to store data on any system.
The Graphics Processing Unit, or GPU, functions just like a CPU. Modern graphics cards have their own special RAM connected to the GPU, while some other pins are connected to various chips that control different devices such as an HDMI slot for a monitor, with a ROM chip connected to the GPU that has firmware to power the device.
All of these things get connected together and powered to produce a fully working computer architecture.
The Code
The Assembler
If you asked someone to write a large program in machine code, they'd most likely either run away, laugh at you or ask you if you are crazy. This is simply due to the fact that Machine Code is ENTIRELY in Binary (although it can be expressed as hexadecimal). As a workaround, developers create Assembler Languages, which are effectively a simple translation of the arcane machine language operations from binary to things humans recognize. For example,
10001111 10001111 10011110
might look like this in an Assembly language:
MOV REG1 REG2;
According to our sample machine language and Assembly instruction, we'd be moving the value at register 1 to register 2.
Compilers
As one might imagine, Assembly language is still tedious and it would be tough to implement an Operating System like the ones that exist today. In order to be able to achieve feats like this, it must be possible to write code in a much more human-readable language and let the computer translate it into Machine Code.
Enter Compilers. They basically analyze text through a set of rules and then based on these rules output and optimize machine code for a given architecture. This allows the implementation of various programming languages like C, C++, and Java to exist.
To implement an Operating System, a developer would need to flash the ROM with a Basic Input/Output System (BIOS), and then write code for a bootloader to boot the system. The developer may then produce a kernel to load the firmware for all connected devices and operate the low-level parts of the system that the user doesn't see. Lastly, the developer is able to create various bits of software to run on this machination, eventually resulting in a full-fledged Operating System.
Hopefully this guide proves to be handy and provides a useful resource for any budding developer interested in electronics or computing.
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paletteswapped · 8 years ago
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Palette Swapped: Ep.263 - 01/17/17
(Artist - Track - [Album]) + indicates new release Shapeshifter - 141 - [DELTA] +Bernis - Aurora Night - [WINTER STILLNESS] Aurora feat. Naimee Coleman - Ordinary World (Condor Remix) - [Single] stratos zero - rush - [Descent] +Juno Dreams - Be With You - [Single] Kendall Clark - Space Ride - [Retro Future] +Landings - Start Again - [N/A] Bullion - My Lar - [Loop the Loop] +庭カメラガールツヴァイ - Lonely lonely Montreal - [Night on Verse] Cex - Rjyan Kidwell's Funeral - [Role Model] Datassette - Vacuform - [Cagney XOR Lacey] Kona Triangle - Airlock - [Sing A Sapling Into Existence] Slow Magic - Circle - [Triangle] +Pheeniks - Divine - [N/A] +Triple One. - Overflow. - [N/A] Gianluca Motta ft. Molly - Not Alone (Blumoon's Under the Stars Mix) - [N/A] Klimeks - Nightglide - [Nightglide EP]
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snailsnaps · 2 years ago
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Your honor, look at them, how could they have commited the arson? (They did)
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snailsnaps · 2 years ago
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Second day of stealing peoples characters for my own amusement :) Sagittarius belongs @west-brooke
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snailsnaps · 2 years ago
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So many people have shared some BEAUTIFUL DESIGNS with me - AND I want to draw them ALLLL
Yall draw so pretty stoopp :(( youre giving me brainrott ttt I CANNOT STOP THINKING ABOUT THEMMMMMMMM /j /pos
Featured designs: Xor by, well, me Nova by @expression-memes Zax by @ajtheram Jacqueline by @snowthedemonfox Leosona whose name I do not know by @yumeyumeappleo Tripp by @myebix
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snailsnaps · 7 months ago
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REUNITED AT LAST!!!!!!
A BIT LATE BUT -
A welcome back from burnout gift for you!!! I missed ya bud! And Xor missed ya too! <3
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!!!!!! *explodes into a million tiny pieces*
AUGHH thanks a bunch, bud, right back at ya!!! And Nova missed Xor too <3
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snailsnaps · 2 years ago
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MUH BABEH -- AUGHHH 💙
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my diddly darn turn >:)c
Xor is @snailsnaps Risesona/turtlesona and you should Definitely ™ go check out their art!!
Andddd here's a lil alt version ^^
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