Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Tuesday, February 24, 2026

10 Vampire Adventurer Items

Vampires are incredibly powerful magical creatures; however they have several unique traits that sets them apart from other fantastical beasts like dragons, ogres, beholders, and so on. That being that they are intelligent, humanoid and/or ex-human, capable of using tools, similar in size to a standard adventurer, and have a limited ability to blend in with normal humans. Depending on the exact mythos they may also be able to control themselves when it comes to feasting on blood; either as a rule or as long as they are kept well fed. For these unique traits vampires are among the most common types of monsters that might actually become adventurers, and may even be driven to do so given the more inclusive nature your average band of misfits instead of superstitious townsfolk or for those unfortunate vampires not rich enough to impersonate a long line of (strangely similar looking) landed nobility throughout the generations.

Consider adding this loot table for vampire player characters to find which help mitigate some of their vampiric weaknesses. Alternatively, if you end up slaying a traveling vampire, they'll likely have at least one of these along with them as a bit of worldbuilding and a fun item you yourself may find a use for.

10 Vampire Adventurer Items
[1]
 Unrequited Invitation
Gold trimmed silk envelope containing a very fancy looking piece of perfumed paper within. Upon opening the letter and reading it it will be a very clear invitation to whatever event or household the person receiving this letter is a representative of; addressed to the owner of the invitation. This does not allow the vampire to enter the premises freely, as they have not been invited, but can trick a door guard to silently open it or call for a servant to take your coat which then count as having been invited. Even to non-vampires, this can make it much easier to enter a party uninvited or with lax security.

The ink is enchanted and takes about an hour to "defrost" and disappear. If accidentally handed to the wrong person can also reveal its a trick. For example, if a lowly stable boy handles the letter first it may instead read "COUNT SO AN SO IS FORMERLY INVITED TO THE SHIT SMELLING HORSE STABLES ON THE DUKE'S LAND!" because the stable boy isn't really considered a resident or having access to the party himself. Because the paper within and the envelope are enchanted together; after using this item you will need to recover the invitation and preferably before the ink disappears revealing your scam.

[2] Telescopic Parasol
Dark gray and black umbrella with red highlights on its bottom side. Styled to look like a vampire squid. Designed to slide open as a modern umbrella and protects the user from the sun. Any vampire standing under this parasol while its open during even the brightest day takes, at maximum, one Hit-Point worth of damage per hour of being awake in the day. Arrows or attacks that cut holes in the parasol can negate this protection and naturally getting pushed out from under it will cause the unfortunate vampire to take full damage from the sun when their protection is gone.

By pressing the buttons along the handle you can expand the parasol up to 9 squares/size of a small campsite. At this size it's very unwieldy and requires both hands and can get blown away by the wind; but can be planted in the ground with an optional soil spike at the far end of the handle which can also be used as a d4 hidden weapon. Close inspection of the parasol does not reveal any enchantment or magical effects; it is simple a work of very high quality and mechanical complexity. Any repairs or modifications would require the greatest of skilled craftsmen.

[3] Heartfelt Stakeguard
Small piece of dull gray metal fastened with a long black satin strap. Shaped into a stereotypical Valentine heart. Designed to be worn around the chest underneath other clothing or armor. It never comes loose, slips, or chaffs and isn't apparent the wearer is wearing it unless you touch their chest directly and feel the hard spot where it is fixed. Provides +1 AC in combat and protects you from being staked in the heart; crucial for vampires but also effective for mortals as they usually don't enjoy getting stabbed in the heart either. "Heartseeker" arrows, vampire slayer stakes, or similar instant death attacks prioritizing the heart instead are either deflected, do maximum damage but are not lethal, or grant an additional save vs death bonus; whichever is most fitting to the attack.

The reverse side of the Stakeguard (the side you're supposed to have pressed against your chest) is scratched with the names of a hundred vampire lovers; either their human lovers or ones found after death. The oldest scratching are written in hieroglyphs that slowly progress to the modern language. Despite how many cold hands this object has passed through, there is always just enough room to scratch one more name on the back of the metal plate.

[4] Bloodstow Ring
Golden ring with a large brilliant blood red ruby inlaid within. Very close inspection while swirling the ring around reveals it is actually liquid; the gem is actually a very cleverly designed glass vial set in the ring with a tiny needle that can pressed to rapidly inject its blood into the finger of the wearer (if full) or drain some of their blood to fill the ring's vial (if empty). The ring is enchanted and can store a bit more blood then it appears, and the blood within never goes bad and is perfectly preserved, but it's still only a ring. In gameplay terms, activating the ring will cause the vampire wearing it to receive a blood injection equal to about as much blood they could feed from a human in a single combat round with a successful bite attack; restoring that amount of HP, stamina, vampire power points, granting the benefits of a fresh feed, etc. The benefit of the ring is you can feed your vampire nature in secret and it count as a bonus or free action; not requiring the danger of trying to grapple and bite an enemy.

Secondly, as a store of blood, it can also be very useful for keeping a piece of a party member even if they would otherwise be totally devoured or eradicated for a revival; or even as a way to keep an elder vampire's blood stored safely to turn yourself into a vampire without needing to submit to a vampiric sire and so on.

[5] Sanguine Scrying Dish
Deep bowl made of a dark, stained silver with bat motifs. Regular scrying bowls can be used by Wizards to spy on distant places or people, usually requiring something of personal importance to the person or a pinch of something natural from the location and filling the bowl with clear water. The level of the practitioner is used to scry more details more clearly and to see things that are attempting to be "hidden", such as individuals who change their names or move to a big city to go unnoticed.

The Sanguine Scrying Dish allows vampires to exercise the same power as diviners; except using blood instead of water and substituting their vampiric status and age instead of MU level. It is especially good at finding victims or people of special bloodlines, though it would require a drop of blood of someone related to them to show the image correctly. Using this, you can locate with great certainty any living, mortal individual.

[6] Dawnstone
Wrapped in black silk; this white stone looks as though it came from a holy place. One side of the stone is flatter then the other and has natural veins of golden ore within it that exactly match the symbol of a rising sun. This artistic symbol naturally occurring is clearly the sign of a divine miracle; and this stone is consecrated with holy power meant to prolong the day and ward against the coming night. However, it was stolen from priests or paladins of a holy order, and is being used for its opposite intended purpose. It is wrapped in many layers and handled carefully as it is still holy and deals 1d6 damage to vampires when touched; but it must be carried to have any effect.

Whenever sunlight is created from the result of a magic spell, released from a vial or jar, or created by "upgrading" another light source (like a torch), it is instead drawn into the Dawnstone, safely containing it. The Dawnstone can also prevent sunlight from entering a small room through windows or a crack in a cavern wall for one turn; safely absorbing the rays into itself until reaching maximum capacity. This would give a vampire time to find a dark place to hide before the morning comes and slays them. It cannot do anything about the sunrise itself, as it is simply too much light for it to handle, so being caught out in an open place as a vampire grants no protection. Every night at Dusk, the Dawnstone releases all of its stored up light around itself becoming a true sunlight lantern for 1d6 turns. By placing it in a sealed box or behind several closed doors by a trusted servant the Dawnstone can be safely discharged each dusk while carried around at night to offer some small protection against sunlight magic.

[7] Tickwand
Magic wand shaped like a pair of spiraling eels with several fattened ticks and maggots carved into its handle. While held, the user may convert any prepared spells/one mana point/one daily use power slot/etc. into a casting of Magic Missile which appear as little red hardened blood crystals which fly out to damage your foes. Despite shooting hardened blood crystals the projectiles created by this wand "taste stale" and have no nutritional value for vampires.

Alternate ability; fires actual magic ticks that seek the target, latch on for one turn before dealing damage, then return to the caster in another turn (floating slowly enough to get knocked out of the air since they're fat with blood). I kinda like the idea of this being a way to steal blood in combat at a distance but I also think an edgy vampire wizard would just outfit their magic wands and staves with bats, leeches, mosquitos, and other cool blood-sucking animals because they think it's cool. Maybe they got turned as a teenager so they stay in that mindset for all eternity. Maybe you could rework this into a cool "raid boss" mechanic where the ticks heal the vampire lord for 1d4 hp so if you swat them out of the air before they reach her you can prevent her healing during this phase or whatever.

[8] Nosering Ward
Magical nosering. It's a septum piercing that installs itself; dealing 1d2 damage the first time you bring it within a hand's distance of your face. After that, it deals no damage and can be removed or placed in your nose whenever you want. When worn, the Nosering Ward provides the user an additional saving throw against toxic or poison gas, miasma, stench of decay and so on by dulling the sensation of smell and protection the nose from foul magics.

Vampires are already mostly immune to those things and just use it to prevent smelling garlic.

[9] Portable Bridge
Appears as a small golden stick. If you place one end of it sticking out over a chasm, it will slowly grow out and become larger and larger until it touches the other size; at which point it will thicken up and become a bridge. Slowly it grows from a simple fallen log style bridge, to a basic wooden bridge with even footing, to something with extra supports and a wider path and parapets on the sides; until it eventually gains lanterns that glow and a wide, strong path that can support heavier and heavier weights. Placing this over a river is an easy way to cross one.

Each transformation roughly takes one exploration turn and increases the carrying capacity of the bridge by one person or general size/weight class. So one turn one person can cross unsafely. At two turns multiple people can cross unsafely or a heavily armored fighter can cross the rotten beams unsafely; but one person can cross safely. At three turns it has guardrails so multiple people can cross safely and can support the weight of a horse & rider. At four times, you can move a company across it. At five turns, you can move elephants across it, etc.

[10] Riding Mosquito
Exactly what it says on the tin. Flying mount, fragile, and lacks affection towards its rider. Required to drain the blood of a large animal, like a horse or cow (or a few people) to sustain carrying a rider any significant distance; the creature will end up as a shriveled husk and the bug will be gone by morning. If you try to ride this creature two nights in a row or a very long distance without accounting for its source of blood it will turn its proboscis on you instead. Wears a harness of black leather and red heraldry belonging to some far off vampire clan. 

Matching heraldry can be found on a little bone whistle shaped into a skull. Sounds like an Aztec Death Whistle or makes a high pitched sound too high for humans to hear which makes dogs go crazy and horses stampede; whichever you think sounds cooler. Blowing this calls the beast to you, but it can only come to open outdoor areas and only at night. This is what you actually find on the adventurer, with a little note that reads "his name is Eustace and his favorite food are elephants".

Sunday, May 7, 2023

Six Desperate but Heroic Lords


[1]
Sir Gridwane of The Fens
HD- 10 AC- 15

Attacks- 2 w/ Bow (d6+1) or 2 w/ Sword (d6)

Special- Move Thru. Underbrush / Immune to Entangle

Tall and clad in gray-green light armor with tree motif. Perfect salt & pepper hair. Joined by twelve Fighting-Men, all in light armor and trained with swords and bows. They like their bows more then their swords. Two are elves. Gridwane also has a magic bow (+1) and a magic cloak which lets him slip through bushes and thorns like they weren't even there.

Sir Gridwane is a kindly lord of a forested land; well connected to nature and the animals of the land. He's here because his grandmother got fused to a tree. That's not unusual where he is from, it's just he doesn't have enough money to make her comfortable right now so a little treasure would go a long way. If you help him out he'll teach you how to make you acorn ale.

[2] Dragonlord of Highguard
HD- 12 AC- 18
Attacks- One w/ Flame Greatsword (d12+1 Fire Dmg)
Special- Immune to Fire, Commands Kobolds

Dazzling armor, emblazoned with red and gold. Dragon's face carved into the helmet. His armor is magic and gives him immunity to fire and also prevents him from aging. No shield. He is imbued with dragon-power and kobolds will always surrender to him and obey his commands- unless a true dragon is nearby and says otherwise. Currently accompanied by 2d20 Kobolds.

The Dragonlord is a dragon rider and very powerful. However, his last dragon mount died and now he's stuck here and can't fly back to his homeland which is only accessible by things that can fly. Looking for a juvenile dragon to train or a dragon egg to raise up if he has to. Will also settle for a gryphon.

[3] Two-Ton Lo Chi
HD- 15 AC- 12
Attacks- One w/ Strong-Iron Kanabo (d10) or Roll-Over (d4)
Special- Drunken master, Roll-Over

Outrageously fat lord from a far away rice kingdom. Wears a green robe with dragon design- his belly poking out. No armor or helmet- only gauntlets to protect his hands. Currently guarded by six elite samurai and shadowed by an elite ninja who wants to kill him. He can smash you with a Kanabo but can also use Roll-Over to literally roll over your square and behind you instead of attacking for a turn, letting him escape if he's cornered or flanked. It only does 1d4 damage and knocks you prone but you're basically getting flattened by a sweaty sumo wrestler so it isn't a fun experience.

Two-Ton Lo Chi's land is in disarray after his clan's sacred Jade Mirror was broken. Looking for something very reflective to serve as a replacement. Anything from a mirror shield, really shiny sword, silver goblet, etc. will suffice. If you help him, he'll give you a magical healing gourd from his land. The gourd need only be filled with water and after 1 day will become a healing elixir that restores 1d4 hit points- this can be done an infinite number of times. If your party seems morally dubious the ninja will offer you fifty thousand gold to help kill the lord instead.

[4] Master of Malsits
HD- 9 AC- 14
Attacks- One w/ Ebony Blade (d8+1) and One w/ Dueling Dagger (d4)
Special- Ambidextrous, +2 To Saves, Healing Potion

Slender, black leather. Moves like a cat. Silver braclets. Sword is made of black-metal and razor sharp- counts as a magic sword +1. Dueling dagger used for parries and rapid stabs. Can attack two separate people every turn in melee, or can use his dueling dagger at add its damage roll to his AC for one round. Carries a potent healing potion which restores 2d8 Hit-Points and can drink it while still attacking or blocking with his other hand- will attempt to drink the potion when at or below half health.

Dark and brooding, but holds to his word and a unwavering slayer of evil beings. Very wealthy and feels bad about flaunting it, despite his advisors constantly telling him to keep up appearances as a lord like him should. Still unmarried. Currently here seeking a specific family heirloom; without which he cannot have children and his family will end. Real name Jeffery. If you help him get the heirloom back he'll kill any one person in the world for you as a favor.

[5] Lady Johanna Umbal
HD- 7 AC- 14
Attacks- One w/ Glass Sword (d8)
Special- Destroys Illusions, Sworn-Protectors

Strong warrior-woman lord of an island nation. Her sword is made of blue-green glass and cuts through illusions, glamors, false walls, and all manner of magical trickery. She wears chain armor with a black symbol to represent her house of the black soil- volcanic island with extremely fertile farmlands. She is joined by her four younger brothers- her sworn protectors who are immune to all first level spells in exchange for their vows of celibacy, silence, sobriety, and vegetarian diet.

Johanna is a strict no-nonsense type and wastes no time in explaining her situation. Her island is sinking into the ocean and will be completely flooded in five years if she doesn't find something truly unbreakable and unmoving to act as its new foundation- a unmovable rod or something of a similar size made of adamantine (like a sword). If you help Lady Johanna, she will give her sworn protectors to you, who will be sworn to serve you dutifully for one year and a day in her stead. One of the younger brothers is a weak link and will easily break all of his vows if offered a night on the town; thus making all of the brothers lose out on their magical protection.

[6] Sir Olan of House Shian
HD-
6 AC- 18+

Attacks- One w/ Shield Bash (d6)
Special- Greatshield, Damage Block, Great Steed

Very old and frail man dressed in livery. He's shrunken considerably in his old age and his armor doesn't fit very well. Carries a shield bigger then he is; inscribed with a magic rune which glows when facing a foe. This shield grants tremendous protection from all attacks in a 180 degree angle coming at him. Sir Olan can also summon his horse, a huge black beast named Siegebreaker. This horse can outrun any normal horse and ignores caltrops- it can only be harmed by magic weapons.

Sir Olan is here seeking treasure to buy a cure for his daughter's illness. It's extremely expensive. If you go with him and give him the best cut of the treasure, he'll give you Siegebreaker.

Saturday, October 16, 2021

Garden District- Waffle City


This district is not named after the food (though Shepard's Waffle-House is highly recommended by everybody around here) it is named for the look. When this part of the city was built, the city council members in charge were filled with brutalists and order-focused city planners. This section of the city was built in a perfect grid, with every building being a thin wall connecting to each other building. The top of this mega structure would act as its roadway system, with each opening being an inner courtyard granting ambient light from the windows and fostering a sense of community among the residents.

This place is a real hive. And yet, somehow, it's still not the poorest place in this shithole city.

The top of the city is a constant traffic jam. Every road being identical in length and every road being a 4 way intersection means there is no easy flow of traffic. Accidents can cause hover-cars to fly down into the square holes around every turn and intersection, causing a minor fender-bender into a deadly crash and crushing innocents below. The topmost suites are supposed to be the fanciest, getting the most light and fresh air from the choking fumes of the undercity below, but are constantly rocked by the noises of cars above- not to mention the security risk of someone stepping down from the road onto your balcony. Nobody wealthy lives here. Down each repeating square-shaped hole are more apartments and floors with more darkness and filth all around. Many of the apartments; once perfectly ordered and identical, have had their walls and floors knocked out to lead to large factories or storage areas- identical housing solutions don't fit everybody.

The courtyards themselves are varied. Most are filled with trash thrown from the windows, while many have had an artificial roof installed for a walled garden- some community run, others privately owned. Some enterprising residents built catwalks across the inner courtyards- a trip that would take an hour because of requiring to go the longest distance around a square through the very crowded passage hallways becomes a fraction of the time if one is to brave the open air.

Residents
Waffle City-ites are insular. It's its own community, mostly self sufficient and isolated from the outside world. They do things differently. With vertical distance being nearly as important as horizontal, messengers and foot-delivery men who climb stairs are favored over cars and trucks. Most consumer goods, packages, and all facets of life are shrunk down to fit in the cramped, interior space. Most live in a one or two room apartment, exactly identical to its neighbors in every way except whatever utilities don't work and where the leaks are. With everything so cramped, there is a great sense of community despite the fact you can go a very long time without seeing an other person in the dim hallways and the numerous blind corners- mixed with impossibly long straight lines.

For these reasons; the residents here are scrappy, thin, focusing on superficial visual arts. With little room to show wealth or hoard physical objects; painting and decorating your apartment door becomes a primary means of showing status. Some members have created tiny dioramas; hollowing out a tiny space of wall between the hallway and their personal room to make a "front lawn" of a few inches of astroturf and a single pink flamingo, nailed to the door. Some even install windows. People adorn their bodies even moreso; punk styles and flamboyant clothes are the look of the day, with piercings being the primary method of hoarding and storing wealth- too easy for someone to break into your apartment if they think you're worth the trouble. At the same time, every spoken word and interaction probably has at least a dozen pairs of ears listening in, and the walls here are paper thin. News and disease travels very fast in the Waffle City, making it a real maze of intrigue and petty-politics that further pushes away outsiders. And they can tell who you are with one look at your feet; every shop, friend, and home they've visited is covered in carpet. You're wearing shoes.

Everybody here works three jobs; not full careers with an office, or workshop but side hustles. Delivery jobs are a convenient time to pick up your ink for your tiny tattoo booth that's a single shower-curtain's away from your bed and library, where you study to compete in the well paying puzzle and poetry competitions. Specialization and diversifying are both absolutely key. In a place where they are heard by so many, music of any quality is the greatest boon one can have, and musicians are even more highly prized as those who try to learn the craft rarely survive the first few rough years from all the ears they offend.

Notable Characters - Roll 1d4
[1] Lance Turtle - 6 HP, 3 Armor, 1d6 vintage spreadgun
He's a bipedal turtle man; not all that weird for Garden. He wears a tophat that is squished after a big fat monster dude sat on it, who the turtle later went to the trouble to kill, but preferred the new style. Lance is an old man, and was around for the building of the Waffle City; once it was known as "Griddle city", and was supposed to be the opposite- huge skyscrapers with roads low the ground, a much superior design that was scrapped in favor of this crammed reality.

Lance is one of the wealthier inhabitants of Waffle City. He runs the largest courier service with secure packages and discrete packaging- though they aren't the fastest, they will always arrive at their destination eventually. This courier service isn't really a gang, but has gang like mechanics and could muster up to 3 HD worth of Manpower in a pinch.

[2] Blase Lawrence - 8 HP, 1 Armor, 1d8 repeating shotgun
Looks like a giant, bone-white ogre dude with a frog face. His race isn't very common around garden, and communicate through gurgling noises, making his real name unpronounceable and culture totally foreign. Blase just took the last name of the first man he killed, and has continued to work in the debt collection business ever since.

If you borrow money in Waffle city in amounts greater then $500, you're probably getting it from Blase's employers. Blase is quite the bastard and is resistant to most psychic attacks too; he's known for using any method for extracting payments from his debtors.

[3] Johnny - 3 HP, no armor, 1d4 pinnose pocket pistol
Young, vaguely human-ish boy who never seems to get any older every time you see him. He's always getting other people into trouble; those his intentions are always good. He's the type to paint the outside of your apartment blue after hearing that's your favorite color- not realizing you live in red gang territory. Has a habit of getting out of trouble and disappearing as soon as nobody is looking at him.

Johnny's main talent is boyish antics of playing pranks, tricking dumber kids and playing a harmonica, as well as being good with animals. He seems strangely attracted to situations involving the more spooky parts of Garden life, like the Strange Objects or psychic manifestations. Most people think he's some kind of reality warper; though if his intentions are benevolent or malign are yet to be determined.

[4] Merlinda Shepard - 2 HP, no armor, 2d2 pepperbox
She's an old lady who is very attached to her apartment and the residents. The master of spying and gossip. She has the body of an old frail human woman with the head of a porcupine and quills going up and down her arms and back. Beyond tricking her visitors to do chores for her; her hobbies include sudoku and murder mystery pulp novels.

Merlinda is a sweet old woman; but has to pay the bills somehow. She will trade dirt on some of the more unsavory residents of Waffle city- though she naively wants people to just shape up and act nicer instead of being killed or being forced from the nieghborhood. She has a serious problem with Blase and Lance- who she views as being the main causes of disharmony in this borough of Garden. 

Also; the apartment next to her is hollowed out and used as her restaurant. It's pretty good.

Notable Gang - Skate & Die
Manpower-
4
Holdings- Outside Connections (+1), Punk Energy (+1)

This gang of young punks rule the never ending hallways of the Waffle. They all wear rollerblades with specially designed wheels to glide over the cheap, industrial carpet and to move at high speeds. They tend to use melee weapons and small arms with low recoil which better fit their hit and run fighting style. Even a capricious gang has to be mindful of the paper thin walls- a "driveby" down a hotel hallway could end up breaking through five apartments with strong enough guns; small calibers and careful consideration is a way to keep the general public fearful instead of enraged and sending vigilantes after you.

But with that being said; the Skate & Die gang is filled with tremendous punk energy. Their entire gang is very young, with bright hair and bold styles. Their youthful energy makes them popular and less cynical. They also have strong outside connections- different shipments and retailers to the waffle tend to go through the gang first, meaning they have eyes on everything that comes in and can sometimes steal anything that would give any up and coming rivals too much power. The few crime families that existed once in the waffle were suffocated by this supply line. This gang's holdings could be eroded through simple competition and time- more retailers and ways into the waffle city for products would reduce their grip, and simply waiting a few years means the gang members and leaders will get older, slower, and less filled with that reckless youth that makes them so formidable.

The leader of the gang is Alto Thrash, a rodent-man with a lime green mohawk. He's shorter then everyone else in the gang, and rules it through sheer intimidation and grit, along with his trusty switchblade. He is known to use his small size to his advantage; like hiding in the walls in the gang hideout to spy on anyone who may want to move against him. He has a long standing vendetta against Blase the debt collector and wants to cut his eyes out, but is waiting for the perfect opportunity to do so. Anything that would distance Blase from his employer would act as a vehicle for Alto to get his long awaited revenge.


Notable Location - The Convention Center
The entire city within a city is meant to be a symmetrical, ever-repeating pattern. If you took a vertical slice of the waffle out, it should be identical to any other slice structurally. But a few compromises had to be made to build it; the bottom level of Waffle City is a little different from the others. The walls must be thicker, with columns in the hallways to keep up the weight of the large structure. This perfect sameness was also ruined by one other factor; the convention city.

Near the heart of the waffle is a spot which, from the sky, looks as though the "holes" of which the windows of the various apartments face inwards is filled in. It just flat top. This is hidden by a stop on the roads that criss cross the top of the waffle where there is a little parking and elevator area- but this is the top of the only anomaly in the city. Beneath this spot is a great hollowed area; the convention center.

Huge empty rooms stretching onwards, shifting hallways to lead to these cavernous carpeted nothing places. Dark and unused. Heavy curtains that could stretch across a mountain pass. Nobody goes near the convention center anymore; the few conventions and events it once held were soon cancelled and given a bad reputation when people fell to their death from the few offices suspended on the catwalks above; the vibe of the place being evil and unnatural. Even now, stories of this place circulate around the Waffle, which is thought to be a pretty normal, "safe" place in Garden, without the monsters and entities and the evil- but not here. People warn of giant monsters, moving as silently as an old film, cramming into shadowy corners to stalk whoever dares walk through these black voids.

Random Encounters in Waffle City - 1d10

[1] Fire? Fire! Somebody started a fire here- the indoor city isn't exactly designed with fire safety in mind. Make a saving throw or be trampled. If you fail that one, roll again to see if you get trapped in by the fire. The fire authorities will be here in twenty minutes.

[2] Gang of actual children harass, bully, sling food at your face, and pick your pockets. They steal 1d6 bullets, cigarettes, candies, or dollar bills from you. If you're friends with Johnny they'll leave you alone.

[3] You come across an empty space. The floor is carpeted as all the others and the walls are the same color; but a large space is just open in a hallway where an apartment should be. The door number of the nearby apartments skips a number. If you spend too long in that open spot, you take 1d6 psychic damage. Researching that number leads to tales of insanity, murder, and reality warping in the old newspaper clippings.

[4] Trashguy! A big alien pushing a giant cart through the hallways is running at top speed. Save or get slapped aside by the big plastic bin and take 1d4 nonlethal damage. The nearby residents open their doors to throw bags into it as he passes- they've gotten quite good at this. He doesn't have the patience to stop at each door, so you'd better make it on the first throw.

[5] Trapped apartment. This place is hinted at be haunted, filled with treasure, hideout of a criminal, etc. While a tiny space, every single thing is boobytrapped- blades behind each doorframe, poison gas comes out of opened faucets, and a mold monster in the fridge.

Mold Monster (2+2 HD, 2 Armor, 1d8 goo bite attack)
Morale- 11 (if loses morale- tries to cram itself in the nearest fridge or cooler to stay cool)

[6] You find hundreds of scraps of paper plastered along every inch of this hallway. The papers are hand drawn posters for a concert for a band nobody has ever heard of.

When you arrive, 1d6 Skate & Die members, as well as one random notable resident arrive at the concert as well, along with some random people. The concert is by a band that plays really sad and depressing songs, and at the end they tell you all you have three days to live if you don't hand out flyers and get people to come to the next showing. 

Strangely, the band members seem like normal people but if a psychic probes their mind they find they have a psychic resistance of 4 and retaliate with an instant 1d6 psychic stress damage blowback for attempts to read their minds.

[7] Somebody's pet ferret keeps slinking away with valuable stuff. It's cute and very mischievous. If you manage to follow it to its lair you'll find $300 worth of stolen stuff.

[8] The Scintor Peeper is an infamous psychic that lives in the Waffle- said to be able to see through walls and doors using his psychic dowsing. Claims to use his power to case people's places and find things to steal, usually just pervs and watches girls shower. Of course, anyone who can see through paper thin walls, floors, and ceilings in this part of the city will be highly prized.

Currently owes Blase $95 and is getting awfully close to the "go over $100 and I'll break your legs" threshold with his failed interest payments.

[9] Roll on General Gang Table.

[10] Roll on General Encounters Table.

Wednesday, October 6, 2021

Four (Mid-Level) Characters from the Noble Houses

Roll d4 to get a random hireling, replacement PC, or rival NPC adventurer.


[1]
Ambrose - 4th level Fighter
Stats- +1 Str, -1 Wis, +1 Cha

Young, honorable Fighting-Man belonging to the House of Tanner. He wears an enchanted red leather vest that grants protection equivalent to chainmail (+6 AC) without the normal stealth or encumbrance penalties. He is skilled with axes and swords, and usually carries one of each. For blunt attacks- he uses the butt of the axe as a club and due to his skill, this has no penalty for being an improvised attack due to his skill.

Ambrose is a young, slightly ambitious warrior who seeks to protect people from monsters and dark magic. He is somewhat ignorant of the world and wants to get more experience; though his fighting skills are those of someone clearly very talented; they outpace his experience. As with all members of the House of Tanner, he is instilled with the virtues of loyalty, honor, and humility. If and when recruited, add +1 loyalty.

[2] Presida - 6th level Rogue
Stats- +1 Dex, +1 Int

Presida is an effective, non-nonsense type. She belongs to the House of Ventan. She is clearly a woman with at least a drop of noble blood in her veins- beyond being beautiful she is highly competent and skilled at what she does with seemingly little effort; but this is a false persona. She is actually very dedicated behind the scenes- building a gymnasium underneath her home filled with traps and tripewires to practice her skills.

Due to her highly disciplined lifestyle and training regime; Presida has +2 maximum Hit Points over whatever she rolled with her class HD. Additionally, she gets +1 to all Saving Throws.

She uses a magic weapon which is a small, extendable metal baton. This magic baton is called the Baton of Clanging and deals 1d4+1 damage on a hit. It has a special ability- if the tip of the baton is touched to a piece of metal, it can make the metal clang at any point along the metal, or make a delayed clang at the spot she touched it one exploration turn later. Using this allows for easy distraction of guards, monsters, and can be used to set up ambushes and alarms befitting her skills.

[3] Ulati - 5th level Fighter
Stats- +1 Str, +2 Dex, +1 Con, -2 Int

Tall, thin man skilled with a bow and spear. He is an excellent physical shape, as most members of House Scinarri are. His lips are burnt with vertical lines for betraying a secret of his house, but was allowed to stay after being greatly reduced in position. He is most common referred to by his nickname of "Silkfinger", perhaps because his actual name is blemished with his past.

Ulati is a hunter and has a deep respect for any culture involved in nature. He knows how to read magic and druidic runes carved on trees and rocks. He was always better with dogs then with people; Ulati gains +1 to reaction checks with animals. Finally, Ulati is a skilled knife fighter, though he prefers to fight with a spear in melee combat. The scars up and down his arms prove this. He has a set of two magic daggers, each with a +1 to hit and being immune to corrosion and rust.

[4] Hotar of Holy Vapors - 4th level Cleric / Sage
Stats- -1 Dex, -1 Int, +2 Wis

Hotar is a simple, faithful man belonging to the House of Candis. He was born in the room of a temple of which holy, hallucinogenic vapors from the earth pour up causing his mother to hallucinate him being born from the vapors instead of her body, hence the name. Hotar was also negatively affected by these vapors from ingesting them as a newborn- he has a bit of a shake and is slow of mind, but strong in religious and spiritual matters.

He is also an amateur magician- relying on his spiritual intuition and vivid imagination to create spells instead of route magical formula. In your game, these are probably Cleric spells. If you don't have Clerics, then he's a white mage-type MU. Any given day you meet him, he has one of these spells randomly prepared along with the normal spells for his level and class.

Hotar's Holy Spells- Roll 1d4
[1]
Singing Rain - 1st level
This spell magically charges rainfall, and can only be cast when it is raining or right before. This spell makes the sound of raindroplets hitting the ground sound a bit like music, chiming together to form a harmony of nature and sound. This spell effects a circle around the caster of about 100 ft.

This spell has no additional magical effects beyond this- but many creatures, especially evil monsters or demons, find the sound of such peaceful and pleasant music offensive to the ears and may be temporarily warded against. Devils who don't have a mission or anything just leave the area- or else they get a morale check to stay or enter the singing rainy area.

[2] Blossoming Light from my Necklace - 1st level
Requires a holy symbol worn around the neck or golden necklace worth at least 1000c to function. Hotar wears one. When this spell is cast, it creates yellow rings of light that get bigger and bigger in waves coming from the necklace in front of the caster in a wide cone. Anything this cone passes through is blasting by weak levels of holy magic. The effects of this spell get worse then the longer ones stays within these rings.

If an Undead creature stays within the rings for a full combat round, they are subjected to a Turn Undead roll as though turned by a first level Cleric. This seems weak, except this spell can bypass the normal HD number used by Turn Undead, as its cone effects everything in it. Intelligent undead may try to jump out of the cones before the round is over (using a move action, flying away, etc.) to avoid taking this check.

If an Unholy creature, such as a demon or dark cultist thing stays in the rings for a full combat round, then the next attack done against them by the spell caster gains advantage. They glow with a yellow aura, which also illuminates them very slightly in dark places.

If an Evil creature, like a bandit or orc stays within the rings for a full combat round, they get -1 to their next morale check, regardless of what causes it. This only functions if the majority of the squad were hit by the rings.

[3] Lightning Lash - 1st level
Creates a whip made of electrical energy in the caster's hand- the next time they whip with it and succeed on a To-Hit roll, it deals 1d3 lightning damage and ignites very flammable stuff, like people doused in oil or scarecrows stuffed with straw. The whip lasts for one successful attack, but if the attack fails the whip doesn't disappear unless it strikes something metal which scatters its energy.

Hotar made this spell as an elemental attack, but doesn't really like using it. Too violent. It's also a rough early version and could use a lot of clean up and improvement to make it more powerful and useful for its spell level. If given a few years or levels, or tutelage under a powerful MU, this spell jumps up to 1d6 damage and requires a saving throw or you get held in place one round.

[4] River's Babtism - 2nd level
This spell must be cast in a flowing river at around noon. The caster must dunk and wash the body of the target of this spell, and it cannot be cast on themself. The absolution of this baptism purifies and heals the sick and wounded- any common disease is ended and all poison that could be cured with an antidote is cured. This spell also has minor regenerative properties; for example, it could restore a chipped tooth, a finger or toe torn off at the last digit, heal back a patch of permanently burnt skin the size of a postcard, etc. Additionally; it restores 2d6+2 HP.

This magic spell is quite powerful and may be a hint that Hotar is actually a spellcasting savant.

Friday, September 10, 2021

Garden District- Treebranch


If you looked at Garden from Tower Central or from the air, you would see a large black splotch within the glowing bright city. Before Garden existed, there was just the forest. The landscape was swallowed by the urban growth of the city as the electric lights could keep the darkness at bay, but a small valley retained some of that darkness. It was built in with homes and stores spread out further apart, patrolled and tended to be heavily armed game wardens, now a comfortable getaway. While kept clear of monsters from outside of the city, this part of town has far more wildlife then most, especially of the larger variety. People live here with the elusive pitch-black deer, the megafoxes, many other creatures not found in the back alleys and little walled gardens of Garden. It's secluded, and by far one of the best neighborhoods to disappear to if you're a wanted man.

Treebranch is very laid back. Not a lot of construction or manufacturing goes on here. Conversely, people ply outdoor skills and hunting to make their meals; more challenging game is here then the lemurs and hogs in the inner city. It isn't wealthy, but the people here always have acres of land to trade and make everything they need. Sometimes tourists get lost, and it advised to not dig in any of the clearings, as shallow graves from the mobsters and killers of Garden liter the ground like molehills. Rifles are the preferred weapon, and walking on foot is preferred to an obvious hover car.

Residents
Everyone here looks old and wise, even if they very clearly aren't. There is a forest-induced leanness to these people. Races included the Fawns, who appreciated the forests and natural beauty, but have taken to marking their horns with reflective paints and wearing white as to not get shot by overzealous hunters. Snappers, the blue-skinned crocodile peoples who mostly live around the docks, have moved here in high numbers due to the ease of finding and trapping small game for their endless carnivorous appetites. Other aliens include the many legged Surbabbi sneaking through the underbrush, but beings of all species can live here as long as they have an appreciation for nature.

Treebranch is the most “rural” part of Garden. As far as a huge, electric walled city goes, this place is as close to rural as you can get without it being a deathtrap. The outside of Garden city is stalked by foul monsters, psychic beings of great power, and the Torchlight society, all of whom will kill any city slickers who dare wander those woods. As such, this place is much like a microcosm of the great outdoors. Seasons and weather are treated more seriously, there are farmers and ranchers, woodsmen, hunters, wild-men, and crazy nature cultists all wrapped up in this little district.

Notable Characters - Roll 1d4
[1]
Saen-Man - 7 HP, 1 Armor, 1d4 switchblade, Psychic
He's a fawn, but with most of his fur and hair missing looks more like a creepy monster. He oils his bald head and isn't much for violence, but he has psychic abilities. He tends to avoid people most of the time, feeling their energy and simply hiding himself, but can be found and talked to if you look like reputable sweeps. Saen-Man has his finger on the pulse of life in Treebranch, and can instinctively sense when something damaging to nature happens here; a large fire, toxic waste dump, or poachers. He will insist that you put a stop to these problems but has little to offer in ways of rewards.

[2] Machine Guy - 8 HP, 2 Armor, 1d8+1 repeating rifle
Mysterious tinkerer. Tall blue alien, with two extra arms. He likes to keep the tractors, huskers, combines and all other forms of farm and outdoorsy equipment working here. Severely undercharges, he seems to just really enjoy his work. Has no idea how to work on the hovercars that populate most of Garden's city streets- prefers four wheels fueled by biofuels. Keeps on a mask and an air of mystery around him- rumor says he's on the run from a violent gang after stealing blueprints to a very advanced machines or powerful weapon that he couldn't let fall into their hands.

[3] Dutch - 4 HP, no armor, 1d10 hunting rifle
Makes moonshine, loves his neighbors. He's a human, which is probably weird for people in Garden, you don't see a lot of those. Bit of a hillbilly stereotype, but an honest man. Dutch isn't honest about his secret stash, a case of 800 silver coins, stolen directly from the mint on Earth. He had them with him when he ended up in this world. He's waiting to find a good price for them all, or a way to put them to good use. They're buried a few minutes walk away from his shack.

[4] Little Love - 3 HP, no armor, 1d4+1 pocket pistol
Small blue alien man, all about free love. Lives in a hover-van; currently propped up on fallen logs. Hits on female party members, shares drugs as quick as he talks, surprisingly not a creeper. Currently hiding out in Treebranch after offending several city officials and puritans for both his lifestyle and accidentally leaking the fact they have attended his psychadelic drug orgies in the past. Huge penis.

Notable Gang - Skinners
Manpower-
5
Holdings- Infamy (+3), Moonshine Addiction (-1)

These semi-tribal hillbillies are said to descend from the Torchlight Society, and a few members can recite their lineage back to before Garden was ever built- just lost souls living in the darkness. They have a large homestead that is fenced in by brutal bone piles and totems made by the members of their defeated enemies- this gang gives treebranch its reputation of being filled with cannibal hillbillies.

The gang is, especially in the past, known for the torturous deaths they inflicted on anyone who crossed them. This fearsome reputation brings fear and respect into the hearts of all treebranch residents; this is especially telling since the people of treebranch tend to be among the most well armed and self-reliant of everyone in the whole city. The gang's original rule of blood-only recruitment had to be lifted a few decades ago due to the original families shrinking and moving away, and the newer generation of the gang are softer then the older. In addition, the gang's main form of income in the form of making moonshine has backfired as most of the gang's members are alcoholics.

The leader of this gang is Two-Is-Better, a fat alien with a gray, eyeless head and a big slobbery mouth. He's very old and may come from a species that is biologically immortal; at least until they get so fat and big they can't move anymore or collapse under their own weight. He was around for the original founding of the gang and was once its second in command, and could tell many stories and reveal truths about Garden's ancient past, but will rarely talk to even residents of Treebranch; city slickers from other districts have no shot.

Notable Location - Growling Tree
Near the heart of Treebranch is a large white tree. It grows alone from the other trees; its scraggling roots uprooting the soil and killing its competition. It has no leaves (anymore) but seemingly gets its energy from an alien, inner source. Some believe it may be the creation of an especially potent Reality Warper. Every night, the tree's roots begin to shift and slither under the soil, breaking up and "swallowing" anything on the surface. Underneath the tree is a patch of  aerated, easily dug soil. It is filled with air pockets, rocks, decaying plants, and corpses of mob hits disposed of here. While there is treasure to be found here; any random shifting or moving of the tree will likely bury you alive, as well as remake any tunnels or chambers you have dug, making you lost in this burrow.

The tree is an anomaly even in a city like this. Beyond its highly energetic state, it is also powered by something in its trunks core. It gives the tree a feeling of heat all throughout its body; the rare piece of root or branch cut from the tree retain some of this heat for several years, leading to the rich and powerful of Garden creating self-heating beds and furniture as the height of luxury. However, the tree is much more "aware" of itself then most plants; it growls. When struck with an axe, it will shiver and move the harmed limb away. Its sap is powerfully fire retardant, and will seemingly erupt into wounds in the wood to put out fires of any size. Those who harm the tree even once will be disliked, causing it to growl at them for getting close; those who cut branches will soon find it impossible to get within touching distance without the tree trying to bury them alive under its roots. If a group it dislikes approaches, the ambient temperature of the clearing will rise too, until eventually it will cause serious harm and fatigue in most species who stick around too long. It remembers those who harm it; but also those who help it and treat it with respect. Only a few highly connected residents of Treebranch can even attempt the dangerous feat of climbing the animate tree; the small cache of owl nests and the unique view at its peak being the only rewards for such a dangerous climb.


Random Encounters in Treebranch - 1d10

[1] Several rednecks are having a party out the back of a big hover-truck. There are at least four dead deer, all of whom are of a rare species that this group is illegal hunting. It's pretty chill once you convince them to put their guns down.

[2] Homeless forest-dweller with leaves in his mane. Probably a criminal on the run. Looks like a mangy upright lion, but a bit too gray and spindly to look majestic. He'll be incredibly gracious for any food; but will absolutely steal the first valuable thing he sees the moment your back is turned. Also knows the location of the Growling Tree and will tell any adventurer-looking group of city slickers if you can find an actual bed for him to sleep in tonight.

[3] You find a Chimney stuck in a tree- its bayonet has been jammed in so deep the muzzle almost touches the bark. Pulling it out requires a very strong person, or several with lots of patience and time. The gun totally works. Roll a Random Gun; it has about half its total capacity of ammo loaded and ready to go.

[4] Two big alien deer in a small clearing. One is covered in horrible sores caused by some kind of flesh-burrowing insect, while the second puts its mouth on them in an attempt to nurse and heal the wounds. If you touch the infected deer, there is a 1 in 10 chance your species is compatible and can be host to the parasite.

[5] The next time you enter a cluster of trees and brush, the air seems to become chilled and the darkness gets darker. Any light-producing tools or flashlights you have dim and you hear ominous whispers. Psychics feel incredible senses of dread, then take 1d3 nonlethal damage as invisible fingernails scratch their bodies. After one turn or a roll of 6 on a d6 by a psychic if they attempt to "dispel" the darkness around you it goes away as though nothing happened.

[6] There is a nigh-pristine fountain of marble and stone hidden away behind two trees and some large stones. The water is drinkable and very clean. There is one small fish in the fountain. If you put your hands inside the fish will cuddle up to them, as though it was a pet abandoned here. The fountain has a small alien-angel statue with golden wings worth about $10 each.

[7] You find a shack with tons of metal tools and bloodied surfaces. There is a 1 in 6 chance you find grisly remains and a useful item if you spend a turn lurking around here. If you stay here for more then three turns for any reason; you will encounter the owner.

[8] You find a patch of disturbed dirt in the nearest convenient place; as though somebody just recently buried something here. If you dig it up, you'll find a weird rock that looks curled up on itself which emanates a strange smell. Any psychis in the party will note that it has a similar "aura" to things brought back up from the city's underground tunnels.After 2d6 hours of being dug up, the next time it is put down somewhere it gets up and starts to crawl away. It crawls towards the city limits to return to the forest outside.

[9] Roll on General Gang Table.

[10] Roll on General Encounters Table.

 

Sunday, August 8, 2021

Garden District- The Sunk


The Sunk is a district of Garden half buried in a massive sinkhole. The sunk was once a pretty quiet, generic little district of the nightlight city until a massive earthquake caved it in. The sunk's lonely buildings still stand there, sticking out of the pit at odd angels. Even stranger, people still live in some parts of this district, many of whom were original residents refusing to move. The Sunk is by far one of the darkest parts of the city once you go past the last few illuminated streets, but even stranger how you'll see the occasional light on, pouring in through the window of one of those long abandoned highrises; who could possibly be up there?

The sunk is very dangerous, but all of its old buildings are still ripe for the plundering. There's a feeling of a “gold rush” in this part of the city, as though the sweeps are coming in to make their fortunes digging through the monster infested crumbled structures. Many of the local residents despise them in equal parts to loving the business they bring. Several inns, armor and weapon outfitters, suppliers, and gun smiths have set up shop in these neighborhoods looking to equip any urban explorers. The ones who make it back do so with loot underarm, empty magazines, and usually a few members missing.

Residents
The Sunk's residents are a pretty diverse bunch, with few races dominating the makeup. The “old blood” of this town are mostly larger, stronger people. The gray skinned rhinoceros people, the stone-flaked Gravelkin, and the heavy handed Manosians are common sights along the slanted central streets. The kids here are a lot more diverse, with many of them playing in the streets until one of them drops a ball, rolling it into the blackness beyond the last lamppost, and having to go in for the night. None of them will dare brave the darkness.

Despite its looks, the Sunk has become a wealthy part of town due to the treasure scrapping business and the various stores that supply the sweeps. This extreme influx has wealth despite the cracked and crumbling exterior of this place lead to strange sights; a newly chromed hover-car sitting atop a dilapidated lawn. Women dressed in the finest fashions visible through cracked windows. This is also evident in the huge amount of firepower the Sunk's residents have invested in. Scan the rooftops of this district to see many dusty hatted men, sitting up on the rafters of the various buildings armed with rifles, vigilant against the creatures in the dark just down the block.

Notable Characters – Roll 1d4

[1] Octopus Jones – 8 HP, 1 Armor, 2d10 sniper rifles

Large orange octopus man with two heads. Assures everyone that the second head is of the same consciousness as him, it's not two separate people, the bottom one can't even talk. Spends much of his time on the roof of Milk Tower, the tallest straight-standing building in the sunk. Use 1 Clout with him and he'll help watch your back with his rifles while you explore the Sunk.

[2] Joja “Swamp” Mancy – 14 HP, 2 Armor, 1d6 snub-pocket shotgun

Crocodile-like person with a big fat belly and a straw hat from his homeworld. Sulks around the basements and service tunnels of the sunk, trying to map what areas have been cut off or opened up by the old sinkhole, notifies enforcers of any strange activity. Secretly loves bubblebaths and has a collection of salts and soaps; will buy at top dollar.

[3] Iota – 12 HP, 1 Armor, 1d8 sawblade sword, 1d4 needle-nosed pocket pistol

Broad shouldered blue person with a tiny, triangular head. Not a fan of of the looters that are constantly coming into his neighborhood, but can be won over by those with spirit and who aren't totally self centered. He wants to reclaim the sunk one block at a time by putting up lights and getting construction crews to help rebuild the old crumbling buildings. Doesn't have any money to accomplish this.

[4] Fernad Blackshoe – 6 HP, 1 armor, 1d6 drum-loaded submachine gun

Keeps his gun under the counter. Looks more or less like a human but with huge black-club like feet and a more round face. One of the main shopkeepers of the area, selling guns, ammo, lights, medical items, food, and all kinds of other useful supplies. Desires one of the more weird creatures of the Sunk to be captured and sold back to him, which he hints at in conversations. Underpays for them.

Notable Gang – Black Dandies

Manpower- 4
Holdings-
Outcasts (-2)

There are thousands of tiny, insignificant gangs in Garden. The black dandies, even among them, are an outlier for living more or less seperated from the rest of the city. Many of their number are made up by infamous bookies who owe everyone money, crazy conspiracy-theorists, and urban survivalists. They are extremely mysterious and don't let anyone into their group they don't know. Someone within their gang has the ability to build and/or maintain clockwork weapons, that work much the same as a regular chimney but that make a distinct clicking noise as they ready up for combat.

The black dandies rarely use subterfuge or live among the normal population, only having a few helpers/informants to help buy necessities. As such, their grip is tenuous.

Their leader is Enjuaro, who wears a black mask with black feathers naturally growing from his slender, avian head. Prefers to swordfight people over shooting them, but still mostly relies on his clockwork rifle (+2 to hit, cartridges)

Notable Location – Black Hole

Each district of Garden has a location that is attractive to sweeps- a notable location is a dungeon or place of urban exploration with great riches or mystery within. The black hole is no exception. This hole is near the center of the crater'd district and opened up at what was once a public park. The hole is very dangerous, as the earth nearby it is likely to give way and various monsters congregate or crawl out every so often. The only way to enter is to tie a rope around a nearby structure or support and rappel down 45 ft into a pitch black cave system; the only light coming from the clean-cut openings to the white service tunnels far overhead.


Random Encounters in the Sunk - 1d10

[1] Random bullet ricochets inches from your foot- one of the snipers mistook you for a monster. 1 in 10 chance that they'll follow up with a better aimed shot.

[2] You hear clanging and scrapping along a nearby overturned building. It's 1d6 Hookmen, dangling upside down and looking for prey like yourself.

Hookmen (2 HD, 1 armor and +2 defense when hanging, 1d6 melee rusted hook-hands, can climb)

These creatures look barely like a humanoid race, but with long narrow metal mouths rusted shut. Instead they attack with their hook-hands, seeking to pierce flesh. They inhabit the Sunk and scratch strangely shaped marks, almost resembling letters, into the brickwork of the rubble.

[3] Snappy dresser handing out permits to scavenge through the ruins, he demands $50 for each person in your party. It's total bullshit, but you'll get +1 to the first reaction check where you pull out the permits and insist you have permission to intelligent characters.

[4] Group of looters, digging through the bricks for pots, pans, and other valuable salvage. There are 1d6 of them, and they are armed with random firearms. Roll reaction check if your party is carrying a large valuable item to see if they try to mug you for it.

[5] Broken foundation reveals an unnaturally dark spot, which moves like a blob. It attacks if you shine light on it for more then a few seconds.

Dark Cloud (3 HD, only takes 1 damage from muzzle flashes, no defense roll or armor, takes damage from light, deals 1d6 psychic stress damage each round to everyone in it; then deals 1d4 regular damage to hit points for those passed out from stress)

[6] 1d8 Black Dandies (1 HD, +1 armor, 1d6+1 thick barreled clockwork pistol) Mysterious group of squatters, searching for loot in the ruins. Wear strange old style outfits and use clockwork guns, which function the same as the scrappy oily guns the rest of you yucks use.

[7] 1d4 Kangaroo Spiders (2 HD, +1 armor, 1d6 kick and 1d4 bites with kick venom. If kicked after getting kick venom you explode backwards into a wall and take 1d12 damage) Large hairy brown spiders that rest on huge kangaroo type legs. Their venom makes whoever suffers from it take massive damage from the next blunt impact they take; usually from the spiders massive legs.

[8] Nearby the sound of glass breaking and crunching can be heard. High up on one of the dark and dilapidated buildings are 2d10 Glass Lemurs, who will leave the party alone as long as they don't shoot at them or break any glass. These Lemurs eat glass, and have several injection sites along their rear as well as scars on their bellies as though they were subject to experimentation.

Glass Lemurs (1 HD, 1d4 glass shard spit, on death deal 1d4 damage to all adjacent from exploding glass filled stomach, if they fall they also explode like this when they hit the ground)

[9] Roll on General Gang Table.

[10] Roll on General Encounters Table.

Monday, February 17, 2020

Evil Sorceress Generator

By what lofty title is she Called? - 1d10
[1] The Jade Princess.
[2] The Queen of the Living.
[3] The Widowmaker
[4] The Maneater
[5] The She-Wolf
[6] Maiden in Black
[7] Maiden in White
[8] Queen in Red
[9] The High Priestess
[10] The Enchantress

What luxurious outfit graces her form? - 1d10
[1] Sleek black leather.
[2] Fur coat from a dire or rare beast.
[3] Lizard or dragon skin shawl.
[4] Jewelry. She wears no clothing beyond gold and gem.
[5] The finest silk in the world.
[6] She is naked. She is only covered by wisps of smokey magic, sand, or posing.
[7] Humble black dress with a funeral veil.
[8] Skin-tight bodysuit, with her skin painted to match its pattern and color.
[9] Tribal outfit. Leaves, bones, animal skins.
[10] Traditional ornamental dress. Heavy makeup and expertly styled hair.

What dangerous creature is her faithful pet? - 1d10
[1] Wyvern. It has an animal mind, protecting her as though she was its mother.
[2] Massive wooly bear.
[3] Brass bull that snorts fire. Skin is as hard as metal, about an elephant in size.
[4] Two Tigers. She strokes them by her throne as loyal pussycats.
[5] Magical Panther. It's a panther that can turn invisible and “disappear” if found. Assassin.
[6] Champion Dog. Its form is like a great dane; ageless and unnaturally skilled.
[7] Pack of Wolves.
[8] Idiotic simpleton. He's a giant, 8ft tall, with metal bolted into his skin.
[9] Giant Newt. Can attack like a shark in water, or plop onto land like a crocodile.
[10] Massive Boa constrictor.

How does she seduce men (to their doom)? - 1d8
[1] By touching a lock of her hair. On her head, or shaven and given as a gift.
[2] By locking eyes with her.
[3] The slender caress of her hands.
[4] Her voice.
[5] The smell of her perfume.
[6] The sound of her music; plucking a lute's string.
[7] Sneaky love potion, mixed in with drink or food.
[8] Her dainty gifts, kind manner, and pleasing hospitality. One week under her roof is all it takes.

What powerful man is under her spell? - 1d8
[1] The local King, who is cheating on his rightful wife with her. She's politically unassailable.
[2] Great magician.
[3] Lowborn lumberjack. He's so strong he carries trees by himself.
[4] Master Thief. He can break into palaces, steal anything she desires.
[5] Bishop or other reigning official. May not have broken vows yet, but will if she wants.
[6] Warlord, or Orc King. Has an army of barbarians at her beck and call.
[7] Two of the wealthiest merchants in the land. Cutthroat, the two constantly buy out kingdoms to have better access to her favorite flower; hire assassins to kill each other. She is amused.
[8] The world's greatest duelist- total chauvinist. Bombastic personality and arrogant womanizer- but infatuated with the Sorceress. Kills to defend her honor and wishes to marry her.

What symbol is associated with her magic? - 1d12
[1] Crescent Moon.
[2] Distant Star.
[3] Twisted crafts of wicker and hazel.
[4] Snakes.
[5] Human skulls.
[6] Animal fangs and horns; fashioned into necklaces or crowns.
[7] The loom. Enchantments spun as wool.
[8] An empty chalice.
[9] The dagger and a circle or line drawn in sand.
[10] The bubbling cauldron.
[11] Green, blue, or purple fire.
[12] A man tied to a tree, upside down, hanging from one ankle.

How did she gain her magic powers? - 1d6
[1] She was born with it. Her magical lineage descended from the fair folk, or of a monsterous race.
[2] Was a gift from a Goddess.
[3] Taught to her from her Mother. This family's secret power runs from Mother to Daughter.
[4] She learned it herself through hard work; her ambition is obsession.
[5] She seduced a magical creatures; an Elf King or Otherworldly Man. When he slept in his bed, she stole the power from him and fled.
[6] Seduced a well learned scholar, manipulated him into researching dark secrets and shattering his mind from ancient secrets. Discarded him when he was no longer useful.

What is the nature of her vanity? - 1d6
[1] She wishes to be the most beautiful woman in the world. Nothing more, or less.
[2] To be desired is to have power over others. To be the most desired, is to be the most in control.
[3] The power of her magic comes with a price- a disdain for all beneath you.
[4] She is scornful and hateful. Every woman more attractive then her is despised simply for being born that way. She was born as hateful as a fire.
[5] Beauty is fleeting. Art is immortal. To have your beauty made into art and story is to have your beauty become immortal. No wrinkle blemishes a portrait.
[6] It's not intentional. Forces outside of her have put her in this position. Manipulation is as natural to her as breathing is to us.

Sunday, January 12, 2020

Arena Ranks by Aquatic Creatures

This is a list of positions and the rough level of prestige/power each rank of gladiator has. Usually a rank is placed against a fighter of a rank one or two higher to 'advance' in rank. Every level can face off against lower levels, they just don't give the prestige necessary by either the crowd or the association to consider it a “placement” match.

If the rank titles and concepts here are too specific/flavorful for you, then use more generic ranks like “rookie”, “squire”, and “champion” and use these names for a Merperson arena instead or something.

Arena Ranks & Their General Standing

Minnows are the virgin fighters. All of their fights are advancement fights. They are usually pitted against common animals like boars, or in small groups against a single, pitiful looking starved lion. Occasionally, a more experienced fighter will be fought against several minnows at once, which is an advancement match for both groups- winner take all.

Clownfish. Not a real rank. It is a diminutive name used for those who hug the walls or barricades and avoid fighting as much as possible during their matches. Mocked and spurned by the crowds.

Jellyfish are second rank fighters. Usually so named because they lack a consistent “form”. They may cycle through several matches, even wear masks to take on several new personas. Arena coordinators may invent several conflicting backstories for them until they earn enough fighting skill and crowd appeal to actually be memorable.

Eels are the common “support” fighters. Eels tend to constantly slip into random matches or exhibition bouts to try and get a little fame. They may act as the archers during a gauntlet match, or drive the ships in a flood arena battle royale. Eels are sometimes recruited and cycled from the normal arena rotation, or some never leave this position. It's slightly less dangerous then being a normal arena fighter. Also a common name for chariot racers of low to mid rank.

Trout are the mainline fighters. Usually among the most common members of an arena's stable. So named because they all look and act the same. They constantly jockey for position in their own circle. Due to lacking individual prestige groups of them are sometimes set up to fight in huge battles or act as the “rival” racers in chariot races.

Gulls. Not a real rank. Term used for mercenaries or solo adventurers who are experienced or famous enough to get placed into moderate matches for a few short fights- usually done to drum up some press or get a little short term wealth while staying in the arena's city. So named for the diving birds only entering the sea for a short period to snatch one fish.

Barracudas are standard, trout rank fighters who are now considered above average. Connotation of being an expert at 1 on 1 duels over spectacle fights.

Urchins are the prickly, asshole fighters nobody likes. Tend to be ugly, brutally efficient, or have an annoying voice or personality. They tend to be about this rank, as they are too good to get killed off by the arena coordinators by normal fighters. Can eventually win the crowd over just by being so damn stubborn and hard for the coordinators to kill off. In such cases, they are sometimes named by the meat inside of an urchin or clam, or given the name Barnacle if they get old.

Penguins are the same as gulls, but are part of a professional company that sells its services as temp spectacle fighters and showmen for heavily depopulated or failing arenas. They only hire the best warriors who can win and keep a crowd. Heavy connotations of professionalism and high skill.

Sharks are the big boys. Battles against sharks are highly celebrated and advertised as the 'main events' of the evening. Long rivalries are established between the shark personas, like the scars of an actual shark as well. Also so named for the feeling of dread one may feel if a shark enters the arena with your favorite rookie fighter.

Turtles are the name given to "Shark" rank fighters who fight in an overly defensive, boring way. Negative connotation. Sometimes further mocked by being named "Tortoise", they are avoiding the competition but not even going in the water. If they occasionally lash out and totally destroy someone, then they're given the moniker of "Snapping Turtle" and are less disliked.

Dolphins are of the “shark” rank but are the most popular fighter of that level. Not quite a champ, but still very much beloved. Have a connotation of being the “face” fighters, who spare opponents the most (to keep the profitable rivalries going) and generally playing the crowd. The occasional murderer or anti-hero that steals the hearts of a very brutal crowd can also become a “black dolphin”.

Mako are of the “Dolphin” rank, but only for chariot races. AKA Number one racer. Very similar to a medieval NASCAR driver, but back in the early 2000s when NASCAR was actually popular.

Manatee. Not a real rank. It's a joke term used to describe the hypothetical idea of a fat noble falling into the arena and being forced to fight for their life. It's happened once or twice.

Octopus. Very uncommon rank given to high level fighters who act as the “jellyfish” rank- changing styles constantly or knowing many skills.. Also so named for any high skill masked gladiator, who will tear off their mask at the last moment to reveal their true identity, usually as part of the drama.

Kraken is a colloquial term for the current reigning champion of the arena. Also sometimes called “Whale Shark” or “Swordfish” depending on the culture.

Whales are the old champions. Similar to dolphins but with less flavor of the month. Also so named for their rarity. Coordinators are very hesitant to put an older, retiring whale in the ring with a younger and more ambitious fighter in case they lose one of their big names. There are a few minor sub ranks here, like the “Killer Whales” who are only brought in to kill off popular smaller characters as well as the “White Whale” who never technically reached champion status or beat the current reigning champ but are as popular as ex-champions.