Showing posts with label ruins. Show all posts
Showing posts with label ruins. Show all posts

Thursday, 28 May 2020

Frontier Murderhobo Town Streets





















So in murder hobo town new people arrive almost daily to start trouble.
Life on the frontier is lawless and brutal.
Every day people throw done tools and travel to the frontier.
Dream of adventuring wealth and fame and a easy life.
Plan on looting the ruins, tombs and dungeons on humanoid holy lands.
Most die, some flee now broken, a few remain.
Maybe those humanoids are fighting for something?

New rivals are scrutinised by criminal factions as new people to exploit.
Other grifters or do gooders might speak to strangers.
Guilds don't like each other but missionaries are a pain stealing possible victims.
Some orphans and drunks offer to be guides for a copper.

As towns grow the beggars get competitive and start own guild or become taken over by crime. New "beggars" are driven away and eventually start Beggerton.

d12 Random nice stranger problems

1 An orphan has lost all family and everything
2 Looking for a lost relative or loved one possibly a hostage or was meant to meet here
3 Just had a narrow escape from an evildoer d4 1=kidnapping 2=stabbing 3=sacrifice 4=cannibal or non-humans
4 Lost a recent travelling companion hoped to meet here
5 Robbed and lost all valuables d4 1=bandits 2=robber knights 3=goblins 4=orcs
6 Vermin infested d4 1=fleas 2=rat bites 5% chance of plague 3=worms 4=skin rash
7 Stalked by a creep d4 1=crimminal 2=pervert 3=serial killer 4=murder hobo thinks they is heaps purdy and wants to buy them or touch them and stares at them
9 Hired a dodgy guide d4 1=urchin works for thieves guild 2=kobold they bought cheaply from a guy 3=beggar wants to attach self to prosperous betters as servant keeps away other possible parasites 4=beggar works for a cult needing sacrifices
10 A criminal gang leader takes an interest in life and tries to corrupt them
11 Faction interested in them
12 Being nice and naive is a front, have a secret accomplice to steal money

d12 Random nasty stranger problems
1 Horrible alcoholic smells and staggers 
2 Needs a fix of drugs and would sell their own mother to get more
3 Mildly blazed and relaxed or serene high of drugs, perspiring
4 Loves to gamble and would sell children to keep gambling
5 Thinks people are snooty or mocking will knife them if they keep doing it
6 Keeps thinking about people they once ate while talking to people
7 Always looking to exploit, scam, lie or achieve the goal with ease and deceit
8 Likes to spy on people for a chance to murder and rob them
9 Reports to a faction, often overly cocky and haughty "don't you know who I am?"
10 Reports in secret to a faction, nosy for information, befriends strangers
11 Member of a horrible cult who occasionally murder and recruit
12 Goes berserk in a fight +2 Attack, damage, fights into negative HP to death anyone they can reach once they become enraged 

d10 Quick Encounter Types

1 Losers - those who came to adventure but got chewed up here
2 Innocents - naive fresh meat like runaways or orphans seeking lost dad 
3 Grifters - looking to recruit, exploit and scam 
4 Dreamers - idealists come here to become rich
5 Missionaries - come to save souls and help the fallen
6 Soapbox - ranters, ravers, spruikers and rabble rousers

7 Criminal - loners, gangs and guilds 
8 Spies - all kinds of outsiders want to know what goes on here
9 Madmen - fugitives and wanted coming here to hide in unwashed masses
10 Murder Hobos - grisly dungeon veterans here to kill or rest between killing

d100 People on frontier murder hobo town streets

1 Former adventurer lost d4 limbs, begging to afford artificial limbs or a cart
2 Scrawny filth covered beggar shows badly bandaged stab wound needs doctorin
3 Addict former wizard apprentice now stoned on wizard weed and lotus sells drugs
4 Former thief lost hands d4 1=guild business 2=trap accident 3=caught stealing 4=captured by monsters 
5 Begger with holy symbol preys all day 1in6 has a pet that also preys by begging bowl 
6 Monk with bowl, stick and robe sits quietly watching except when goes to the forest to train
7 Beggar with a curse d4 1=blind 2=mute 3=flatulant 4=hideous
8 Village idiot hit hard times back home with newer idiot routines
9 Bard with a flute, mostly paid in booze and adventurer trinkets 
10 Wounded man in bloody bandages needs healing so can go back to dungeon
11 Brother and sister here looking for dad as mom recently died and now all alone
12 Happy blind link boy sure adventuring party will return to take care of his pension
13 Young group of street kids from city stole some supplies and now want to rob a dungeon
14 Woman here looking for husband to bring him home to family
15 Group of country bumpkin youths here looking to get that free dungeon gold they heard of 
16 Child looking for parent who left them here when they joining a party in a dungeon yesterday
17 Escaped slave wearing rags to cover tattoos has no idea where they are
18 Wandering tinkerer has come here by accident and warily looking around for work
19 Orphan escaped a wicked abuser and wound up here
20 Several halflings have come out of curiosity but at least a few look interested
21 Man in university scholars robe selling coloured miracle potions just for today
22 Kobold seller offering cheap obedient kobolds who rob purchaser and return to store
23 Selling cheap booze from a barrel with snake heads and worse mixed with strong grog 
24 Woman claims to be widow selling dungeon map and claims "from her dead husband" 
25 Old drunk offers secret ways in the local dungeon only monsters use normally
26 Adventurer leaving town selling cheap cursed magic items before leaving 
27 Thugs try to take a map from a orphan, really she is their boss and uses them to ad credibility to her map selling racket and other scams
28 Madame Zora can tell future with petty divination spells and skills but claims extraordinary magic powers including local betting tips with her brother in pub 
29 Man selling fake fragment of  famous artifact. "Dont know what it is but i reckon 30gp would sort me right". It has a magic sling stone inside to detect as magic 
30 Man offers you a chance to see a naked dryad for 10gp, takes you into woods where dryad charms new mooks for her gang to go and get more guys to charm
31 Runaway farm boy come here to seek adventurers to join brave heroes on a quest
32 Farmer has come here for some easy gold to save farm from debt

33 Mutant has come here to make money to remove their deformity
34 Girl has come here escaping bad arranged marriage to meet her true love
35 Scribe from city thrown away a boring job to meet elves and barbarians as an adventurer
36 Has come to buy monster bodyparts they take to city to sell wizards, it cant fail
37 Tinkerer has come here to start a new store supplying adventurers
38 Plucky young urchin from the city come to get a job serving adventurers
39 Farm youth fled work and wants to kill goblins and orcs 
40 Youth runaway hopes to make money to impress sweetheart of higher class
41 Pilgrim has tourist has come seeking holy souvenirs
42 Preacher warns about gambling and drinking, lectures locals about wasting all the blood spilled for grog is a sin that hell loves
43 Missionary has come to save all the sex workers and the gangs glare angrily at the attractive well-funded preacher
44 Priest investigating to see if church needs a shrine or church here
45 Inquisitor hunting for cults, witches or heretics among the camp
46 Healer has come to help crippled adventurers and find them work
48 Missionary come to raise money for orphans and collect stray children
49 Templar has come seeking a relic, wants to join adventurers
50 Drunken friar wants to kill undead former friends in a dungeon & heal the poor
51 Village idiot arrives and argues with a duck (a shapeshifting druid friend) 

52 Troublemaker preaches against treason to king and law
53 Filthy old bard singing about the murder hobo life with a big crowd
54 Woman complaining adventurers here abandoning wives and children is evil
55 Local tavern owner and gang leader propose town needs a new feature
56 Merchant spruiking new wares d4 1=new weapons & armour 2=latest lamps & climbing gear 3=new sex workers 4=drugs and grog arrival
57 Medicine show selling potions and herbal brews for baldness, libido and VD
58 Puppet show with drunken adventurers having sex with monsters and killing them
59 Bard lampooning local aristocrats and lawmen in front of laughing crowd
60 Bard offering coin for tales of daring and seeling a party to join for inspiration
61 New pick pocket has no idea local crooks will want a cut and membership fees
62 Begger with fake bandages and dungeon treasure maps for sale
63 Shifty looking fellow gasps, staggers and falls dead for breaking a gang code
64 Hulking brute with a dent in the skull and a big knife looking for work
65 Fancy dressed oik looking around town scouting for gang considering moving in and local gangs want this person beaten up
66 Shifty man in black cloak and hat with many knives just want a quiet private room is asking around, wants to hide until gets an assassination contract

67 Bounty hunter with manacles and dogs needs men to help catch bandits robbing drunken murder hobos which is actually a tax evasion scam
68 Lady bard a famous dancer and courtesan for nobles wants her own floorshow in a tavern and local mob overjoyed treating her as a hero, a d4 ex noble lovers soon follow
69 Attractive woman looking for murder hobo husband she can marry and murder for money
70 Desperate stab and grab thief arrived and can't wait to shank someone to get drinking money, skilled at doing in a crowd even will pretend to help a 'sick' victim 
71 A secret policeman from city here to see if city needs to annex this place and check for sedition as rumours of lawlessness get worse
72 Old sergeant of a lord has come to see what criminals and commerce here might need more policing
73 Tax agent here secretly recording who seems to have lots of cash and messages larger towns tax offices with pigeons every few days 
74 Merchant guild agent looking at the local economy to see if guilds need to move in or if non-guild workers are here 
75 Cultist here to recruit and locate lost evil relics sold by adventurers
76 A bandit working for an orc gang here for an alliance of humanoids who want town destroyed
77 Cannibal gang member pretends to be an adventurer and has a cool map of cave of redneck cannibal clan
78 Goblin magician hidden as a human by a spell for a while investigating murder hobo weaknesses and destinations
79 A bhut works in village spying by night is a horrible monster aiding cultists and monsters with adventurer secrets. Gets lots of adventurers drunk and talking
80 A were rat spies on town and investigating drains and other ratty hiding places. Uses rats for information it trades with other monsters and evil beings
81 Crazy man with missing legs begs to be taken in the dungeon for the last fight
82 Crazed widow mad with grief sobs all day looking crazy and tugging hair
83 Muttering drunk complaining always covered in blood when it is mostly just mud and shit
84 Mad surgeon come here makes drinking money on adventurers after lost licence for drinking. Late at night likes to murder drunks on the street and uses corpses for necromancy experiments
85 Mad widow sure adventurer is her long-missing husband has a d4 scared hungry children
86 Mad rich drunk boasts of unlikley adventures imagine they have had
87 Crazy old murder hobo happy to give tips and dungeon locations for beer and pub meals of mostly meat. At least half stories are true
88 Murder hobo with axe in the head wound now walks around naked warning of the burrowers under the street and the eyes in the trees and spies everywhere
89 Mad old woman talks to all the goats about town who seem to whisper back
90 Mad old prospector locates dungeons and sells maps to younger men with notes on main monsters. Love only mule and crossbow he talks too. Sells furs and monster scalps too
91 Murder hobo empties a sack of goblin scalps in the street and cheers, giving away beer from a keg

92 Murder hobo carrying the corpse of a child camp follower to the priest for burial and looks pretty grim
93 Murder hobo with goblin arrows staggers into town with sack of coins and passes out, some locals get out their shanks to finish them off
94 Murder hobo boasting about recent dungeon trip offers to sell map with left over rooms for 25gp 
95 Murder hobo with chained up kobolds offers to sell as untrained slaves as a lot 
96 Murder hobo showing off a dryad head in a sack and magic items her enthralled lovers had
97 Murder hobo drunken berserker with twitching eyes and hands
98 Murder hobo wizard lloking for couriers to get jars of monster organs to the wizards guild in the city before they spoil
99 Murder hobo enetratining urchins with candy, a monster face skin mask and his orc finger necklace. He gives away kobold dollies and monster knucklebones for the kids once a week
100 Murder hobo claims they are best at everything in fact they are high level slumming it and being a jerk. Annoyingly follows parties, kills everything and demands 90% treasure. Young adventurers roll their eyes when he comes near. Actually serves a demon lord messing with adventurers through this jerk. Oddly undead wont target him

Monday, 13 January 2020

Anyaknor, remains of a elder ruined city





































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

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

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

d100 Unpleasant things left in chambers of the old ones

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

Sunday, 12 January 2020

Desert of Desolation Series I3-5




































Recently got three seperate modules in good condition to replace my all in one book in poor condition that feels like it should fall apart but was laminated after heavily used. So looking at both I noticed some diferences. Like I might get POD versions of G123 and D12 seperate on nonochrome colour books as they had some extra very good artwork seperate. Actually goodman games doing G123 classic hardback would be good. My S series compilation I realise had stripped back art a bit. So I decided check the desret books and ok they made some extra content.

So you get a brush with a wizard who gives you a bunch of handouts and mentions Eliminster so its definable in the forgotten realms now. Handouts help combine modules better just whole intro is a magic railroad.

As far as complexity goes this series only a year after Bone Hill with boxy TSR logo and toned covers and slicker design and less cramped text. So this series also pioneering for the dominant module style the mega story railroad with lots of exotic mini dungeons and cinematic trend. However here it isn't so obvious in originals and the individual exotic mini dungeons are good and the cinematic moments are good. So many more recent adventures evolved from this is a lot worse. So as a teen I loved these now I'm older a bit less so. Maps and art are great in original. Book version loses lots, adds some and uses photos of desert waste and some clip art.

Book version has enhanced encounters a bit and streamlined stuff like that. added some monuments and detail in crossing deserts. So the teleporting away from trolls meeting a wizard thing is hella awkward and I either have a god do it or get my party to desert and Sunken City of Pazar. Also I would add more encounters and thought the dragon module Lone and Level Sands would fit in here well too. So page of Pharoh ghost for players to read or have a copy if in single module is way better. Book has great iso map of all levels on a spread. Original has done well in classic blue with two card screens with maps and really interesting ones.

I3 Pharoah the single module is nice work. I like pyramid has not tried to be filled in whole thing - it has lots of rock and lvel shapes not worrying about fitting in a huge pyramid. Getting a pyramid or a zigerutt  design and filling it in as if it was single brick and had steel structural support is very sill. I still do it sometimes. More content in these maps than some real pyramids. I'm glad I checked because both are good and handy. The trap reference cut aways are great. This whole dungeon feels more 3d than most. I have a huge pdf with hudreds of tomb maps with plan and side views so I f I want fill out this campaign I can. Book is 3 column and not wasting space but more readable than some older modules with space to rest between blocks of text. The module is 2 column and a bit bigger print.

While I do like idea of a middle eastern medieval tomb looting arabian knioghts game I would possibly use this in my Exilon setting.

Creatures in I3 are mostly local human nomads (who worship only ANU and destroy other religion) and dervishers (heretics of who pretect any sacred site). Dustdiggers are like upsideown starfish things which are ok but what we want is sand squid. Efreeti Pash is kinda gross for 2nd ed and could kill some demon lords. Thunderers are herds of 5-10 foot long herd sand worms. I4 adds a Djinn Vizier who can take on the Efreeti and repeats monsters. Cryptknights are cool bt "only" in Martek's tomb and spectral minions which are a great monster and tool for DM story telling. I thought these appeared later but Im glad they are kicking about here.  Book has no monster section vs a repetitive section detailing human types we didnt need that much on in 3 books. I5 has a pheonix but no stat block for it in monster section but im not sure on when MM2 out.

So onto I4 Oasis of the white palm and modules make journey a thing but book covered all journeys in begining. We loose temple of set trap side view graphic in book and get portaits for npcs from many sources cropped from scenes. The maps on I4 are great and blule lines on white space and martek's map is cool.

Finally I5 Tomb of Martek has a wilderness chapter with the black glass sea from a wizard apocalypse which is awesome. The book greatly expands city of the Pheonix and grabs a out of context cropped Illo from I3. The book ends abruptly with no apendix or magic items or monsters described. The third part is most different from original which details a stone city that gets a few lines in module and recommends it as a place to expand. Not very much to talk to here possibly sphinxes but a ok extra section. As there are no things and little wealth here I would ad some more and use encounter tables more to populate the place. Its a good opportunity to add lore too.

This is a great and imaginative series with middle eastern fair and ancient Egyptian splendour. I had a friend build a whole campaign around this.

I wouldn't change much but might expand a few ruins and add in Lone and Level sands adventure from Dragon (84?).

Set all these on Carcosa for extra weirdness or on the desert level on the starship Warden in metamorphosis alpha. So I will hang onto my book and module versions but the module is mostly superior. The book has the isometric pyramid interior and the ruined city expanded but I would put more in. A spectral minion tour guide in each room handy. As a 15 year old would have led this to Day of Al Akbar module featuring magic bombing terrorists. The old forgotten realms and mystara cyclopedia had middle eastern settings this could have worked in. Dont know enough about 90s TSR middle eastern setting. I think I would have gone a different way. Perhaps ruins of Hittites or Iraq or Iran might make inspiration for more dungeons buried in sand. Plenty of maps out there and I did 10 3fold adventures in my exilon setting. The Lost City adventure uses Alexander the great type hellenic culture and might fit into all this or even be a prequel. Perhaps Martek sealed Zargon....

I look forward to doing a bunch of Egyptian adventures of my own for 3folds.

Wednesday, 23 October 2019

Broken Hill Ruin Events




























So im trying to come up with stuff for ruins to not just be encounter tables. This is something you could roll for a sort of theme for the day major event for the ruins. Couls provide some distant sound effects, weather, roaming bands of combatants and more. Somedays you might have to hide.

d10 Quick Types of Events
01 Animals amok
02 Wild weather
03 Hazardous life
04 Faction wars
05 Disaster 
06 Cybernetics amok
07 Vehicles amok
08 Settlers and Refugees
09 Markets & Merchants
10 Holidays & Festivities

d100 
Broken Hill Ruin Events
01 Herds of grazing animals pass through in hundreds d4 1=kangaroos 2=emus 3=camels 4=goats
02 Stampede of herd animals driven by d4 1=tribal hunters 2=farmers 3=predators 4=robots
03 Huge pack of dingos hunting over area howling and taking on rival predators
04 Mating season  makes a breed of dangerous animal more common and territorial
05 Migrating flying creatures arrive and common briefly d4 1=ibis 2=bats 3=pterodactyls 4=colony of ravens sharing single mind
06 Gigantic lizards wage war and roars are heard all over ruins
07 Livestock raiding breaks out as settlers steal and lose herds and fight each other
08 Settlers fight over grazing rights become territorial often conflicting with croppers
09 Raiders rustling livestock trying to hide of get out of area, bounties offered by local farmers for dead rustlers
10 A new mutant animal type has become common this season causes problems and challenges to current ecology and survivors, locals unprepared
11 Pleasant day flowers bloom and animals breeding
12 Sudden chill and snow falls briefly before normal weather reumes
13 Clouds of orange and red dust fill sky makes everything look like on mars
14 Thunderstorm sweeps over area with some lightning strikes and brief showers
15 Thunderstorm chokes area, sky dark, aquatic animals including eels, crocs, frogs, yabbies and turtles swarm, wetland encounters everywhere, some areas flooded
16 Heatwave with over 40 degrees C, hot dry wind everyone needs cover and more water
17 Auroras in sky, at night are spectacularly lit up with incredible lights
18 Light drizzling rain fills creeks and makes farmers happy, reduces visibility
19 Contaminated rain d4 1=radioactive 2=diseased 3=acid 4=narcotic
20 Weather control machinery creates crazy weather d4 1=machine in city experimented on by faction 2=orbital AI god being a jerk 3=temporary bug lasts only a day 4=gang test firing rockets into sky they uncovered
21 Locust swarms devour everything and in turn provide a feast
22 Swarms of mutant cockroaches cover some streets like a river
23 Rabbits everywhere over grazing but providing plenty of free food
24 Rats swarming out of drains and subways fleeing some hazard
25 Spores in air cause many to caught and splutter, new fungus type begins to grow in area d6 1=exploding toadstools 2=puffballs 3=giant mushrooms 4=delicious manna fungus 5=choking mould patches 6=ambulant killer fungus
26 Ants swarming become aggressive and queens take to air to start new colonies, locals try to stamp out most nightmarish varieties
27 Blowflies darken skies, get in eyes and mouth and food, some animals enjoy feast, some catch in nets and make bug burger patties
28 Mobile killer plants bloom and move about making familiar places dangerous
29 Aggressive weed grows rampant blocking areas and causing problems d6 1=strangle vines 2=flammable 3=narcotic pollen 4=stinging touch 5=razor sharp grass 6=thorn mazes
30 Dangerous plant bears seasonal fruits d4 1=hurls explosive fruit 2=mutation berries 3=radioactive flowers 4=fruit causes narcotic effects making animals annoying or violent drunks 5=addictive fruits get eater high then turn aggressive when fruit gone 6=aggressive insect swarms attracted to flowers and fruits
31 Mutant hunters on warpath seek to cleanse (murder) any mutants they can and to recruit more biggots
32 Animen, uplifted animals and mutant animals unite to punish humans and establish animal faction (yet again)
33 Tribal and anti tech factions on rampage to destroy technology and are wary of adventurers looting devil devices of the immoral ancients
34 Canetoad folk advanced scout force moves into city to establish a base and conflict with locals as they search ruins for stronghold to bring in more troops
35 Warlords forces fight desert raider scum on the streets with pitched battles and skirmishes
36 Factions battle over gathering artefacts to worship as holy relics or to study and use for benefit of all
37 Bunker troops on surface fighting d4 1=another bunker 2=local warlords troops 3=wasteland gangs 4=androids
38 Settlers united with rangers to purge ruins of gangs, cannibals, bandits and other scum
39 A major faction having a civil war d4 1=drawing in other groups to conflict 2=purging a sub faction of heretics 3=propaganda battle with graffiti and leaflets 4=faction members struggling over new leadership via election or armed struggle depending of faction style
40 Amazons on the rampage killing and castrating slavers, pimps and any who disrespect or bully their sisters
41 Fire burning, smoke in air d4 1=burning ruins 2=burning settlement 3=grass fires everywhere 4=sky dark orange red, air bad 
42 Minor tremor shifts some rubble and ruins and spooks animals
43 Shooting stars visible as things fall from space d4 1=meteors 2=space junk 3=escape pods 4=space craft or orbital fragments
44 Aircraft crashes d4 1=trader airship 2=Orung empire fighter 3=crude propeller aircraft full of feral refugees 4=escapees from a distant isolated bunker or far off place
45 Food shortage from crop failure, animals desperate and cannibal raiders
46 Water shortage caused by drought or contamination with d4 1=radioactive 2=disease 3=chemicals 4=parasites, good water increases in trade value
47 Massive explosion from atomic power cell going off or war era munition is disturbed
48 Disease outbreak spreads rapidly around city killing many and incapacitating more temporarily which some factions take advantage of
49 Building collapses creating massive dust cloud over ruins
50 Subterranean structure collapses creating sinkhole or pit and huge dust cloud possibly revealing some complex or subway
51 AI generated holograms in ruins trying to compete to recruit cultists
52 Swarms of drones spying on everyone
53 Recycling drones scavenging and murdering for raw materials for som AI or faction 
54 Robots fighting in streets d4 1=rival AI controllers 2=virused vs free willed 3=anti human vs pro human 4=controlled by factions or bunker 
55 Androids on warpath d4 1=virused vs free willed 2=AI vs AI 3=eliminate humans 4=fighting robots
56 Cyborgs from a hidden bunker waging war on surface dwellers d4 1=raiding for parts 2=kidnapping victims to cyborg 3=fight rival bunker 4=murdering anyone not linked to them
57 Warborg, robot tank or worse patrolling city killing anyone it can find with heavy weapons
58 Nanite colony of goo recycling ancient ruins into new unlooted ruins
59 Exterminator robots disguised as humans on murder sprees for some evil AI 
60 Orbital AI beams down missionaries to preach faith of new god
61 Jet aircraft flies overhead scouting from the Orangutan Empire to the far north 1in6 get shot down by some local force
62 Savage road gangs running amok across city plundering and murdering
63 Sounds of functioning subway train heard around city
64 Someone setting of chain reactions of atomic fuel cells in ground cars
65 Ultralight scouts observing city for some wasteland faction
66 Airship flies overhead d4 1=traders from far off land visiting silver city markets 2=adventurers come to ruins 3=pilgrims serving a AI 4=troop transport from some faction come to bring in more combatants
67 Raiders mounted on flying mutant monsters invade
68 Desert nomads riding exotic mutant mounts pour into ruins causing troubles
69 Road nomad convoy arrives to make a camp upset local factions
70 Automated ground cars driving about on own
71 Starving refugees from wars in east arrive desperate and hungry, most died on the way and are unwelcome or quickly exploited by factions or slavers
72 Escaped slaves revolted from another territory come here for a new life search for place to settle
73 Secret hidden bunker inhabitants forced to surface seek new lives d4 1=life support collapsed 2=faction fued 3=over populated 4=fresh clones unprepared for surface life
74 Nomad tribal groups gather for great ceremony, many hunt in ruins for food for a feast 
75 Feral tribe of hippies gather for a huge bush doof rave party bringing in huge amounts of drugs
76 A "new" warlord called in wasteland gangs to join them to battle the current warlord for supremacy d4 1=assassinated sending gangs wild 2=ambushed by current warlord and massacre survivors scatter 3=ancient weapon of mass destruction deployed killing the leader and followers 4=gangs cant agree and war breaks out as they exterminate each other
77 Spacecraft arrives with hideous once human cyborgs returned from the stars. Plan to terraform region with a machine they erect. Local life rounded up to be broken down into food and fuel
78 Spacecraft from orbital colony land from desperation as their home habitat in decline. Naive and weak by comparison to locals
79 Settlers arrive en mass to start new faction bases throughout ruins
80 A major type of mutant or animal abhumans arrive to settle unseen in area before
81 Caravans from far and wide coming to Silver city to trade
82 Cheap drugs on the streets with paddlers everywhere possibly serving a faction
83 Sly grog shops pop up everywhere selling beer and spirits. Often from tents or shacks, most avoiding factions and warlord to not pay "tax"
84 Influx of weapons sold in streets with some surprising users rampaging about city ruins d4 1=black powder muskets 2=plastic printed one use guns 3=cartridge based ammo 20th C firearms 4=explosives
85 Slavers in area kidnapping new stock and selling at low low prices
86 Someone selling robots or androids on the street d41=all set to be virused into human killers on certain time and date 2=all cobbled from scrap and damaged 3=all have damaged brains and range from quirky to insane 4=all basic service models and not dangerous
87 Someone selling working scrap built vehicles to ruin dwellers causing various conflicts
88 Everyone growing new miracle crop plant sold by mysterious merchant
89 Trader selling cheap long life ration packs new from some secret factory, becomes commonplace overnight
90 New domestic animal being sold and everybody wants them d4 1=adorable lab grown biopet 2=unusual new herd animal 3=savage but trainable guard beast 4=riding beast 
91 Race day! d4 1=vehicle races 2=camel race 3=horse race 4=emu race, gambling and drinking everywhere as travellers from far away come to compete 
92 Arts festival where culture fans make strange performances, reenact ancient videos, paint murals, build sculptures, erect totem poles and other activities.Celebrity artists compete and celebrated publicly with factions competing through art
93 Apocalypse day when everyone mourns the old world and birth of the new, the exact day a bit hazy. Day ends with feast after fasting all day
94 Patriot day when factions have parades with bands, marching, hold memorial services and leaders rattle sabres vs rival groups
95 Holy day where religions factions try to commune with AI gods and their ancestors, usually sombre in mornings with feasts and celebrations by night
96 Exodus Day celebrating when a significant faction came out of bunker to live on the surface after the apocalypse. Many dress in bunker jumpsuits and reflect on life underground, secret hidden bunker agents use to walk freely on surface
97 Victory Day, everyone celebrates repulsing three major canetoad folk invasions,burning frog effigies common with fireworks
98 Purge Day, a ancient custom where locals lynch and execute some poor victims for being a burden, poor, loners, suspicious acting, mutants or any excuse. Some communities brawl in public or murder strangers
99 Rabbit Day, when tribes of rabbit folk hide landmines and grenade trip lines and most people try to kill them. They often leave out traps disguised as colourful treats which especially trick children
100 Giftmas day, when all gather to give thanks and exchange presents. Even the city AI join in with festive holograms, street decorations put up by robots and gangs of biker raiders give gifts to poor mutant children. Santa robots roam spreading good cheer but some seek to spoil the day with theft or violent attacks

Tuesday, 22 October 2019

Broken Hill Ruin Hazards





So encounters and loot are handy but these are made to fill in ruin crawls to make them more thrilling. So these are hazards and things to find on streets to break up encounters and offer divergent adventures.

01 Contamination
02 Booby traps
03 Accidents
04 Lifeform
05 Ambush
06 Finds
07 Ruins
08 Synthetics
09 Propaganda
10 Inhabitants

d100 
Broken Hill Ruin Hazards

01 The area has mild radiation CON save or lose one HP each turn in area
02 The area has light radiation CON save or lose d3 each turn in area
03 The area has heavy radiation CON save or lose one HP each round in area
04 Area has toxic contamination CON save each hour in the area 
05 Area diseased CON save or each day make a new save or lose a random stat point per day until resisted finally. Zero attribute equals death
06 Mutagens once per day CON save or develop a minor mutation
07 Make a CON save or infected with necrovirus. Fail save equals zombification in a hour, success will arise as zombie after being dead 24 hours even if it takes years
08 Psycho Gas, CON save or enter collective fantasy often unites all in a mob or group defence force
09 Non lethal Psychotronic Weapon, WIS or character confused and unstable possibly d4 1=attack allies out of paranoia 2=fleeing from fear 3=enter elaborate hallucinatory dream world 4=sel
10 Hostile Psychotronic Weapon, WIS save or mind influenced every turn d4 1=become invading combatant serving long dead foreign enemy 2=become passive and await orders from authoriries 3=desire to commit act of sabotage or distruction
11 Landmines buried in area d4 1=robotic self burrowing 2=proximity sensing 3=remote controlled 4=mines jump in air then explode 3d6 DEX saves for half
12 Pit trap with spikes for hunting large animals DEX save or fall in 2d6
13 Leg snare if set off dangles victim in air by leg DEX save
14 Leg trap DEX save or damaged and held, need STR save or assistance to escape 
15 Incendiary trap as a burning molotov 2d4 plus save or extra d3 for d4 rounds
16 Trip line with grenade or claymore mine 3d6 DEX saves for half
17 Trip line or pressure set of swinging scythe or spiked club DEX save or 2d6 
18 Net trap DEX save or swept up in net and suspended in the air
19 Dead fall causes toppling rubble DEX save or 3d6, pinned if damage over STR
20 Trip line sets off weapon d4 1=crossbow 2=poison dart 3=sawn off shotgun 4=disposable one shot laser DEX save to avoid, often in choke point to effect multiple targets 
21 Someone in group fires a shot or makes a loud noise or glints a blade so get a random encounter
22 Wall collapses DEX save or hit by a d4 x d6 rolls damage, if damage more than STR pinned by rubble
23 Ground collapses into sewer or subway DEX save or 2d6
24 Fire breaks out! three DEX saves to avoid a d6, INT save to avoid confusion in smoke 
25 Rock falls DEX save or d4 damage
26 Unexploded ancient bomb or missile still sensitive and ready to blow d4 1=gas shell 2=incendiary 3=AI will chat and might be convinced not to explode 4=starts ticking
27 Area covered highly flammable, possible with leaked chemicals or gas, easy to start inferno with fire arm discharge
28 Ground is boggy half movement, STR save each round you run or get stuck and fall in
29 Minor tremor, DEX save or slip over
30 Bulding collapses limiting d4 directions you can travel
31 Poppy fields release gas CON save or go to sleep and probably be devoured by animals
32 Field of explosive tiadstools DEX save or 2d4 damage per round in area
33 Snare vines try to grab DEX or held by vines
34 Gamma flowers open bloom as approach, CON Save or 3d6 rad damage and second save or gain a lesser mutation
35 Telikinetic giant eye macrobes growing in rubble hurl d6 rocks for a d4 each round in area
36 Swarm of insects controls area d4 1=huge ants CON save or d5 poison 2=stinging blow flies 3=horrible pale worms from ground 4=huge mosquitoes CON save or diseased bite
37 Masses of cobwebs in area d4 1=swarm of tiny spiders 2=single giant spider 3=2 d6 huge spiders 4=giant mutant cyborg intelligent spider
38 Area knee deep in water d4 1=swarm of horrible aquatic bugs 2=d4 giant leeches 3= swarm of biting fish or eels 4=mutant water constrictor snake
39 Large stagnant pool with reeds blocks area d4 1=d4 giant frogs 2=giant mutant dragonfly 3=giant snapping turtle 4=huge mutant fish
40 Mould releases spores if touched CON save to resist d4 1=choke to death in d4 rounds without aid or being moved out 2=hallucinations 3=save or develop symptoms of zombification rot 4=start to grow fungus on body lose INT point and 1 move a week unless treated
41 Large pack of wild dogs surround part and attack
42 Large solitary mutant predator like a sabre cat pounces at a straggler attempting to kill and drag away quickly by ambush
43 Giant bird or bad or bug swoops down from above trying to grab smallest person
44 Mutant animal abhuman tribe hunting and protecting territory strike from ambush d8 1=rat folk 2=cantoads folk 3=goanna folk 4=snake folk 5=cat folk 6=dog folk 7=rabbit folk 8=raven folk. Aim is to d4 1=drive you away 2=eat you 3=demand tribute payment or food 4=take slaves 
45 Outlaw punk gang d4 1=seek slaves 2=hold up for loot 3=starving cannibals 4=murder for fun. d4 1=missiles from cover and height 2=hidden under dirt 3=block d4 directions 4=have a large angry mutant pet 
46 Mutant gang swarm out of ruins and holes gibbering and starving
47 Cult gang in robes seek sacrifices and to keep non believers away from ritual place
48 Undead burst from ground and under rubble grasping hungrily
49 Mutant creature in a pit uses illusions of some one attractive in trouble to lure close
50 Tentacled horror drops down tentacles from above or underground 
51 Partially buried ground car in good condition 1=creature lair 2=someones home 3=has a depleted atomic fuel cell 4=has baggage and skeletons inside
52 Opening or manhole cover to underground subway or sewers
53 Dead bodies swarming with flies d4 1=have loot but flies are a dangerous swarm 2=loot but corpses are diseased CON save 3=undead in ambush 4=land mine trap goes off if body disturbed
54 Carcass of large creature d4 1=tribal hunters are butchering it 2=several dangerous animals eating it hostile to intruders 3=swarm of tiny creatures devouring it 4=its mate nearby protecting it angrily
55 Sniper with good vantage point and escape routes d4 1=crazy lone survivalist 2=faction agent 3=gang member, shot alerts them to approach 4=android with energy weapon
56 Dropped weapon d4 1=spear 2=axe 3=empty musket 4=revolver with d6 bullets
57 Dropped backpack d4 1=food 2=lots of rope 3=looted scrap and junk 4=drugs and beer 
58 Pristine stall or shack d4 1=icecream served by robot 2=magazines and newspapers now nest of creature 3=scrap dealer set up shop 4=pies or stew or beer sold by a mutant
59 Partly buried robot d4 1=valuable scrap 2=trapped but hostile 3=grateful for any aid 4=repairable condition or flat batteries
60 Huge contaminated pit strewn with junk d4 1=mutants worshipping drums of waste 2=large mutant bugs or worms 3=gang members searching rubble 4=huge creatures lair
61 Intact vending machine d4 1=operating 2=with coins and goods 3=chatty AI tries to sell you stuff or gamble 4=guarded by cultists as a sacred relic
62 Intact shop with loot and ancient goods
63 Scrap fortified building abandoned by settlers or gang in a hurry with some loot and parts
64 Crashed aircraft d4 1=pilot corpse with flight suit and survival pack 2=undead and baggage inside 3=mutant creature lair 4=skeletons and baggage inside and scrap
65 Truck with container d4 1=gang hideout 2=monster lair 3= full of crates of goods 4=remains of someones improvised home
66 Cultists chanting preparing a sacrifice with guards, pet beasts and fanatic suicide fighters
67 Recently collapsed wall reveals pristine ruin d6 1=gang exploring it 2=creature moved in 3=robot security 4=morlock's eating inhabitants 5=undead inside 6=sealed survivors separated from outside for generations
68 Huge mound of loose rubble difficult to climb without it collapsing with bits of scrap amongst trash
69 Street strewn with garbage with some useful scrap laying about
70 Upper stories of building sealed by collapsed lower ones look more intact
71 Androids d4 1=4 workers and a soldier on the move avoid trouble 2=3 soldiers on hunt  to exterminate humans 3=6 workers, 2 soldiers and a brain seeking local androids to join
72 Security or police robot wants to know why you've broken curfew?
73 Drone follows party is spying for a faction or local boss
74 Robot vehicle d4 1=damaged but AI talks 2=crazy likes to run over people 3=has d4 police bots on patrol for armed troublemakers
75 Military robots d41=infantry bots sweeping area 2=damaged tank with AI and mostly out of ammo except for energy weapons 3=sniper bot killing dirty meatbags 4=infantry guard bots block street warn civilians area is nogo 
76 One armed bandit robot d4 1=now a highwayman demanding coins 2=harasses you with offers of fun and cash 3=offers you drugs and vice 4=offers to take you to casino
77 Automated machine gun nest blocks passage in street
78 Servant robot trying to clean the street
79 Cyborgs offer you food and medicine if you come back to their bunker
80 Hologram of AI projected from a armoured turret d4 1=has a laser and is maintaining martial law 2=is lonely and offers to talk 3=will initiate trade for secret bunker dwellers 4=looking for helpers to deal with a problem
81 Are full of faction graffiti warning strangers from turf, older faction signs mostly covered or scratched out
82 Airburst from a propaganda mortar, brochures against some faction in the apocalypse war of the ancients d4 1=communists 2=gov anti propaganda warnings 3=martian independence 4=AI rights group FREE THE MACHINES NOW!
83 Idol of cult d8 1=mutant statue 2=demon idol 3=human purists 4=beast cult 5=AI space god 6=great old one 7=grey alien 8=machine cult
84 Skirmish between factions making area war zone
85 Missionaries from a faction here to convert the savable and exterminate the rest
86 Mutant animals rounding up humans, plan a kangaroo court to sentence kill and eat them
87 Holographic image in loop d4 1=news report from end times 2=warning to stay indoors 3=warning to deactivate your robots and androids 4=warning to take your anti necrovirus meds and to place dead bodies in bags for collection outside home
88 Corpses left as a sign to a factions enemies d6 1=Severed head on spikes 2=impaled bodies 3=crucified bodies 4=flailed human skin nailed to wall 5=blood and gore splatted from messy butchering 6=piles of charred human bones 7=remains of cannibals cooking a feast 8=severed hands, ear necklaces, collections of teeth or other body parts
89 Flags or banners of faction with guards protecting them and holding the road
90 Battlsuit infantry with unusual marking from a bunker watches street from a rooftop to protect secret entrance, will rain death on anyone poking near concealed secret entrance or might try to draw them away with some fire using jump jets to move away
91 Slave drivers using slaves to pick over ruins at gunpoint
92 Farming settlers tending crops, some on guard and alert for trouble
93 Gang of armed ferals having a party with music, beer and BBQ
94 Tribal camp with hunters cooking game and alert for trouble
95 Old prospectors digging in rubble, will scatter and take cover when notice strangers to protect their claim
96 Ground car and or several cycles operated by gang or faction on a murder spree patrol
97 Silver City Ranger patrol hunting a viscous gang welcome help
98 Morlocks desperately moving on surface in daylight with cattle (slave humans or eldren) and sacks of scrap, some have push carts
99 Warlord armed patrol hunting for gangs and checking [prospectors licences and claims
100 Adventurers d6 1=fresh but might try to rob wounded rival party 2=have some loot and might trade or be willing to cooperate 3=abusive rivals insist they have claims all round here 4=hostile and assume rivals are enemies