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Showing posts with label Random Encounters. Show all posts
Showing posts with label Random Encounters. Show all posts

Wednesday, August 13, 2014

Review and Commentary On Fish Wife Games 100 Inhabitants Of A Naughty Sea Side Tavern For Your Old School Campaigns


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 My games have a tendancy to be on the rough side of town where the brothels, pirates, and the usual wretched hives of scum and villainy are. This is where this product comes in handy. Fishwife games creates very nice but fast random lists on the cheap. This is a great little niche product when you a fast cut throat or nasty encounter very quickly. This is a prefect little product for a Lamentations of The Flame Princess style game or any old school retroclone campaign that walks a bit on the wild side.
 With a bit of work this product could also be used for a random encounter in a horror style campaign.
This is a simple and concise product that fills its niche very well. And for the price of a hamburger off the dollar menu, its got a wide variety of uses.
According to the Drivethrurpg blurb: 
100 Inhabitants Of A Naughty Sea Side Tavern
100 Inhabitants of a rather rough and tumble coastal drinking hole. Some of these folks live up to the foul reputation of the public house while others would do well to flee the premises while they still have their coin, dignity, or body parts intact. This file was created for fantasy to colonial pirate role playing in mind, but is suitable for most coastal fantasy settings as well. Document contains the individuals first name and surname along with a brief description.

Using 100 Inhabitants Of A Naughty Sea Side Tavern
For Your Old School Campaigns

                                     



When it comes to sea side pulp style action the tavern is the center of activity and this list fills in a great need for fast random adventure encounters. I've been looking at this list and thinking it could even be used as part of a Spell Jammer style campaign if necessary. There are some great NPC's whom with a bit of work could be some minor campaign links. 

The style here is both nautical and has a bit of an edge that leans towards a mix of pirates, thieves guilds, and cut throats. 
From ship hire, to smuggling, to slavery, all of these degenerate and nasty folks are here some place waiting to be unleashed on your PC's. 
These are not folks that you'd be hanging around with unless you were up to no good. The PC's should watch their backs and purses with these folks on this list. All in all this is a very useful and interesting list of NPC's that can fill any number of roles in your games. This is only one of a wide variety of pirate themed products from the twisted mind of Dave Woodrum. 

Tuesday, May 27, 2014

1d30 Random Finds From The Outer Darkness For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System

File:Roman - Head of a Satyr - Walters 23129.jpg
Like the surface of the sea was the mirror of Tuzun Thune; hard as the sea in the sun's slanting beams, in the darkness of the stars, where no eye can pierce her deeps; vast and mystic as the sea when the sun smites her in such way that the watcher's breath is caught at the glimpse of tremendous abysses. So was the mirror in which Kull gazed.
Robert Howard 
Across the edges of Hyperborea near the very beaches where the abysses of the Outer Darkness wash against reality. There are fools and morons who comb the ruins for treasures beyond compare. Below are a list of some of these priceless items and for some the price is far worse.

1d30 Random Finds From The Outer Darkness table 
  1. A fragment of black foul sorcery whose reflected surface is the crystallized souls of the nameless damned of some lost world. Picking this thing up causes the owner to be plagued by 1d20 spectres who will tear him apart. Yet necromancers will pay 200 gold pieces for these rare items. 
  2. A noble woman's mother of pearl comb, it shines in the moonlight and holds the reflections and memories of its owner. Those who use it may experience alien vistas of places that once were when Hyperborea was young. 
  3. A solid stone piece of ivory carved from the tooth of an unknown god. This inlaid treasure stores 1d8 stories of forbidden sorcery and foul deeds. The thing will whisper its secrets to its owner in the night allowing him to cast 4th level necromancer spells. The owner's alignment will shift toward's lawful evil as the thing's influence continues. 
  4. A copper plate containing a treasure map to another world, there is a 30% chance a demon will know when this item has been found and will seek out the owner to rend him limb from limb. The thing is cursed. 
  5. A statue of a god made from crystallized demon dung and hung with a wire cord. The thing will slowly change position on the cord. There is a 10% chance that the thing will whisper one invaluable secret of a dead sorcerer to the owner. Every new moon the thing will open yawning vistas of the Outer Darkness to the owner in their dreams. 
  6. A glazing glass made of meteor metal and polished by the skin of the damned under red horror filled skies. The thing will show visions of unknown hells. It is worth 70 gold pieces to certain cults of demon worshiping cults but they may try to kill the owner. 
  7. A staff made from the solid thigh bone of a demon of greater chance. The thing will allow the owner to see in the darkness of the night and move among the shadows of worlds. There is a 70% chance of the owner getting stuck. The thing is worth 400 gold to the right sorcerers in certain cities of the damned. 
  8. A Rod of the Jackal god - This is a well known item in certain ancient lands of Hyperborea, it allows one to speak with the dead at the stroke of mid night. The thing is prized by certain wizard ghouls who will kill the owner to get this relic. Worth 200 gold pieces to the right collector. 
  9. A Crooked Metal Book of  The Old Priests - This book contains secret spells of the damned wrought under dead stars that allow a sorcerer to know mind of certain cursed gods. There are five sixth level spells and there is always a summon demon spell worked into the book. This allows one to summon a demon without any preparation. The demon will be very angry however and may try to drag the magician off to some nameless hell. Worth 200 gold pieces to the write sorcerer. 
  10. Box of the Soul - The many hybrid box contains 1d30 souls of the damned who will serve the sorcerer for one year and a day. After which he must join them in the box. The box is worth 50 gold pieces and is a cursed item. 
  11. A worked onyx statue of a broken god - A statue from the sacking of the Hyperborean capital that has a bit of the ancient god's essence still within it. The thing allows one to re roll one missed roll per game but there is a price. The user's charisma begins to suffer as the destruction wrought on the statue happens to the user as well. -2 Charisma points each time the statue is used. Worth 100 gold pieces 
  12. A single ivory statue of a lost and forgotten family god, this small figure allows one to commune with the ghosts of lost and ancient peoples. They will show the user visions of the afterworlds and near by treasures. The user must pray to this item's god however for these favors to continue. Every new moon the user must fulfill one small adventure in the name of this lost god. Worth 60 gold pieces. 
  13. A single copper plate that contains a special map of the gateways to other places and times. There is a 60% chance of the user being ripped apart by ancient ghouls who guard such places. Those so rendered down by these horrors are taken as trophies and placed on ancient altars. There are sorcerers who pay 50 gold pieces and up for such items. 
  14. A large piece of Jade made into a sounding stone for the depths between the worlds. This thing when used will show a path between the places of the Outer Darkness and our world. There is a 40% chance of attracting a demon's attention that lurks at the corners of reality. This piece of purest jade is worth 200 gold pieces but certain cults will kill to possess it. 
  15. A small child like stone head corroded beyond anything has been created in exacting detail. The head will come to life if held for more then 1d4 rounds and recite ancient prophecies and litanies. There is a 20% chance that these words of forbidden ancient wisdom will have direct relevance to the PC.  These stones are collected by modern religious cults who pay 300 gold pieces each. They are believed to be the souls of saints cursed into stone in ancient times. 
  16. A piece of demon metal that flows in the user's hands from ancient times. This thing will turn into a +2 sword of slaying but there is a 20% chance that the item is cursed and will seek the blood of its owner. Many think these items are not worth the risk as they will devour the souls of their owners. Worth 100 gold pieces and they are a cursed item. 
  17. A chest of the mirrored ones, this chest is covered in ancient Hyperborean glyph like writing and contains the soul of ancient demon from beyond the edge of the world. The thing will seek the true love of the owner to suck upon their life and essence. In exchange it will teach the owner the secrets of necromancy. These cursed items were used by certain necromancy cults to teach their children.  They are worth 200 gold pieces each and can teach the first three levels of necromancy. 
  18. A blood stained glass - This item of red cut crystal glass has been bathed in the ichor of demons and planar monsters it allows one to breach the gulf of worlds and teleport to such places with easy. The thing will want three pints of blood per journey and it must be the owner's. The thing is easily worth 200 gold pieces but a malevolent intelligence known as the tempter controls these glasses. 
  19. A scroll of the cursed names of the devils of the dead worlds, this item allows one to summon the ghosts and souls of  the small demons. They will answer three small  questions per day, there is a 10% chance that they will lie as well. And a 2% chance of making a curse of mischief on the owner as well. Worth 60 gold pieces these items were once common. 
  20. A small scion of Cthulhu - This small statue allows one to call the dreams of the drowned and mad of Cthulhu to allow one to have the insight of the insane. This allows one to add +2 intelligence each time this thing is put by the bed of the user. There is a 20% chance per use of attracting the dreaming aspect of the Great Old One as well who will devour the mind of the user leaving only a drooling husk behind. Worth 100 gold to the right buyer. 
  21.  The Ichor of Lesser Strangler - This small vial of Outer God blood allows one to send a spell of choking at their victims. The target must make a save vs wands or wrapped in energy black tendrils of the foulest type which do 1d8 points of damage. Worth 40 gold piece and these items are quite common among certain groups of sorcerers. 
  22. Black Onyx Knuckle Dusters - These items are carved from the rib cages of certain races of low ranking demons. They allow one to strike undead and monsters that can not be normally harmed. There is a 30% chance per use that they may shatter. If used more then three times in a two week period. These times will merge with the flesh of the user. Worth 60 gold pieces to certain mad sects of magicians. 
  23.  A Cursed Flute Of The Deadly God - This flute is made from the arm bone of a damned wizard and has been carved by the talons of a demon. The flute will kill any being who hears its tune of the damned when the music stops. The soul of the target is forfeit to the Deadly God. The target must save vs. death or have their soul eaten after the song ends within one hour. The song will act as a charm spell upon the target. 
  24. The Iron Key - This iron key has been made from the iron of the weapons of angels and forged in the heat of the burning hells upon an extinct sun. The key allows on to find the artifacts of ancient Hyperborean royalty when used as a pendulum. The key will pull toward such treasures, user should beware that many such treasures were guarded by terrible monsters and some minor gods. The key allows one past the complex locks the Hyperboreans. These keys are very rare and worth 200 gold pieces. 
  25. The Folding Maps Of Nibbous - This is a series of maps made on the ancient papyrus of the magician Nibbous, These maps are doorways to the domains of Nimbous, mini planes where the sorcerers hid many ancient and dangerous artifacts. These things were often guarded by demons from the Outer Darkness. These maps would open doors and doorways to such places. They are often found in special metal scroll tubes. They are easily worth 200 gold pieces to the right wizard or mage. 
  26. The An 'Guru Demon's Hand - These clawed hands often contain rare and valuable treasures within their palms. They are easily worth 200 gold or more but they are often cursed with wishes as each finger opens to reveal the rare treasures. Worth 600 gold piece if found. 
  27. Mask of The White Warriors - These masks are often found near other treasures and then only rarely. They have been made from the carved skulls of demons and each one allows one to use infravision, see the invisible, and gaze into the souls of mortal men once per day. They are worth 100 gold pieces each. These items are sought by the Cult of the White Warriors who will bargain for their return to the cult. These masks often have a telepathy ability as well. 
  28. Crown of the Yellow King - These weirdly wrought crowns of wire, piping, and ancient bone allows one to hear the thoughts and dreams of certain ancient dead kings. The crown will also allow one to cast a charm spell once per day. The user must be a man committed to the Outer God's cause. Failing to surrender your soil to the King In Yellow causes a major curse of damnation to invoke on the user. 
  29. The user may once per day call upon the wisdom of these ancient wizards and kings to cast 3 second level spells per day. The crowns are priceless to some cults. 
  30. The Ring Of Hyperborea - This ring of iron allows one to rip the soul from the body of a target who must save vs death. The user will absorb the soul of such a creature and extend their lives by 1d100 years per soul. The user's alignment changes to chaotic evil should this item be used and he is now a servant of the Outer Darkness. 



File:Rudder of a Roman Boat (RG Museum Koeln, Germany).JPG

Friday, February 21, 2014

Review and Commentary on The Free Astonishing Swordsmen and Sorcerers of Hyperborea Resource - Masks By Colin Chapmen


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According to the blurb on the AS&SH website : 
  • Masks is a resource created by Colin Chapman. This 4-page PDF document provides a means for players and referees to randomly generate racially specific physical features (hair colour, eye colour) and other distinguishing features.
    This is actually so much more then simply a distinguishing features set of tables. This is a great random NPC table that can be used to generate instant NPC foils for your AS&SH adventurers. Bump into someone in the city or small town and wham your PC's are embroiled in the business of some interesting hi jinks. This is a perfect tool to get the ball rolling with adventure in the offering.
    The fact that the generator is simple and concise is perfect for DM's who like to 'wing' it or even if you want to get in on the details. Does the NPC have a facial scar from the pox and some other odd details that simply adds to the flavor of the encounter. This is the generator for you folks. Simple, easy, and ready to go for any retroclone really. A great free resource to use. 

Friday, February 14, 2014

1d10 Random Star Crossed Lovers Encounter Table For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System


Dara2

1d10 Random Star Crossed Lovers Encounter Table
 For The Astonishing Swordsmen and Sorcerers of Hyperborea
  1. A warrior on the run from a pack of  1d8 Amazons warriors 2nd level wish to kill him if they should catch him. Why is unknown? But a princess 3rd level fighter from the same tribe wants to save him from her sisters. She needs help. 
  2. Two barbarians move to bring together a pair of lovers whose tribes are at war. The fact is that these two marriage could heal the rift between them. 
  3. A wizard is selling love charms for a local marriage arranger. But he's on the  run from a succubus from whom he's stolen the secret to make these. 
  4. A ruined prince has had his heart shattered by the death of his sweet heart. She's been killed by a rival of her prince. But her ghost is haunting him to the point of insanity. He needs the help of a group of adventurers to free himself from this curse. 
  5. A cursed magical crown holds the soul of an ancient queen. It has recently surfaced upon the shores of a local river. It now is looking for a new body inhabit. She is a 5th level wizard and wishes to reestablish her kingdom. She will seek out a cave of artifacts nearby. 
  6. A pair of adventurers seeks help on a local mission. They were once lovers but have run afoul of a local Lamia who seeks to spread her influence. 
  7. An Atlantian demi lich seeks to raise his princess from the dead. He needs the help of adventurers to uncover her tomb. He promises to split the loot from her tomb but can he be trusted. 
  8. A pair of kids are on the run from their tribe of barbarians. They wish to hire adventurers to get them across the border and escape the wrath of their fathers. There is also a pair of undead after these bastions of innocence as well. The kids are unaware of their predicament. 
  9. An estranged son seeks to revenge himself upon the family of his former betrothed family by seeking out an artifact. He's looking to hire a party to help find this treasure. 
  10. This princess is on the run from her former lover. She has become aware of her position as a key cosmic lynch pin for the local demonic Lovecraftian god. Her lover is seeking to hire adventurers to help find her. 

Tuesday, February 11, 2014

1d10 After The Raid Of The Serpent Men Random Encounter Table For Astonishing Swordsmen and Sorcerers of Hyperborea




1d10 After The Raid Of The Serpent Men Random Encounter Table
  1. A small child comes from out of the destruction covered in a fine network of tattoos and weird serpent men glyphes. What do they mean and why do her eyes seem to prick and dance with firelight? 
  2. 1d8 sub human stunted and dwarfed humanoids pick and root around the bodies. They appear to be looking for some one or some thing. They haveleather d instruments or tools. There is a 20% chance of some technological artifact among them. They  will scatter at the first sign of trouble. 
  3. A group of degenerate serpent men humanoid hybrid warriors 2nd level fighters armed with flint spears, clubs, and small shields works among the dead carrying off bodies for their masters. They have a small bag filled with kidneys,eyes, and other body parts. 
  4. A full serpent man wizard moves across the scene looking for an ancient artifact. 70% chance of having a technological treasure. 4th level wizard and capable of great evil. 
  5. A group of undead ju ju zombie hybrids moves among the remains here feeding on the dead and performing horrid rites to their ancient gods. There is 20% chance of some horror descending from the stars this night to their ministrations. They look for the stars to be right. 
  6. A lone pack of subhuman survivors stumbles from the darkness. They're sanity has been blasted beyond all endurance and their minds hum with demonic possession. One demon inhabits all of them after coming down from the stars. The thing has a hidden agenda and is moving out into the world. 
  7. An ancient alien has been awoken from a long slumber the thing is armed with an technological blaster that does 1d6 points of damage to anything in a forty yard range. It wishes to contact its descendants here on Hyperborea. It has a near by saucer but needs certain humanoid brain parts for its computers. Yours might do. 
  8. An ancient Hound of Tindalos has been awakened from its long slumber by the serpent men and now stalks the countryside. An ancient tablet may send it back to its frozen nether hells of time and space. 
  9. 1d8 constructs of the Great Race have awakened and begun to carry out their last orders and collecting the locals for experimentation. A serpent man has taken charge of this ancient installation and oversees the project. Nearby a shaggoth powers the place. 
  10. The Serpent men have awakened a Star Spawn of Cthulhu and the thing is breaking free of its ancient crypt. Are the stars right? 

Saturday, February 1, 2014

1d10 Random Minor Things Blown In On The Borea Winds Table For The Astonishing Swordsmen and Sorcerers of Hyperborea rpg System


Occasionally the inter-dimensional winds can blow all sorts of minor items on to the lands of  Hyperborea and some of these things can be quite weird, valuable, and with very strange effects on those that find them. 
1d10 Random Minor Things Blown In On The Borea Winds Table
  1. A rain of rings from strange an alien lands. Many of these rings are of metals and type unknown upon the shores of Hyperborea. There is a 10% chance of some minor magical ability. Many of the rings are not made for human fingers or are of strange design never meant for human beings.  There is a 2% chance of a ring being cursed and its owner being poly morphed into another type of being alien to the world. 
  2. The area where you are is covered in blood red crystals. They will evaporate in three rounds but some will stay. There are strange objects embedded in them such as dog or cat eyes. Some of these are still alive and look out onto the world blinking as well as looking around. Some of these have a strong 'true seeing' ability but those who used them may be subject to a slight shift in personality and become more sullen and an air of sadness radiates from them. 
  3. The area is bombarded  with weird strands of golden metal beads on chains. These beads and chains are of some strangely wrought brass. Any demon or being with demonic magical blood in their veins that touches them will be compelled to tell the truth or be subject to intense physical discomfort. They will be on -2 on all rolls while these objects touch their flesh. No animal will go near these objects and will howl as well as cause problems when they are brought near them. 
  4. Strangely wrought containers, bottles, and jettison falls from the sky all around. These things smell of burnt flesh and weird perfumes come from them. Planet life grows weird and misshaped when these containers are left in the area. Many types of molds, slimes, and jellies will grow seemly over night when this stuff is around.
  5. Sheets of thin translucent metal is found all around with the edges slightly burn. They are covered in hieroglyphs of an alien language. There is 3% chance of a strange spell written on them. Parties of lizardmen are seeking these objects but do not know why they do so. Only that it is very important. 
  6. Weird pools of rain water is scattered around the area. These multi colored pools are slick with strange rainbow patterns. In the center of each puddle is a single gold coin of some unknown denomination and mint. Each of these coins bares an elder sign and looks very,very, old. Birds are scared of these objects and the coins always seem slightly out of focus when you look at them. There is a minor magical level around them. 
  7. The area is covered in foam and in the center of this foam a strange humanoid baby grows. The thing looks organic but bits of it are machine like and weird. The thing communicates by hissing and telepathic communication. The rest simply evaporate in the noon soon. These things wish knowledge and are capable of storing anything they see. Many hold the secrets to vast dungeons and resources. After 1d4 days these things will evaporate never to return. 
  8. A single golden torc with the power to heal any wound, torc will act as a cure light wounds spell once every new moon. The torc was dropped by an ancient god who now seeks it back. He shall grant one boon and the torc must be returned to him. 
  9. The clawed tendrilled arm of some hideous monster. The arm is still alive and very murderous. It will do 1d4 points of damage to whomever it can reach. The thing has an aura of sheer evil about it. There is a demon who seeks his arm back. 
  10. The charded remains of some ancient Atlantian sky craft falls from the sky. There is still a magical power source still active. The thing will pollute the 5 mile countryside in weird radiations and act as would a 'Colour out of Space'. There are wizards who would pay handsomely for such a find and others who curse this thing from the sky. The thing is cursed and anyone who finds it will become caught up in its spell for good or bad. 







Thursday, January 30, 2014

1d10 Random Weird & Ancient Tombs and Contents Table For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg System

File:Ancient Tomb with Obelisks Surrounded by Sepucral Urns LACMA AC1995.54.1.4.jpg
1d10 Random Weird & Ancient Tombs and Contents Table 
  1. This ancient and weathered necropolis stands definitely against the elements for hundreds and hundreds of years now. Upon certain nights of the year the great wrought brass door stands slightly a jar and from within a howling and growling of great beasts can be heard. The tombs occupants have long ago have been sucked into the nameless darkness between stars of damnation. The tomb's doorway opens into the void between the planes and on certain days of the year lean and thirsty demon hounds come for the souls of foolish adventurers. They come to drag back to the depth of those nameless hells anything they can catch. The bones of those they eat and strip of any metals are left behind. Their souls become playthings and sweet meats for these demon hounds. 
  2. This ornate tomb has been reared to a disgraced princess of forgotten MU. Her soul and body lay trapped within the tomb but she has recently been freed by some foolish adventurer and now prowls the night as a vampire. Her sister has become a lamia and now guards the tomb by day feasting on local children. They are contemplating taking over a village and have begun a cult. Every Spring offerings have started to appear. During the fall months both horrors sleep. There is a stone box near the tomb that holds what treasures they have gathered to help pay for a mercenary army in the Summer months. 
  3. This tomb is the home to the ghost of a wizard sealed within by his father lest his son's power allow the monster to escape. A bricked  door covered with inscriptions of binding holds the fiend in place. His ghost howls its anger and frustration but only at the new moon can the ghost haunt the land. It kills anyone it finds around the moors of the area during those times. An unrusting +2 sword has been driven through the entrance above the door. The sword's magic keeps the damned soul from both escape and final reward. The pain of the sword keeps the ghost from reason and intelligence as well. The ghost bides its time trying to watch the world and learn of the changes that time has wrought. Its knowledge is spotty and insane at best. 
  4. This weirdly wrought tomb is a mass of bio sculpted flesh of a demonic monster enchanted never to decay or move. It's undying Yithian occupant sits guarding the entrance to a massive underground mega dungeon Great Race outpost sits and waiting for new tenants who shall never come. The occupant is held in a near death and unliving state by Great Race super science. His abilities are still useable and he is very dangerous. There are thousands of volumes of forbidden knowledge of the race's experiments of time, space, and magic here. They are just waiting and the occupant is getting bored with eternity. 
  5. This tomb is the current headquarters of a cult of necromancers who have gathered hundred of necomatic items of forbidden magic. There is a fully functioning laboratory here as well. There are always 1d8 free willed zombies guarding the place armed with Atlantian radium weapons. The tomb was the burial place of a great king but the cult has moved his corpse and treasure to another location. Ever three months 130 cultists gather here. A lich heads this cult but he is seldom present. There is a 20% chance he will be in attendance when the cult gathers. 
  6. This tomb is the resting place of a Deep One of Royal blood killed, exiled, and entombed on dry land where she may do no harm to own kind. She is buried with a treasure but she still lives on in an undeath state. She is chained within her coffin with enchanted chains. 1d8 Deep One zombies guard her and bring her victims occasionally to feed on tearing bits and pieces for her meals. There is a 40% chance of a major technological artifact entombed here as well for safe keeping by a Deep One wizard of renown. 
  7. This is the tomb of a barbarian king curse by his own people to a living hell upon Earth. His ghost is chained between this life and undeath. The thing wanders the land looking for victims to slay with a great ax. Upon certain nights when the alignment of the stars is right. Death births come to feast on this decaying flesh. They may 20% tell his story and grant a prophecy. Or they may curse the fool who disturbs them in their hellish duties. 
  8. This weird tomb of brass and iron holds the decaying body of a demon within. His body burns upon Earth while his spirit has been sealed inside a stoppered bottle nearby the white hot coffin. All of this was done by a wizard thousands of years ago. Anyone disturbing the bottle will be burnt by cold hell fire for 1d6 points of damage. Upon a pedestal near the coffin is a book which contains all of the demon's prophecies. The book magically inscribes them as the damned soul writhes in agony. There is a 70% chance of a secret or bit of forbidden knowledge that a PC needs is writ within the book. The book will magically return to the tomb if taken. 
  9. This tomb is the resting place of a infamous bandit king who still uses the place as a hide out. His flesh is long decayed but he commands twenty 2nd level fighters who attend him as a saint of Rell. He is a free willed zombie and owns a brass Atlantian energy weapons that does 1d6 points of damage. He has a small personal treasure and is in love with a young nearby noble woman. She has no idea of the horror that has begun to stalk her. Eventually the monster will kill her as he has others throughout the centuries. They're corpses surround his coffin staring into eternity. 
  10. This is the resting place of a Star Spawn of Cthulhu. A tomb has been built over it and within rests a 6th level priest who corpse still serves the horror even in death. There are ancient Atlantian machines that keep the thing in a state of sleep as its energies continue to be used by the local cult to try and contact the thing's master. They gather every autumn for a celebration. The priest's soul haunts the lands surround the tomb. Children in the area have begun to be born with the mark.  Anyone disturbing the ancient machinery will be shocked and burned for 1d8 points of damage. Their soul will be eaten by the Spawn in agony! 

Tuesday, January 28, 2014

1d10 Random Eldritch Statues Table For The Astonishing Swordsmen and Sorcerers of Hyperborea System

File:Ancient statues dating back to 9th century and even earlier....JPG


1d10 Random Eldritch Statue Table

  1. This ancient Atlantian statue is one of the lost gods whose no longer worshiped and now long forgotten.The thing now waits and anyone dwelling near it will feel weak and a bit faint. The thing will do 1d4 points of damage per round as its malice and hate washes over the target. The thing accepts sacrifices from the nearby village of cavemen. The thing will soak up any flesh or blood offered to it. Once every new moon it will give a prophecy to a magically sensitive person. 
  2. This ruined statue is actually a trapped god, one of Old Earth locked, frozen in time and space. This poor soul is quite insane and dangerous. Every new moon the statue will release its soul in the form of a dire wolf and take souls as it will! There is an ancient treasure locked in a stone box at the base of the thing. No local will go near the stone horror. 
  3. This ancient statue of Cthulhu is missing its head and sits by a body of fetid water. The thing now has a mass of stone tendrils in its head's place. It will come to life to take a sacrifice should an accident take place near it. It will level drain any wizards that it happens upon. There are 1d8 minor relics under it. The thing has a hate for all magicians. 
  4. This blood stained  statue of a giant saber toothed  cat  stands and is the center of a cult of cat worshipers. They are a group of 1d10 2nd level thieves who attack any nearby travelers offering up their bodies and treasures to their twisted pagan god. A group of bounty hunters is hunting for them but they vanish every thirty days after they take a group of victims. There is now a missing shipment of minor gold trinkets. 
  5. This ever burning statue is actually the center of an ancient family curse. The thing will burn for eternity and its flame came consume magic items immune to flame. Its history is shrouded in blood and mystery. It constantly hungers for flesh and anyone approaching it will be burned for 1d6 points of magical fire damage. Every new moon it will produce a minor trinket of fire resistance for the price of a minor limb. 
  6. This statue is draped with incredibly intricate tapestries that depict the past, the present and alternative futures of the local area. The thing is actually a living giant undead creature (a giant zombie) that uses the tapestries to locate prey and stalk the living. Many different legends surround the thing. All of them do not account for its movements every three weeks however. A minor cult of followers sacrifices the occasional drunk or adventurer that they can capture. 
  7. This statue of a giant gargoyle is the frozen remains of a monster from a lost dimension. The thing will react if a thief approaches it. The thing can sense the darkness in one's soul. It will react with 1d10 tendrils that do 1d4 points of damage. It will suck the blood, intestines, and fluids of anyone caught by it. There are 1d4 minor scrolls of offering to it. 1d100 coins are scattered about its base. 
  8. This statue is made from hundreds and hundreds of fused metal bones. The thing is actually an ancient Atlantian computer that calculates the alignments of alien stars, every 1d6 months, it will curse anyone present in its company. The thing reacts to relics of the Great Race of Yith by shooting a ray to the owner for 1d4 points of flesh melting damage! 
  9. This ancient statue of Cthulhu sits and sends out millions of nightmares that will drive anyone who sleeps nearby insane unless the appropriate saves are made. The thing tracks the movements of its master through Hyperborea and beyond. 
  10. This statue is made of trillions of fused Atlantian coins, each one for the doomed souls of Atlantis. The thing's coins are cursed, anyone who handles one of these coins will take the place of the doomed. They will possess the bodies of anyone they can and seek out a nearby ancient ancestor worshiping cult of fanatics. These cultists seek to raise ancient Atlantis by any means necessary and seek to add the power of millions of souls across a thousand lifetimes. They will not stop and simply wait for another life time!



Sunday, January 26, 2014

1d10 Random Items From Among The Ship Wreck Table For The Astonishing Swords Men And Sorcerers of Hyperborea Rpg System


File:Wreck of the American Ship General Grant.jpg

 1d10 Random Encounters From Among The Ship Wreck Table

  1. An ancient Atlantian princess dead, around her neck is a wrought iron key upon a chain. She wears the finery of a by gone era. She has 1d8 pieces of jewelry. Her neck has a strange set of gills. There is ancient dagger piercing her side. A strange tattoo covers her right hand in which she clutches something. 
  2. A trunk of  some kind with astrological symbols hastily painted all over the thing. It floats in the tides but something heavy rattles from within. Something heavy and perhaps alive as there is a sudden movement from within the thing. There is a forty percent chance of some ancient artifact within the thing! 
  3. A small boy of alien origin washes along in the tide. He has copper colored skin with an odd cast to his skin. The rags he wears don't correspond to any known culture upon Hyperborea. At his side is a belt that appears to be a leather style material and at his side is a knife of a steel and copper coloured material. An odd compass is in the handle with directions that are both mysterious and unknown. He is still alive. 
  4. The corpse of some bloated and monstrous fish like thing washes among the waves. There are over a dozen enchanted and broken spears piercing it. There is a forty percent chance that one or more of them may be able to be recovered but the thing's blood is slightly acidic doing 1d4 points to anyone handling the monster's remains. 
  5. A living mermaid swims among the bodies of the corpses of sailors. She eats their flesh while collecting odds and ends from the corpses. The thing is actually a form of Deep One and is a form of royal Deep One an evil Siren Queen. She is a third level wizard and armed with an enchanted short sword. There is a 40% chance of the fiend having a magical treasure upon her person. She may call 1d6 Deep Ones to her at any time. She is evil, quite insane by human standards, and will kill anyone who gets in her way. 
  6. The bound, chained, and trapped form of a humanoid wrapped in a cloak. The thing is a were shark bound in silver edged chains. He has been cursed in a bizarre rite of destruction by priests of Mu. Releasing him will cause the monster to go berserk and attack anyone around him in a blood lust filled attack of fin and fury. 
  7. An ancient trunk of iron wood floats along in the tide. The thing contains the mummified remains of three humanoid undead. They will attack as wights and devour any living thing they come across. The interior of the trunk has been lined with gold leaf and protective spells. The trunk is worth 100 gold pieces to the right wizard. They have four gold pieces sewn into their mouths as part of the creation process. 
  8. A clear vessel of cut crystal floats along on the currents. Inside are a bound and very pissed off shoggoth. The thing will attack the first fool to open the vessel. It will mutilate the corpse of whomever opens the vessel eating the eyes and sex organs  of the victim. It will leave the corpse as a warning to others. 
  9. A giant raft of alien living flesh floats along the tide. A great piece of an Outer God lost to the seas of Hyperborea. This thing has a 60% chance of carrying a plague and it must be burned before it makes land fall. 
  10. The painted corpse of a bride of a funeral rite. This corpse is actually a lich created for an Atlantian rite of burial at sea by burning. This thing has survived and made landfall. This fourth level wizard/priestess is very pissed off at the living and will seek to destroy anyone she comes across. She must be put down for the good of the world. She wishes to cross over into the afterlife but the rites of her homeland keep her anchored to her decayed and withered half life of undeath. Half of her soul has passed on and the other half cleaves to unlife. 10% chance of having minor magical treasures 

Friday, January 24, 2014

1d10 Random Encounter Table Of 'Those Who Have Bared Witness To The Summonings' For The Astonishing Swordsmen and Sorcerers of Hyperborea rpg System

File:16xx Gérard de Lairesse - Sleeping Bacchante.jpg
1d10 Random Encounter Table Of
'Those Who Have Bared Witness To The Summonings'
  1. A wailing writhing mob of villagers stumbles out of the woods and proceeds to walk slowly towards you. They're words don't make sense until you can hear bits and pieces of an ancient summoning spell. Over and over is heard the name of some forbidden and half forgotten god.  Then they begin to surround you and that's when you notice the daggers. 
  2. A half mad man stumbles from the bushes, half of his body is burn and the other half covered with strange writing from the city of IX. His tongue has been cut out and two fingers removed from his left hand. The poor wretch is dying but needs and wants to spill his tale. Help him or kill him either is mercy for the gods have shown none. 
  3. A being stands in the middle of a circle of blasted and weird reeds. This being is nether man nor female and devoid of any sexual characteristics. The thing also has no face at all but if you approach it, the creature will begin carving into the soil signs and symbols of what or who did this too what was once 'her'. At the end the thing will melt away as if in a dream. 
  4. A wretched thing of twisted limbs, arms, faces, etc. all fused together and groaning stands or writhes in the middle of a road. It wails the name of some forbidden demon who has done this and begs to be killed. The horror crawls toward you. There is a 60% chance of it carrying some horrid disease. If it lives it will evolve into a monster of legend and myth seeking out its old village. 
  5. A single child of some lost tribe appears in the road the child speaks with the voice and mind of a scholar of old. He will tell his tale of the coming of a lost god and of the new horrors to be visited upon a nearby city. The city was dust a thousand years ago. But there are a handful of innocent villages near by. 
  6. A blind man stumbles toward your party. His sight was taken by the gods because he has witnessed the gods having congress with a mortal. He has come seeking that mortal to kill him or her. But the story changes. He has the face of an old man but the body of a youth of twenty summers. And he carries and ivory carved dagger of unknown make. 
  7. A lady from a nearby minor royal house is traveling by horse back to a nearby village. She is dressed for adventure but she has no time for anyone. She is actually possessed by a minor god who wants to make trouble for mortals. The other gods of its pantheon are seeking it. They will possess nearby mortals. You have been chosen to bare witness to these events. 
  8. A minor cat god Ufrex is seeking one of his sacred lost charges and wants to enlist your add. A minor noble is his vessel and seeks your party's help. She is surrounded by 60 or more cats including a saber toothed tiger. 
  9. A strange bubbling rolling cloud heads toward your party. It contains the lost souls of twenty two minor houses of Atlantis and they have a tale to tell. They also may try to possess your party. They have witnessed the coming of the demon sultan and none may stay their hands. 
  10. A young child has been possessed by the dreams of dread Cthulhu. A puddle of water has formed around his feet and strange tendril like things bubble below the surface. He has called for your party by name. 

Thursday, January 16, 2014

1d30 After The Lovecraftain Ritual Is Over Random Find Table For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg

File:Aztec or Mixtec sacrificial knife 2.jpg

1d30 After The Lovecraftain Ritual Is Over Random Find Table 
  1. 1d10 brass bracelets and flutes all covered in post birth residue. There are three hundred gallons of the liquid scattered about the area.
  2. A large blood splatter over the entire area and human entrails in the trees. There are 1d100 coins of unknown vintages scattered across the area. There is a 10% of these being semi precious metals. 
  3. A three hundred pound gold ankh sits in the middle of a giant pit of slime. The thing glows softly to itself below it is a rough human outline covered in burnt skin and organs. 
  4. A giant glowing crystal dagger far to large for any human hand to wield. The thing sings softly to itself of  madness and desperation. 
  5. The entire area is covered in a single scroll sheet of music rolled up and it weights in excess of five hundred pounds. Sewn into the center of the thing is three different people's skins. Race and type is not of any known peoples. 
  6. A single slime covered rock which is actually a large gall stone of some inhuman creature. The thing is covered in glowing glyph work 
  7. A baseball sized instrument not made for a human mouth covered in a strange arrangement of holes and signs not in any human language. The thing has an air of incredible sadness and loss to it. It sits in the middle of a burnt human outline. 
  8. A single perfectly persevered eye ball sitting inside a bleached skull. The eyeballs still lives. Who knows what horrors it has seen? 
  9. An incredibly intricate spell book in an unknown language bound in the freshly created skin of someone actually five different someones. The thing radiates laws and order. Every page is done in a different style of alien writing. 
  10. A single small statue of a little girl set on an altar. On the other side of the altar is the desiccated corpse of an old woman covered in tattoos depicting eternity and old age. She has been frozen to death. 
  11. A throne seated with the body of a wealth individual whose head has been replaced with a golden statue's head. The body is wearing purple and gold robes. The corpse still shakes with dangerous occult energies. 
  12. This strangely wrought jewelry could not be worn by any human being it is too large and it is made by no human hand. The stuff burns flesh for 1d4 points of damage and has a strange assortment of crystals whose light dances in the darkness of evening. 
  13. A stripped down and skin less corpse with the head of a giant insect lays on the middle of a field of locusts. The insects scatter as one when you approach the naked thing. It will collapse into itself as soon as it is looked upon and blow away accompanied by demonic laughter. 
  14. A strange demonic thing awaits atop a pile of decaying corpses all of which are exact doubles of nearby villagers who are vary much alive. The thing will mock and torment the party with taunts but provide no answers. The pile will disappear but leave behind a pile of slime and offal as soon as morning light hits it. A strange occult sign sits in the middle of pile. 
  15. A priest of some forbidden god has been gutted and strung out across the area his remains cover three miles around but his head and face are perfectly preserved and are mostly still alive but he can not speak at all. His lungs are in a nearby bush. 
  16. A pile of brass and gold sits upon an altar while a nearby drum made from a human skull keeps time with a human heart atop the pile of items. It stops when approached. 
  17. A book sits upon the altar, its pages turning in the wind as if by a human hand. There are illustrations of the party in its pages with weird signs and symbols drawn around each party members heads. As soon as their seen that's when the headaches start. 
  18. A single obsidian knife sits in the center of a pile of slime and offal, it is in the shape of a giant cloven hoof. Within the cloven point is the severed head of some person. Their still alive and mouthing the praises of this forgotten god of damnation. 
  19. A single area is covered with a multitude of fungus of an alien type. The stuff glows to itself in the darkness and seems to have an abundance of humanoid eyes growing from the fungus. 
  20. At the center of a burnt area is a small wooden cabinet. Inside is a perfectly preserved human arm that holds a scroll. There's a 20% chance that this scroll contains a powerful spell or the name of some Outer One. 
  21. The area is infected with the nightmares of demons and horrors from beyond. Reality runs like wax until the first light of dawn touches the area. There is a treasure of gold someplace in middle of this hell from beyond the dreams of men and damnation. 
  22. Reality is broken in this area and 1d10 demons run through the area causing untold horror and mayhem. By morning there is a perfectly human baby sitting upon an altar. Where did it come from and what is its destiny. 
  23. There is an ancient wooden door in the ground and it was not there two days ago. At night knocking can be heard from behind the door as well as demonic twittering and laughter. Then the handle begins to turn. 
  24. A section of timber as if from a cross sits in the middle of the area. The thing is covered and blood as well as bits of bone. It glows as if on fire and bleeds fresh blood every morning. The thing is thought to be cursed but no one knows what that curse might be. It sits seemingly defying all of the elements 
  25.  A corpse of a perfect youth is found at most sixteen summers. Carved into his chest is the mark of the Elder Ones. Its almost as if branded into the skin and it glows at night. Anyone possessed by a demon brought near the thing will have that demon driven out but the fiend will not know why. The thing will never decay or rot but no man knows who this is. 
  26. The flute of some thing from outside time and space sits in the center of a pile of human bones. Anyone removing it is curse to play the thing and will be struck by lightning adding their bones to the pile. 
  27. Giant knife sits in the center of the ground it pierces some great pile of meat and organs. Removing it allows the organs to come to life pumping 1d10 gallons of acidic slime upon anyone in the area. The stuff does 1d4 points of damage and nothing will grow in the area. This event will kill all plant life and animals in a two mile range. 
  28. The entire area is covered in solid stone statues of some unknown peoples. There will be insect headed, animal headed, and strange youths all about the area. They are naked but covered in odd limbs and organs that no sane man has. These things will seemly change places at night but never move from the area as if waiting for something. 
  29.  The place is covered with millions of alien insects which will attack the first person using the name of some lawful god and devour them. The insects will form the basis for a new god never seen in the area before. 
  30.  The area is covered in over ten different corpses all flattened as if by the hand or claw of some giant tendril or octopus like thing. Bits and pieces are missing from the bodies and the entire area smells as if some giant rotted fish oil was spread across the entire affair.


Wednesday, January 15, 2014

1d30 Random After Remains Table For Lovecraftian Encounters For The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg

File:Yog-Sothoth.jpg

1d30 Random After Remains Table For Lovecraftian Encounters
  1. Moving one celled glowing protoplasmic life forms scattered all over the ground. Still pulsating with unholy life 1d6 
  2. White green puddles of liquid jelly like substance. Has a slightly acidic smell to it and does 1d4 points of damage to exposed flesh. 
  3. A mangled and slightly burnt humanoid corpse. The thing isn't identifiable as human. 
  4. The ground is covered with intricate burn marks of unknown origin 
  5. The entire area is covered in unholy inhuman eyes belonging to random creatures not of this world. 
  6. Bales of rusty wire and debris belonging to some unknown metal. The stuff turns to dust as soon as touched. 
  7. A rusty sacrificial knife covered in blood, pus, and smelly alien urine. 
  8. A bit of tendril and rime covered organ tissue. About three pounds worth. 
  9. A weird colour lingers in the air and leaves oily residue on the fingers of anyone passing through it. 
  10. A lump of solid gold half melted coins 5 pounds with all fused together. Strangely glows in the dark with an inner pink light. 
  11. The burnt remains of fused chickens, cow, and other less identifiable fleshly organs all fused into a three hundred pound mass of stuff. 
  12. Three humanoid corpses all burnt and flash froze all at the same time fused at the hips. Bits of unidentified alien stuff thrown in as well. 
  13. Fourteen metal rusted three foot long metal triangles all welded together. 
  14. Seventy five melted three hundred pound gears made of brass and other machinery. Etched with acid damage. Burnt leather smell to it. 
  15. A solid mass of three thousand bass skeleton keys all run together like melted waz. Glows green in the darkness. May make humans sick and hair may fall out. 
  16. Six men's corpses all fused together at various points of the limbs. Especially at the tips of the penis. Very dead with massive trauma damage to the heads.  Race unknown. 
  17. The corpse of a single dog with a human skull. Freshly killed add dressed for cooking. 
  18. A strange alien slug creature that pulses in time to a human heart beat. The thing still lives. 
  19. Four million written curses covered in intestine like jelly material. 
  20. The fresh corpse of a sperm whale with strange dorsal fin damage and large chunks of meat removed from the head and underbelly. Something moves under the skin of the beast. 
  21. The twisted remains of a giant like humanoid monster twisted inside out. 20% chance of some alien artifact. 
  22. A weird twisted metal piece of machinery that glows when the darkness comes at night. Mostly at night it glows with an unholy light. People go insane around the thing after three days. 
  23. Forty slabs of virgin wood with the fresh corpses of something spread between each one. They are beginning to rot in the sun. The smell is awful. 
  24. A perfectly preserved skin from a twenty year old male of unknown origin. Just his skin remains. There is a smell like fresh strawberries and cream. The hair looks freshly washed. 
  25. Neatly folded clothing along with the neatly folded skin, organs, and liquid bones of a humanoid. There is a 10% of a cache of artifacts. 
  26. Three neatly dissected corpses of Deep Ones preserved in Amber like stone vessels. There are eighteen vessels containing the delicately sliced remains. 
  27. Eight Giant organs of flesh and tissue eight foot across. The things are pierced through with over a thousand tiny silver bells. They sound in the wind! The flesh glows. 
  28. A twenty foot long elder sign burned into the ground. At its center is a rotted corpse of something. 
  29. The hollowed out remains of some giant sea creature carelessly dropped with its organs filled with silver like stone. The stone glows with inner unholy light and a ghost wails nearby. 
  30. A strange ball of energy like material burns the ground and stains reality. The thing glows during the day or at night as it does 1d6 points of damage to anyone exposed to it.

Monday, August 5, 2013

Random Encounters Table For Lurkers, Stalkers, Psychopaths, And Mid level Hoods For Your Old School Horror Games

File:All Detective Magazine February 1934.jpg

1d10 Lurkers, Stalkers, Psychopaths, And Mid level Hoods Random Encounter Table 

  1. This alchemististically modified hood is a 2nd level fighter whose been caught between planar realms. He's more then slightly insane and now stalks both men and women trying to gain help for his plight but his touch brings acidic death. Use stats for a shadow but with acid touch. During combat he will become more 'real'. Armed with a forty five and two clips. 
  2. This mid level mob enforcer (3rd level fighter) has the face of a grinning skull which he hides. On the weekends he stalks folks and kills them with an enchanted straight razor. Usually armed with a .38 special and speed loader set up. Most times he covers his face but then shows his true colors to victims. 
  3. This fem fatale Stalker moves from town to town killing victims with a vicious bite and blood drain. She's a vampire working for a cult gathering victims for her pagan god! She can however move around during daylight hours due to the intercession of her god. 2nd level cleric.
  4. This stalker passes himself off as a pool shark and moves from one small town to another gathering games and taking the souls of his victims. Likes the ladies and really targets boyfriends for a friendly game of chance for their souls. Serves rather nasty death goddess as a 3rd level cleric.
  5. This rabid psychopath moves from one grave yard to another looking to become one of the undead. Even their not comfortable with this straight razor, ax wielding animal. The monsters moves among the tombs like a shadow striking at his victims and taking their heads as trophies. 4th level fighter armed with an enchanted ax. 
  6. This mid level trouble shooter for the mob is looking for an accountant whose cooked the books for an infernal Copo. He's got this man's soul contract with em and this guy wants it back! He's armed with two enchanted +2 forty fives and clips. He's also got an attitude worse then the abyss. 5th level fighter
  7. This little number is part human and part shadow! A lurker who moves from one church to another stealing the valuables of the  worshipers after Sunday services. A 4th level thief and con artist. 
  8. This stalker passes himself off as a helpless bum but he's actually a holy kidnapper and gatherer for a cult of necromancers and  child killers. He's a nasty piece of work and uses cords on his victims. He's been exposed to the essence of his god and has an acidic touch for 1d4 points of damage. A 3rd level fighter armed with a short sword for close work. 
  9. This raving psychopath is on the lamb from a bounty hunter. He likes to kill during the full moon and is on his way to becoming a cleric of a lunatic moon goddess. Armed with two daggers this first level cleric hides during the day and kills at night. 
  10. This mid level mobster is armed with a sawed off shot gun and is slowly being possessed by a spawn of Cthulhu  He's willing to trade information about stolen loot for his life. The loot however has a curse of Cthulhu and is very dangerous. A quest for the loot might have to be mounted! 


Monday, July 22, 2013

1d20 Random Encounter Table For Scalawags,Scoundrels, And Thieves For Your Old School Horror Game

File:Thrilling Detective October 1935.jpg

1d20 Random Encounter Table For Scalawags,Scoundrels, And Thieves 
  1. A knife wielding assassin on the trail of a broken who knows too much. The assassin is armed with enchanted blades and acts as the hand of a cult of demon worshiping scum. 
  2. A mad scientist who masquerades as a traveling sales man and teacher is looking for victims to test his latest horrid experimental formulas on. A second level wizard and rank scientist. 
  3. A three time loser cultist and petty thief is looking to hire out his skills while casing out adventurer parties as targets. This third level specialist is a petty second story man and once worked for the mob. 
  4. This sadistic torturer passes herself off as a kindly teacher and helper of the aged, sick and often uses them as fodder for diabolical experiments. She is threading her way across country looking for an ancient treasure while offering her services. She keeps a hidden diary of her exploits. 
  5. A widower who has a magic ring containing the essence of his dead brides. This 4th level wizard uses the life force of his departed as the source of his magic. He is willing to hire out to dangerous and desperate adventurers who provide this adrenaline addict with the sick thrills he needs. 
  6. This seemly normal adventurer and playboy is actually an immortal werewolf looking for his next kill. He is a 2nd level fighter by day and by night a double hit point fiend of the most murderous aspect. 
  7. This mad man is actually a double agent for two very dangerous countries. During the day this sex addict spy seduces embassy employees. No man or woman is safe from him but by night he kills those he seduces. He isn't sure whose he's working for anymore. 
  8. This little old lady is actually one of the most ruthless wizards of the Black Society. She is actually a he altered in both appearance and temperament  She is on a mission to find a rare flower so that she might return to her original form. She is fifth level but does not remember her original form. She will however betray adventurers upon the new moon. 
  9. This black hearted fiend is on the run from bounty hunters and will drop an arcane artifact into the bag or safe hiding spot of the nearest adventurers. 
  10. A  wandering homeless man bumbles into the PC's .He's is actually the head of a cult of the Old Ones on a desperate search for their Antichrist  He has kidnapped many young women in a search for the right candidate to bear his child. 
  11. A handsome man in a crushed blue velvet suit wanders nearby. There is something strange about him. The party sees him over and over again. This being is actually a wandering curse forced to hunt down a member of the party. His effects are up to the DM. 
  12. A wandering child has a human femur in her hands. Her eyes are empty and weep a bit of blood every time she is seen. She is actually a ghost enslaved to a 6th level wizard who uses her abilities to steal bits of human souls to find the right victim for his diabolical experiments. The wizard moves through the crowd nearby. He bares an uncanny resemblance to a member of the party. 
  13. A knife wielding thief kills a nearby victim and then plunges into a nearby crowd never to be seen. He is actually staking the party having missed his prey. The victim was actually another version of the thief. He's now targeted on of the party. He wields an enchanted dagger which reappears after its been used in his hands again. 
  14. A beautiful woman is randomly attacked by a psycho with a butcher knife but is found miraculously alive. The psycho vanishes into a nearby alley. She is actually a  high level vampire moving about in the cloudy daylight. This vile vamp will target a member of the party for later feasting. 
  15. A man with one arm stumbles through a nearby alley way. His face a horrid patch work of weird scars. He claims to have been the victim of a wizard's transformation. He has few memories but a pocket full of money and will pay adventurers to help him find out his identity. 
  16. A strange grey skinned man in oriental garb shadows the party and finally offers his services. Seems he is a third level wizard willing to help the adventurers for some vague reason. He will not accept payment. But will take it when the times comes naming his sadistic price. 
  17. A small dwarf is looking for protection from a group of religious zealots. The dwarf has a touch of the infernal about him. But he's actually a holy cleric under a curse of a major mob boss possessed by a pit fiend whose looking for him. He can heal at will but must answer questions with rhyme. A very troubled soul who needs help.  
  18. A sister who is actually a 3rd level fighter in search of adventurers to help defend her sisters from a take over by a mob boss who wants their land. A rare artifact is held within the places and the order has forgotten all about it. The mob has not. 
  19. This thief has been transformed into a freak by the curse of a wizard and seeks adventurers to help him lift his curse. He will barter services for help. There is a hidden reason for his curse and he may try to kill any female adventurers present. 
  20. A member of the Church of Starry Wisdom is on the lamb from a cult hit squad. She desperately needs to get to the police. She will try to seduce any male or female she can. Her body is a mass of mutations that are hidden under a set of nice cloths. She will bare a twisted progeny by morning should any sub comb to her advances. She will slip away and the monster will try to murder its parent. For the rest of the parent's days the monster will stalk its parental prey. Only when the stars are right will the fool be free. 

     
    File:Two-Books Detective Magazine Summer 1933.jpg


Thursday, July 18, 2013

Splatter Punk 70's & 80's Post Apocalyptic Horror Campaign Sundown Edition Influence- By ways And Haunted Highways 1d10 Random Encounter Table





 Please Press Play To Begin! 

 Because of heinous energies of the 'Supernaturalypse' all along the highways and byways of America there are all types of weird leakage that falls through the dimensional cracks of the paranormal world. Below are small slice of flesh of the weirdness that is sometimes seen along the highways at 1:00 am and the hours of the damned.  
 By ways And Haunted Highways 1d10 Random Encounter Table 
  1. The ghost of a dead cheerleader still trying to get home. Covered from head to toe in wounds that still bleed from her killer's murder. She pleads silently for some relief from her torment as she wanders across the face of the Earth. When the moon is full she is able to assume a normal form for a time and asks to be taken home only to be left farther from her home town and family. 
  2. A strange band of 1d8 1st level mutant fighters in a hearse looking for a quick couple of slaves and perhaps a cannibal feast. They travel in a 57 Cadillac hearse and are armed with some modern firearms. 
  3. A gang of psycho killers out to create unholy rites to their dark masters. AC 7 Damage 1d6 knives Hit Points 2. Armed with blasters 1d8 and on motor cycles. 
  4. A family of zombies in a station wagon. There are 6 of them including Grandma. Max hit points and they are more then slightly crazy. 
  5. A psycho killer in a pick up truck armed with a rifle 1d6 70 yard range 5 shots  and a machete 1d4. 2nd level fighter jazzed up on LSD and caffeine  Real hard case looking for as many kills as he can get. 
  6. 1d8 deep ones riding around in corvettes and armed with black powder weapons 1d8. They're after a lost member of their coven. However they'll easily take some side line sacrifices to Cthulhu with little issue. Hit points 5 AC 8 Damage 1d4 claws. The Disciplines of Dagon is the nick name of this little slice of Lovecraftian inspired madness. 
  7. 1d6 Erynies after a lost soul and looking for prey. Very pissed off posse followed by an ill wind. 
  8. A rolling cloud of ghostly souls that moves by in a cloud of horror and chain rattling terror. There is a 75% chance that a random body part will fall from the sky into the characters laps. 
  9. A spawn of Cthulhu has just escaped from a nearby crypt of the old ones. There is a 20% chance its hungry, weird, and very pissed off. 
  10. A group of dark riders after a band of hobbits on motor cycles. Stats as wraiths and double hit points. These bastards will hunt down anyone they encounter. Armed with modern WWII guns and ammo.