Saturday, 1 August 2015

Sanity, Sorcery and Super Science





Sanity, Sorcery and Super Science will be common themes in the Great Weird War campaign. Secret observer teams will enter the fortean zone in the heart of no mans land to document phenomena and see if their is any cause or intelligence behind it. While the normal war home sleeps in ignorant bliss the nightmares of those in the trenches is birthing real life horrors and weird phenomena.

Many troops experience phenomena including witnessing phantoms, feeling premonitions, seeing strange animals, religious visions. Range from personal to mass hysteria in trenches or battlefield with hundreds who experience events. Soldiers to comfort each other would tell weird stories of ghosts such as phantom Canadians, unholy dogs, angels, spectral hands, seeing the grim reaper, anachronistic troop types or strange soldiers. Will explore later. 

Every power has begun to take this seriously and even exchanges with enemy have taken place. Governments hide information of anomalies and colonial clients are kept in the dark. Colonials often good recruits however. Except when those Tcho Tcho's got themselves recruited as colonial troops.

Germany leads it's allies but Austria and Turkey hold them back with religious interpretations of phenomena.

France and Briton are allies who disagree on some matters but share many case files and even cooperate frequently. Both have long established agencies. The Cabal is a semi military think tank with agents drawn from the allied powers and their colonies. The commonwealth have their own specialist Experimental Operations Command observers being sent in but they often support the more secretive Cabal.

Russia is held back by the occult loving Romanov dynasty, still in the shadow of Rasputin and Tunguska anomaly. Generally makes them a liability.  The revolutionaries prefer central European modern approach to phenomena. Some Russian factions willing to search phenomena for any weapon that can help cause. Their flawed occult theory and willingness to engage phenomena makes them dangerous. Sadly sometimes the wild Russian theories of a faction are right.

All sides have suspicions something is seriously wrong in the zone. Fortean phenomena and stranger activity has been increasing with , mostly with very little briefing. The dreams of Europe and millions of dead has created a psychic rift into a parallel universes. A dreamland of horror born from the nightmares of millions.

Possible ideas for tables
d100 Cabal recruits for the Zone
1 Sydney O’Reagan a 7 foot tall Australian galoot who is a master with his machete and drinking beer, always jolly, very willing to torture if ordered and might suggest use

d100 Paranormal apparitions
eg ghost hands, falling fish, strange sounds

d100 Great Weird War tech table

D100 Terrible letter from home

Sanity Ideas
SAN loss will obviously be important encounter possibility but vet soldiers will be used to horror. Also between sorties soldiers may get some leave home to recover sanity. Maarraige and children might result in a SAN gain but severely mad will probably moiss out on family life. Tragic or inspiring letters from home might add or subtract a d3 SAN shift. Besides those gains can be lost again if evil target your personal lives.

Veteran
(inspired by awesome CoC Green & Pleasant land book)
-1d4 SAN per year service
suffer minimum possible SAN loss from witnessing human gore or injuries
+20% extra in military skills as a bonus suitable for your service

New SAN Gains and losses:
Marry your one true love +1d6
Birth of your first child +1d4, +1 second
Adored by community +1d3
Promotion or commendation or medal+1
A month of prayer +1
Severe shelling 0/-1
Badly Tortured for at least a week -1/–d6
Discover you have been in hospital dreaming all along-1d3
Discover you were really in coma hideously burned all over -1d6
Die but resurrected somehow -1d20
Tragedy letter from home -1d3 Mom or dad died, fiance leaving you
Comforting letter from home -1d3 Your family proud of your sacrifice and prey for you

I am working on a new BRP sheet - my version has ideas for skills and bases from Ringworld and RQ3. Im going to get some sort of fatigue record and equipment page set up. One the HP/Weapons and Combat skills section will have boxes for HP with locations.

I will be running rules i have used lifted from top secret/gang busters. One slash [/] in a box is only temporary stun damage that recovers one per location per hour. A [X] is normal hurt real good like normal brp. This lets you have more fist fights and car accidents with less problems. The mook system with Morale instead of HP will be handy too.

Will use my card system booster deck

Players will have heavy military weapons so they will be deadly. Death should be quite likely for characters so a quick guide for new characters might be handy and allow players to adopt mooks on death of their PC.

Will look at Men's Sweat adventure mags also for ideas and mix with old popular mechanics tech.

My Cthulhu Metropolis setting would would be a feature linchpin dimension

Read some good fragments on war like underground military complexes - subterranean communities with own bakeries and newspapers and other services.

Of course JD has done it all before me....
http://aeonsnaugauries.blogspot.com.au/search/label/MutantFront

Weird WW1 supernatural beliefs
http://militaryhistorynow.com/2013/06/27/phantoms-in-the-trenches-historian-explores-the-supernatural-folklore-of-the-world-war-one/

Friday, 31 July 2015

d100 Strange encounters in or under no man’s land

d10 Quick strange encounters in and under no mans land
1 Madmen
2 Undead
3 Supernatural
4 Black Science 
5 Dimensional
6 Lost Race
7 Formless Horrors
8 Future Tech
9 Mystery Men
10 Mythic Entities


d100 Strange encounters in or under no man’s land1 Criminals (civilian or military) searching for loot opportunities
2 Madman berserker hiding in darkness
3 Crazed cannibals gnawing on rotten corpses
4 Robed cultists with prisoners
5 Robed cult assassins out to kill meddling intruders
6 Cult mercenary kill team in uniform led by robed cult masters
7 Lost soldiers totally spooked and wary
8 Sappers and trench fighters who have broken through into strange tunnels
9 Ill soldier carrying contagious disease like bubonic plague
10 Enemy explorers looking for weirdness
11 Skeletal soldiers make bayonet charge
12 Zombie soldiers risen from no man’s land graves
13 Reanimated insane troops from Herbert Wests Formula
14 Phantom troops marching eerily, immune to normal bullets
15 Spectral horde of insane gibbering madmen
16 Ghost seeks fresh flesh to inhabit so it can methodically murder more men 
17 Franken-soldiers made up from sewn together corpses made by black science
18 Black mould encrusted grinning ghouls joyfully screaming with hunger
19 A horrid wraith of evil darkness leading reanimated corpses of those it has eaten the souls of
20 Vampire officer leading thralls on a mission 
21 Powerful robed cult sorcerer will use spells or summoning
22 Naked witches having a ceremony
23 Werewolf soldiers hunting for intruders will change if shot
24 Ancient insane golem wandering underworld
25 Gargoyles from ancient catacombs guarding tunnel
26 Cave trolls or ogres or giants from Jotunland called by wizards to eat intruders
27 Dark elves that shape shift into soldiers of either side
28 Horde of goblins cackling insanely
29 Doppelganger spirits in form of d4 1=dead friends 2=living friends 3=family 4=superior officers
30 Summoned demon enjoying the hell on earth conditions
31 Dinosaurs summoned by time warp
32 Special trained and bred apes with military uniforms and kit
33 Anachronistic troops from long past battle charge
34 Rossum’s Universal Robotics corporation synthetic infantrymen
35 Dr Moreau made beast men in uniform on savage killing spree
36 Cyborg troops with mechanical body parts and armour, often controlled
37 Cyborg zombie troops reanimated by mechanical means
38 Superhuman soldier made in black lab destroying his enemies horribly
37 Tentacled Martians with heat ray projector seeking answers to strange phenomenon and human blood
38 Large automaton with two legs or tracks or tripod legs, with death ray
39 Mechanical spider with machine guns or heat ray
40 Temporal or dimensional gate way sucking in anything nearby
41 Effects like a Tillenghast Resonator, Visible otherworldly horrors from beyond
42 Superhuman adventurer attracted her by cult trail of clues and plot
43 Superhuman possessed by being from overspace, hostile arrogant claims godhood
44 Shoggoth feeding on corpses in between tunnel expansion chores
45 Dimensional shamblers walk through the walls to devour and steal away mortals
46 Odd men actually fungal lobster like alien beings from Yuggoth
47 Strange man looking for something actually possessed by time traveling member of the great race
48 Black liquid horror guarding tunnel for lord Tsathogua
49 White lumpy undead figures inscribing a glowing yellow sign
50 The god Nyarlathotep in form of the black beast, a clawed shadow demon unharmed by ordinary weapons
51 Morlocks hunting for human flesh
52 Serpent men sorcerers (possibly in human form) looking for ape dupes to fight enemies
53 Degenerate albino reptile men looking for food
54 Derro a race of psychic evil dwarfs assembling a hate ray broadcast antenna to spread war and terror
55 Hyperborean’s or Atlantean’s or Lemurian’s visit surface world to assess humanities growing weakness
56 Fish men hybrids disguised in uniform perform ritual to use sacrifices of war to revive the corpse city of Cthulhu
57 Tcho Tcho troops in colonial native uniform, deserted to perform horrible ritual
58 Mole men have heard thunder from from the surface and want to know what evils surface folk up to
59 Reptilian guardians protecting cryovault with dinosaur pets
60 Psionic grey skinned aliens using illusions of humanity to explore area
61 Hideous tentacle mutants, obsessed with food and sex, contaminative taint infects victims
62 A cultist has used formula to become a psuedo-shoggoth  horror but will attempt to pretend to be human a bit
63 A patchwork fleshy horror creature is collecting and rebuilding corpses into new monsters
64 Giant worm thing burrowing beneath erupts to eat men
65 Psionic giant land squid uses powers of illusion to attract victims
66 Psionic giant land squid bursts tentacles through the walls and try and snatch someone
67 A huge slimy mass of giant eggs or larvae will hatch into a strange swarm
68 A gigantic gelatinous mass of a creature fell from the sky like a weather balloon
69 A amorphous bobbling mass of no man’s land comes to life spawning creatures, mutagenic spores, mass growing
70 A invisible amorphous tentacled horror roams no mans land by night killing men for food
71 Aerial armoured dreadnauts rain hellfire of shells from above
72 Paratroopers and gas rain down from aerial dreadnauts in heavens
73 Troops with sealed suits and respirators transporting and spraying germ weapons
74 Mole machine bursts through ground and heavily armed and armoured sapper troops pour out
75 Mechanized combat suit or walker with heavy weapons
76 One man mini tank with machinegun, improved ones implanted with a human brain and a mechanical voice box
77 Streamlined deco tanks glide over area effortlessly
78 Rocket men soldiers with jetpacks and helmets, each with radio and low light goggles
79 Land leviathan tank, a mobile fortress or land ship spewing out troops and shells
80 Heavily armoured and armed troops with respirators lumber about clumsily seeking enemy
81 Cloaked and masked superspy with secret weapon skulking about, possibly in disguise
82 Masked psionic mystery person on some mission uses two pistols
83 Arrogant strange person in armoured black suit with web spinnerets and winches
84 Strange man with trench coat and protective magic crystal in hand seeking cause of anomalies
85 Intelligent bullet proof robot with boy sidekick come to lend hand to the cause
86 A flag man, dressed in colourful national hero costume for patriotic splendour with honorary rank
87 A famous stage magician and master of the occult
88 Agent X fights in a black flight suit with a gas mask and trick gadgets
89 Man of Gold, a superior man with awesome powers including flights
90 The “Professor” a strange eccentric genius respected by the establishment with civilian and military assistants
91 Angelic warrior woman fighting enemy and saving almost doomed allies
92 Prehistoric lord of the hunt and underworld with pack come to signal doom
93 Skeletal reaper leading soldiers away glances at you then vanishes
94 Dragon awakened by artillery  enraged and confused
95 Disappointed mythical god of past come to witness human kinds  failure
96 Devil dogs seen in dark howling for victims souls  keep everyone awake
97 Wotan (or something) in divine vision offers you power now and a short heroic life for victory
98 Weird shapeshifting telepathic grey Martian from parallel dimension has been adopted by one of the powers
99 Liogor entities feeding on psionic energy of war and channelling in hopes of restoring lost continent and god
100 Old spirits of underground like gnomes and kobolds or pixies secretly sabotaging human equipment

d100 No-Mans Land Encounters
























Ok so front of house fell off and electricity down possibly helped my imagination. Didn't get my job but they offered to train me in being interviewed. So got my copy of Petty gods  - awesome and thanks to everyone - one of my fave game books already. Did spot typo and a editorial flaw that got bit about Pazzuzu mixed up with his dad. But over all awesome. Got set of Zombie zoo animals to work at 1/72 as animals. A cheap toy blister pack of birds and sea creatures but no 1/72 octopus i can give spare weapons to yet. Now can envisage packs of dogs, lions and other beasties attacking party better. Kinda slightly crude so could be giant rats or lotsa stuff. Lotsa Chimp and gorillas are cool but the polar bear more like a black or smaller brown bear. I might consider modifying toy plastic. Toys on hold for a bit but might try to resolve problems with  drive through rpg . More (early) ww1 Germans and Russian knights coming.

I have more like this coming


d10 Quick No-Man’s Land Encounters 1 Hazards
2 Wounded and lost
3 Soldiers with dirty jobs
4 Fur and feathers
5 Broken men
6 Every day in no man’s land
7 Witness war’s fury
8 Artillery
9 Infantry attacking
10 Vehicles

d100  No-Man’s Land Encounters
1 Minefield
2 Barbed wire
3 Concealed pit
4 Unexploded shell
5 Unexploded gas shell
6 Trip line with grenades or mines
7 Concealed spike filled pit
8 Exposure to horrible illness
9 Slippery mud filled crater
10 Horrible stinking miasma of rotten flesh makes everyone choke
11 Wounded soldier struggling for help in muddy crater screaming
12 Party of medics trying to recover wounded
13 Wounded lost soldiers in hiding burst out of cover for desperate attack
14 Blind soldier crying for help
15 Mule with wounded man on back
16 Wounded men of opposite sides helping each other walk
17 Mortar team sneaking up to drop explosives on enemy positions 
18 Medic running carrying wounded man 
19 Weeping shell shocked enemy trooper
20 Horribly burned victim of flame thrower or gas
21 Observer in concealed position reporting via signals or phone line
22 Team laying phone line for observers
23 Men burying land mines
24 Men laying barbed wire
25 Men digging observation trench
26 Forward observers with binoculars creeping towards enemy lines
27 Men digging up land mines
28 Men cutting barbed wire
29 Foot messengers running for lives
30 Lost sapper escaped collapsing tunnel
31 Wounded messenger pigeon
32 Lost dog of either side with satchel of papers
33 Aggressive enemy dog charges from a crater
34 Lost horse panicked and run away still wearing gas mask
35 Dead observer with cage of pigeons
36 Desperate rats swarm from collapse trench
37 Thousands of ticks and fleas
38 Water filled trenches filled with leeches
39 Lost animal mascot with unit insignia on coat (goat, pig, rat, cat, dog)
40 War dog wagging tail, human face (or other bits) in teeth
41 Man hitting a huge unexploded shell with his entrenching tool 
42 Madman hiding under mud leaps up with live grenade 
43 Soldier tired of it all walking into mine field
44 Madman spotted eating human corpse
45 Madman with entrenching tool hiding under rubble  
46 Crazed officer stabbing or flogging corpses yelling orders 
47 Madman calling for angels to come back and save him
48 Lone lost madman singing loudly ignoring everything around him 
49 Naked man in waking trance, no idea where he is
50 Man hanging in barbed wire like marionette, seems perfectly happy
51 Deserter running in fear 
52 Lost enemy troops surrender
53 Men attempting to loot remains of building
54 Men looting corpses for a cheap gain
55 Officer chasing and shooting at fleeing men 
56 Men disembowelling officer 
57 Men marching into no-man’s land
58 Man with trousers down taking a dump
59 Men resting with rations and drinking from canteens
60 Officer executing trooper with pistol
61 Man in enemy officer uniform insists he is allied spy, needs help getting to your lines
62 See fighter plane gun down men crossing no man’s land
63 See flamethrower attack on trenches and hear men screaming
64 See men working on broken tank
65 See tunnel collapse and sappers squirm out of earth in panic
66 Witness clouds of gas surprise soldiers, many fall screaming and coughing
67 Witness men machine gunned down by hidden soldiers with bipod machinegun
68 See and hear huge explosion from sappers using explosives under enemy
69 See dogfight between fighters
70 See airship or balloon shot down
71 Mortar fire nearby
72 Near miss artillery
74 Near  miss artillery shell blasts mud and rubble everywhere
75 Near miss artillery shell blasts mud and chunks of long buried flesh everywhere
76 Near miss incendiary shell covers area in burning chemicals and smoke
77 Poison gas shells explode chokes area with fumes
78 Smoke shells drown area in smoke
79 Flares illuminate area making it easier to spot targets
80 Continual shellfire drowns out all noise driving men into shelter
81 Sniper in hidden position
82 Wounded soldier in hiding lobs a grenade
83 Trench fighting team skulking about for weak spot to raid
84 Charging squads of men assaulting enemy lines
85 Hidden machinegun nest position
86 Team with rifle grenades fire a volley
87 Flamethrower team with support squad moving to raid enemy bunker
88 Retreating men run back to own lines with wounded
89 Both sides fix bayonets and charge to the death
90 Men locked in close quarter combat
91 Fighter plane strafes area with machine guns
92 Bomber or air ship drops bomb or gas
93 Spotter balloon reports party position to lines
95 Female tank (machine guns only) with infantry
96 Male tank  (artillery and machineguns) with infantry squad
97 Trapped tank with desperate crew
98 Major tank offensive with tanks on both sides
99 Burning tank with screaming crew trapped inside
100 Crashed fighter plane possibly with living pilot    

Wednesday, 29 July 2015

d100 Whats in that hole in no-man's land?




D10 hole entry
1 Partially collapsed entrance visible
2 Artillery shell crater left exposed entry
3 Visible under rubble heap and mud
4 Gaping pit into the earth
5 Old padlocked wooden door covered on mud
5 Semi exposed concrete plug or metal lid
6 Entry through cellar of blasted house foundation
7 Collapsed tunnel formed entryway
8 Shaft with a rope or crumbling ladder
9 Locked metal grill with shaft and steel ladder
10 A large air vent partially hidden by rocks

d10 Quick Weird Holes Under No Man’s Land 

1 Military tunnels
2 Subterranean waterway
3 Caverns and natural tunnels
4 Hazardous tunnel complexes
5 Agricultural and industrial
6 Religious structures
7 Mining and rail tunnels
8 Sappers tunnels
9 Strange maddening tunnels
10 Inhuman horror lairs

D100 Weird Holes Under No Man’s Land

1 Collapsed and abandoned trench, now partially buried
2 Trenches with complex of shelters and tunnels
3 Collapsed entrance into abandoned sappers tunnel
4 Concealed observers trench
5 Huge complex of underground barracks
6 Collapsed tunnel into abandoned bunker
7 Emergency military hospital abandoned
8 Artillery and bomb shelter abandoned
9 Ammo dump possibly from previous war
10 Storage with goods and vehicles
11 Old creek bed with entry into drain
12 Sinkhole collapsed into cave system
13 Cistern complex of underground water ways
14 Underground canal for transport
15 Underground stream connected to several well shafts
16 Entry into old sewer system still stinking
17 Collapsed and abandoned trench, now partially flooded
18 Drainage pipes crossing the area, some partially flooded in mud
19 Flooded old bunker system full of decay
20 Flooded industrial basement with factory machinery
21 Old creek bed with entry into cave
22 Huge crude animal burrow like a badgers but bigger
23 Stone age tunnels connected to natural caves
24 Prehistoric tomb cave with bones of man and beast
25 Prehistoric stone age art gallery
26 Tunnel like complex in masses of tree roots
27 Corpse choked tunnels full of war debris carried here by water
28 Slime covered tunnels dripping with mucous of uncertain origin
29 Mud covered tunnels of uncertain origin
30 Ancient grotto complex with spring
31 Tunnels made by criminal and smugglers, possibly flooded
32 Tunnels used by revolutionaries with printing press
33 Old vault used for storage with solid metal locked chambers
34 Stores of documents from state or business
35 Stores of leaking chemical weapons
36 Service tunnels and sealed basement of sanatorium with cells
37 Service tunnels and sealed basement of prison
38 Basement laboratories abandoned
38 Basement funeral home or morgue with stacks of coffins and crematorium
40 Tunnel complex full of graffiti and possibly insane deserters
41 Cold store tunnels with decayed fruit and vegetables, straw and ice
42 Wine cellar complex with huge storage tunnels
43 Cheese cellar storage tunnels
44 Underground smokehouse with thousands of abandoned carcases on hooks
45 Ice storage tunnels with plant room and remains of straw packed ice
46 Coal tunnels where coal delivered with light rail system to local basements
47 Steam plant basement with remnants of industrial boilers
48 Root cellars with stores of rotten potatoes and turnips
49 Mushroom filled tunnels former storage tunnels
50 Boiler room of industrial complex
51 Catacombs with buried Christians from middle ages
52 Basement complex beneath destroyed church complex
53 Tunnel through graveyard connecting crypts, filled with grave debris
54 Ancient grotto with remains of hermits home
55 Ancient grotto with remains of pagan temple
56 Complex of ancient tunnels more recently used by secretive cult as temple
57 Ancient vaults of religious documents, artworks and relics hidden long ago
58 Storage vaults of artworks, relics from around the world and stuffed animals
59 Subterranean masonic or secret society lodge with temple and library
60 Tunnel complex more recently used by several serial killers or cultists
61 Rail tunnels with service structures and workmen’s shelter
62 Underground train station
63 Pre modern mine tunnels, cramped and crumbling
64 Modern mine tunnel with rails and solid construction
65 Workshop and maintenance tunnels
66 Tunnels under construction with workers housing and rail tracks
67 Old coal seam with remains of old mining equipment
68 Major drain system with oil and gas lines
69 Garbage strewn old mine used as trash pits
70 Ancient mine system with zombie miners
71 Sappers tunnels with live demolition charges and mines ready to blow
72 Sappers tunnels with miners at work (pick a side)
73 Sappers tunnel with kill teams of soldiers battling
74 Sappers tunnels full of bad air and gas
75 Sappers tunnels abandoned choked in mud
76 Sappers tunnels riddled with corpses and abandoned
78 Sappers tunnels with crazed deserter dwellings
79 Sappers tunnels with remains of barracks and graffiti
80 Sappers tunnels abandoned part flooded sandy soil
81 Complex actively operated by cultists with sacrificial victims in prison
82 Deserters of several nations madly believing they can build a new civilization here
83 Sappers tunnel crawling with zombies
84 Madmen deserters turned cannibals and starting to develop ghoulish features
85 Tunnels with dwellings of feral children, possibly cannibals
86 Remains of Roman tunnels with zombie legionnaires
87 Tunnel tapped into plague era graves, rotting medieval zombies
88 Tunnel tapped into Napoleonic era graves with war ravaged zombies
89 Madmen cultists of both sides gathered to look for some secret in tunnels
90 Strange cave complex with anachronistic relics and zombies of various time periods
91 Ghoul tunnel complex connected to former graveyards
92 Dank dripping tunnels of fish men and temple complex
93 Ancient tunnels smelling of reptilians, hidden serpent men with dinosaurs cryo-vault
94 Muddy tunnel and anachronistic basement complex with squealing pig men
95 Ancient ghoul tunnels connected to prehistoric burial mounds, speak pre modern language
96 Degenerate morlocks, tunnels littered with bones and battlefield debris
97 Non human ruins with strange geometry, husks of ancient lost race
98 Ancient tunnel complex with slumbering god in statue form and degenerate worshipers
99 Hideous rat men and collections of stinking human remains
100 Weird mist shrouded tunnels with exits in other times and worlds

D10 Anachronism eras
1 Prehuman age of monsters or dinosaurs
2 Ice age tribes
3 Roman occupation
4 Charlemagne era
5 French revolution
6 Napoleonic war
7 Franco-Prussian war
8 WW2
9 Late 20thC
10 Post apocalypse future



Saturday, 25 July 2015

Designing the perfect Retropunktechpulp genre Setting


I have a few more road war and ww1 and Retropunktechpulp tables to get out shortly plus d100 village idiots. 
I considered doing separate d100 teens for fantasy and cyber/supers/SF stuff.

Work hours cut so more relaxed and writing and some other projects - art for local game con, invited to a art fair and Paste Modernism 4 and a bit of effort getting more teaching work by writing a paragraph. Had interview for my job. Have two con games to do. Sorting room out and chucking every not quite working appliance. Will get some zine stuff done too.


Game Stuff
I wanna merge multiple ideas into a single setting but i don't think i could fit all into one world. Reading others debate about mars setting  at Timothy Brannan got me
 thinking more about this. Has been combing over silmilar territory in retro pulp. I must get the new Hollow earth stuff he has been reviewing.

I could pick and mix sources, stealing from the best into a coherent setting.

I could cram everything into one setting like Kim Newman novel or Alan Moore's league of extraordinary gentleman.

Or have a cluster of interrelated planes with overlapping content for a ultimate sandbox.

I could imagine multiple mars in different dimensions all linked and on some mars is lifeless and barren with only a trace atmosphere. Others have advanced civilisations of humans or aliens.

Inspired by fantasy mars settings talk i was reminded how could i choose just one of the awesome mars settings or fictions from comics, fiction and film. If I shove in everything might be ugly or hard work. I like all the human stuff in Space 1889 but not so keen on Martians (But do like Venus with swampy dinosaurs) and the moon (HG Wells first men in the moon). Id have fight over so many good mars settings - some tough choices.

Time Wars
So the setting I'm working on will be a cluster of realities between 1890 (steam) to 1930 but also with future like 1980 or 2020 as envisaged by SF writers of that period. I wanna do a steam and deco punk pulp setting with the flexibility of multiple realities, multiple emanations of time streams in a multiverse....

Besides influences from the above mentioned writers I will be drawing from the following. Steampunk of Micheal Moorcock (Oswald Bastable and Rituals of Infinity). 2nd DrWho Patrick Troughton Wargames Story in 1960s. and the Luther Arkwright comics (now with a RQ rulebook which will help - also this series very very 
Micheal Moorcock and is basically Moorcock's Rituals of Infinity).
.
The point of the last batch of references is they have the multiple realities and a strong story. 
Oswald Bastable books have great realities that are probably more horrible than most of genre. Oswald witnesses worlds at war and he knows wherever he goes he will witness that worlds first atomic detonation in a war. He is a bit too doomed for most RPGs. Rituals of Infinity features a agency aware of a few dozen parallel worlds with a force using psychically blank android/clone troops and agents to accelerate destruction of parallels. Luther Arkwright clearly uses this and other Moorcock ideas like Jerry Cornelius. Arkwright as a more detailed good and evil organisation, psionics and more. A little bit of Invisibles by grant Morrison might creep in(especially the 20s version of the team). TORG rpg has some nice ideas too. Dr Who wargames episode seems to be set in WW1 but really a time machine using race are stealing human soldiers to create a slave warrior race to conquer the universe. Other Dr who ideas might creep in. The main thing about these sources is time/plane travel will happen and their are multiversal threats like cthulhu mythos, dimensional warlords, and android disruptors spreading chaos.

Initially will be WW1 setting. I want to have it start historical with some biplane, tank and trench fights then have party sent into no-mans land to scout strange phenomena. This will keep up a bit and war will grow weirder. With divergent missions more pulp missions and plane shifting. Other time travel plausible too and will let me use miniatures from all time periods. Initially will be working (unknowingly) for a agency like the Laundry novels (Charles Stross) and Diogenes Club (Kim Newman). Later will hook up with multi planar agency - will be more planar factions introduced. The most dangerous reality travellers would be super heroes with inbuilt powers. Technology is more difficult to plane shift and has issues with local reality laws. Of course greys, evil germans and zombies will need a good thrashing or needle gunning.


I'm going to run this next year with a few teasers and a con one off this year.

Once gets into final form I can possibly keep it going for a long time and get very weird. Possibly drop in and new players can be kept ignorant of mega plot.

Psionics

Ideas include all your basic stuff plus this:

Plane Shifting - essential for metatemporal agents for good and evil

Incarnation Shifting - plane and time travel with new bodies embedded in local time space, temporarily merge with local self who might not remember much

Astral Travel - variants could send spirit to other times/spaces and possess a local body

Reality Stabiliser - stop meta-temporal anachronistic tech from working in non native local reality template. Or might allow tech to work if local laws more chaotic (magical)

Reality Harmoniser - can shift tech, magic and anachronistic tech without infringing on local laws

Reality Chameleon - blend into local reality and fit in, absorb local every day knowledge from planetary overmind. Advanced masters can change clothes and tools

Reality Warp - let chaos in and local reality matrix fractures and bad weird stuff happens. Might summon otherworlders like a elemental or demon. Often creates a vacuum or gust of air if pressure of other planes different and possibly light. Preferred power for madmen

Tongues - absorb and communicate in local language from local collective consciousness - might not work if no intelligence about

Planar Scan - find gates, sense dimensional dematerialisation's, sense dimensional instability or travel or weak points. Some entities can harm you if you percieve them

Self Resurrection - if killed or destroyed new body forms amid elements of nature over time, often more like a parallel self than a continuous selfhood. Some forms are a bit creepy like reborn as a baby and rapidly grow to adulthood. Some use as a extreme form of plane travel.

Incarnation communion - can talk with other selves on other planes for information or sending planar messengers

Planar Communion - can speak to entities from other planes, most stick to one and form a relationship. May entities are jerks who want you to summon them or release into our world, others just alien horrors.

Summon Incarnation - call for a parallel self to rescue you, might be same each time, might replace you in their position with skills to escape their peril. If one of you die the ripples effect all of your incarnations and you could tell if someone was hunting and killing your other selves.

Summon Entity - most stick to one entity type per time you take power. You call being or beings who appear rapidly and you can banish them with resistance roll. You have no power over them but may bargain with them. Offering to send home most common bargain. Many call on things from beyond that are horrible. Devils, angels, greys, elves, mythos entities, elementals, demonic gods, aliens, dinosaurs, insectoids

Some planes and powers

Inter planar tech like gates, suits, monoliths, multidimensional vehicles or the "black boxes" used by many cheap and dodgy shifters (who gave it to them?) may not work in some realities or dimensional zones. Psionics are most versatile but even they might have difficulty in some planes stranding the mentalist meta-temporal explorer. Who'd have thought esp might not work on some planes, gosh! Magic from high sorcery to divine evocation to occult lore can be handy for realm hopping. Magic dependent on communing with other planes or planar entities changes every plane. You can get to a world and be stranded as your plane shifting means might conflict with local axioms and you wont be able to return the same way. One of the crappier situations is a plane ruled by gods (Or a god machine) who can interdict travellers from passing. Forcing you to ask them for help or or forcing you to kill or bypass them.

Hyperspace - a inter dimensional medium tapped by interstellar travel and other ultratech engineers uses, takes a thousand years to go from FTL to teleporting to forcefields, anti gravity, dimensional tech. Occasional wreckage, space mines or lost space prison found. Some entities with and without bodies. Hyperspace corridors can be built at mid hyperspace era tech but oftn lower tech civilizations find old trails that make hyperspace travel safer and usable by less advanced civilizations. Gates are an alternate more secure system because they can also block unwelcome non gate using visitors by interdicting FTL travel drives. Very advanced surround ship in warpspace bubble and seem to travel and perceive universe better than entering hyperspace

The Void - quite possibly a misty quasispace with a atmosphere that supports life somehow, possibly inside a multi dimensional being. Has some inhabitants. Possibly used by ancient cultists for travel. Pretty creepy, makes everyone seem drained

Etherspace - other planar space overlaps with interplanetary space and used for in system trips in conjunction with a 
Phlogiston drive for reaction that pushes against the ether

Astral Space - mental planes of existence, the medium of ghosts, spirits, shamans, occultists and source of ectoplasm

Time Vortex - for time travel but look out for chronovores or time travellers

Overspace - ultra high density plane of mass, energy and mentality without time. Things from that zone tend to explode a human if they possess one. Summing or communion using chimes and other sounds ike chanting helps call them. Any contact increases air pressure and causes blood noses and hemorrhaging in exposed body parts like eyes, makes ears pop painfully. Entities may swallow you to prevent you being crushed or exploded if taken to overspace. Best avoided really

Subatomic planes - are accessible by scaling down through reality and vice versa (shrinking or growing)

Hollow World - not really inside earth a manufactured artifact pocket universe outside of time and full of remnants of strange lost and extinct things and lost civilizations. Possible many gates deep in the earth used by ancients to flee worlds

Mythical and Fictional possible - Mythical have gods fictional somehow based on books or published or broadcast fiction.

Things from Beyond - Some entities can harm you if you perceive them. Possibly entering our world through your perception of them. These planes are frightfully close and influence on us according to unfathomable cosmic cycles. Some say hyperspace travel drawing them closer as mass of universe changes


Other Stuff
I will be able to use my Cthulhu-Metropolis  and some of my other settings again.

I will use my card system using playing cards and my BRP
Must feature villain and seconds and henchmen
Making waves in a plane like overthrowing a state or introducing anachronism can attract trouble from many weird things. 

Tuesday, 21 July 2015

The Village Idiot - A bardic varient



"A dunce is an idiot who is specifically incapable of learning. An idiot differs from a fool (who is unwise) and an ignoramus (who is uneducated/an ignorant), neither of which refers to someone with low intelligence"

"The village idiot in strict terms is a person locally known for ignorance or stupidity, but is also a common term for a stereotypically silly or nonsensical person. The term is also used as a stereotype of the mentally disabled. It has also been applied as an epithet for an unrealistically optimistic or naive individual."


A village idiot is a specialty bard - many less dumb than they look. Some have fools wisdom. If your village does not have one you are unlucky. In big towns and cities they are everywhere begging on street or in carnivals or bars. Many are deformed or have a crippling injury or madness or other disability. A great dumpstat class for sub normal roll characters - the class gate keepers don't care.

Some people fake being idiots they are actually thieves or opportunistic rogues trying to use the wholesome image real idiots have fought for over the aeons. 

Idiots don't use instruments on the whole. A few like drums a flute or a rattle or lute. They perform clowning routines like funny dances, buttock slapping, pratfalls, funny faces and more. They cheer on companions and distract enemies. Some make all actions look accidental and act foolish. Often they are competent medics and drag wounded away to care for in battle. 

Idiots are very popular and even monsters like some entertainment. Idiots earn their keep in donations, are allowed to sleep in stables and receive all kinds of goods and services. It is lucky to help a idiot, the gods like those who care for idiots. Idiots make great scouts as most enemies will capture them and not think idiots able to escape.

Idiots may know interesting things and people talk freely near them. Idiots may learn things ordinary people would never think of. Even animals think twice before eating or fearing a good idiot. Some idiots keep pets and a may have a foolish notion of a what a good pet mght be. Owlbears or giant leeches are bad pets to most people. To a idiot an owlbear might be a cuddly buddy who shares his hole.

Idiots of different areas may compete in contests and a local idiot might be challenged for the territory by a newcomer or a local rival. Most villages don't need more than one idiot. In the city every tavern might have a drunken idiot who gets free drinks for the company. Idiots known to act evil are driven away and end up living in dungeons or serving evil wizards.
I will do a d100 village idiots if I'm not drowned out in outrage

Idiot Stats:

CHA is the most important. CHA is often more from being a adorable simpleton than ordinary attractiveness. DEX and INT are handy. STR and CON more popular than with bards. Surprisingly many idiots have high WIS with good instincts. Your other stats might help decide what spell list to use.

Idiot Abilities:

Idiots use standard abilities of bard except use gesture and body movements not verbal or musical as per normal bard. They may make strange noises and say foolish things but the ability is based on seeing the idiot not hearing them.

Idiot Skills:
Clowning, Climbing, Juggling, Muscle, Tumbling, Dancing, Acrobatics, Balance, Fast Talk, Ventriloquism, Swinging, Voice Mimic, Escapology, Survival, Run Away, Disguise, Sleight, Listen, Streetwise, Shadowing, First Aid, Sleight of hand, Sneak, Hide, Healing, Herbalism, Song Lore, Kingdom Lore, Gossip, Judgement, Train (Animal), Animal Handling, Jump, Leaping, Wallrunning. Idiots may learn any knowledge skills. Idiots might make some things seem easy and might have speciality skills like numeracy or heraldry making idiots protected by local leaders.

Idiot Weapons
Idiots mostly inoffensive looking arms. Most carry club, rock, staff, dart, knife, dagger, short sword, hand axe, hammer, maul, javelin, blowpipe, net, mancatcher, whip, lasso, maul, flail, sling. Some learn unarmed combat and excel at brawling and wrestling. Many wont trust a fool with a weapon and looking harmless and amusing is useful. Many stick to one simple weapon honed to a martial artist excellence. Prefer not getting hurt but willing to keep back or run. Only wear light armour and don't use shields. Willing to learn defencive moves.

Idiot Spells

A beginning idiot knows a zero level spell or cantrip and eventually will cast spells but not as well as core classes. Spells per day same as an elf or bard, spell lists chosen from these. Idiots often acquire magic skills to work in spells in secret.

Holy idiots use priestly spells often deal direct to local priests CHA WIS
Wild idiots use druid spells have a burrow and lots of pets
  CHA CON
Sage idiots use wizard magic often from fragments of spellbooks
 CHA INT
Mystic Idiots use sorcery from pacts with other planar beings CHA
Spiritualist idiots use mentalism the powers of the mind CHA WIS INT

Im keeping it all rule light so can be adapted to various systems
Might do something more detailed

Saturday, 18 July 2015

Weird War 1 - No Mans Land Scenery

So I'm still getting my Weird War One setting on the move. Plan is to start early in war on historic timeline then increasingly run off  the rails. Either go into gonzo steam/deco-punk setting with pulp adventure on side or keep it gritty horror restricting weird stuff to beneath the no-mans land in a collective nightmare of sappers and trench fighters. Considering starting players as pilots.

I have 1/72 scale french, german and british tanks, infantry and a few aircraft. I would like to see some vehicle and infantry battles as scenery.

So to start here is some basic scenery for no-mans land.

d100 WW1 No-Man's Land Scenery
01 Barbed wire
02 Landmines
03 Blasted remains of trees
04 Sandbags
05 Water filled craters
06 Abandoned or collapsed trenches
07 Unexploded shell
08 Mud pit
09 Crumbling walls
10 Gas cloud
11 Wounded man
12 Freshly dead soldiers
13 Rotten corpses
14 Skeletal remains
15 Chunks of human flesh
16 Dead horse
17 Shattered waggon with broken wheels
18 Snipers or scouts hidden observation post
19 Remains of telephone line
20 Rat swarm
21 Ravens or crows picking corpses
22 Gas masks
23 Broken lamp
24 Wrecked automobile or truck or farm machinery
25 Wrecked tank or armoured car
26 Wire cutters
27 Wheel tracks in mud
28 Footprints in mud
29 Water filled pit
30 Battered helmet
31 Charred corpses
32 Ammo in crate or belt
33 Field pack
34 Entrenching tool
35 Home made trench weapon
36 Bayonet 
37 Train tracks
38 Blasted remains of pillbox bunker
39 Remains of wooden fence
40 Concealed entrance to tunnel
41 Fake tree with periscope
42 Piles of spent ammo
43 Spool of barbed wire
44 Severed human head or limb
45 Dead officer with document pouch
46 Shattered rifle
47 Broken shovel or pick
48 Wrecked aircraft
49 Old quarry
50 Ruined farmhouse
51 Creek flowing through wasteland 
52 Explosives in crate abandoned
53 Heavy manhole lid covering entry to sewers or cistern
54 Foundations of building
55 Collapsed tunnel entry
56 Caltrops
57 Spike filled hidden pit
58 Abandoned grenade
59 Grenade trap with trip wire
60 Piles of empty bottles
61 Piles of empty tins and rations
62 Shattered remains of concrete bunker
63 Partially hidden observers shack
64 Remains of observation balloon
65 Remains or tunnellers respirator
66 Smoke cloud
67 Burning wreckage or building
68 Collapsed tunnel
69 Huge crater with fragments of dead
70 Dead messenger pigeon
71 Abandoned long coat
72 Soldiers boot 1in4 has foot inside
73 Abandoned canteen of water
74 Half eaten ration pack
75 Hole into semi collapsed basement
76 Half berried train tunnel
77 Stray puppy or kitten
78 Dozens of blasted tree stumps
79 Dead dog with gasmask
80 Cowering soldier in hole shell shocked
81 Notebook of drawings and poetry
82 Graffiti covered crumbling wall
83 Dripping pit into old drain system
84 Shattered remains of train carriage
85 Crude graves
86 Crudely made sign or memorial half buried in mud
87 Empty gas shells
88 Dogtags hanging from wooden post
89 Remains of old bridge
90 Battered old pot or bucket
91 Broken of crude hand made ladder
92 Bits of old field kitchen
93 Man trapped in mud begging for help
94 Toxic chemical filled crater
95 Crater semi exposing buried bodies
96 Mounds of loose earth from explosion with battlefield debris mixed in
97 Fragments of a old road mostly buried
98 Large fragment of wooden structure usable as cover
99 Water filled pit, partly hidden, filed with rotten dead men
100 Mostly collapsed old trench line with long forgotten dead bodies half buried

Year on the Domain







Here is to post 700! Thanks for reading and thanks to that special anonymous reader who inspired my header change. A row of man nipples might be needed next. I promised this a while back so this seems a good time.

d12 Random Month With Typical Activities

1 Winter: Indoor chores, feasting, repairing, planting, weaving, tool making, fixing fences and nets, hoping for showers
2 Winter: Sitting by fire, ploughing, fertilising, carting manure and marl, pruning, hoping for showers
3 Spring: Picking flowers, enjoying countryside, sewing, weeding, ploughing, spreading manure, hoping for dry and frost free weather
4 Spring: Hawking, courting, scaring birds, pruning, weeding, sewing seeds, hoping for showers and sunshine
5 Spring: Scaring birds, weeding, digging ditches, ploughing fallow fields, hoping for showers and sunshine
6 Summer: Shearing, harvesting, haymaking, hoping for dry weather
7 Summer: Ploughing, gathering, shearing, haymaking, hoping for dry weather early and showers later
8 Summer: Harvesting, winnowing, tying, gather berries, hoping for warm dry weather
9 Fall: Harvesting, winnowing, tying, milling, threshing, pruning, fruit picking, wine making, hoping for showers
10 Fall: Sewing, milling, weeding, last ploughing of year, gather firewood, gather berries, gather mushrooms, gather nuts, gather roots, hoping for no dry frost
11 Fall: Butchering, weaving, collecting acorns for pigs, gather and split firewood, flax and hemp made into rope, hoping for showers and sunshine
12 Winter: Butchering, salting, smoking, collecting, digging, hunting, trim trees, pruning, weaving, baking, hoping for showers and sunshine

Weather
I'm repeating my weather table as it fits better here

I keep this pretty simple but I'm thinking of making seasons a new enemy in my game. Also how it effects dungeon ecology. Mostly I roll daily for wilderness travel but will happily roll when uncover a crypt or kill someone important like a fight breaks out or just need to set mood on scene. Weather more interesting as mood and reflective of mood of protagonists or gods than being too scientific. All written from land perspective so I expect a sea version needed one day but did seem to work in my current aquatic travels game.

d12 Winter
1 Sky is grey and cold with light breeze
2 Chilly light breeze, occasional light snow or drizzle
3 Dark and windy everything wants to hide
4 Cold, drizzly all day long
5 Black clouds, winds occasional short cold rain bursts
6 Very cold but still and quiet, animals by noon moving about excitedly
7 Light snow a d4 inches every so often, white sky
8 Medium snow dumped, everything covered in an hour
9 Whiteout and extreme wind and snow, sleet and slush everywhere
10 Fierce cold and snow, dark
11 Cold, dark but still with auroras in the sky
12 Horrifying cold, wind and snow and darkness

d12 Spring
1 Wonderful day nature full of joy
2 Wonderful day animals in love
3 Wonderful day new baby animals
4 Pleasant warm cloudless breezy
5 Pleasant clouds
6 Pleasant and breezy, animal all running about crazy and frisky
7 Breezy sunny day
8 Breezy cloudy day
9 Fast moving grey clouds
10 Sun showers briefly from nowhere
11 Intermittent rain and strong wind
12 Dangerous electrical storm with gale winds and rain

d12 Summer
1 Glorious sunny warm cloudless
2 Searingly hot day cloudless and still
3 Unpleasantly warm cloudless, quiet and still
4 Pleasant sunny day with light breeze
5 Humid warm muggy
6 Cloudy and windy and warm
7 Balmy warm windy good for sports
8 Humid constantly drizzling and swarming with mosquitoes
9 Flash flood followed by disease and vermin
10 Dust  clouds, flies and sweltering heat
11 Smokey volcanic smoke and gas waft over land
12 Violent summer storm, dry wind starts fires

d12 Autumn
1 Grey still skies, dark and gloomy
2 Fog over area morning and evening
3 Sun seems cold and puny
4 Dark clouds and windy
5 Air still, warm and smell of decay everywhere
6 Rains frequently, sky grey
7 Light snowy fluff followed by slushy rain for hours
8 Hailstorm and hard weather
9 Dry cold and frosty, ground hard and slippery
10 Cold wind gives everyone the chills
11 Stormy with lightning and rain
12 Fierce winds and spectacular gales, things fall from sky



Seasonal Farmland Events
Seasonal events help portray village life and can be rolled seasonally, monthly or weekly depending how slow you country life is.

Basically: 
Winter is when underworld influence is strong and the lunar water element is strong
Spring is when nature and life is reborn also the fertility earth element is strong
Summer is time of order and plenty 
also the solar fire element is strong
Autumn is a time of chaos and decay 
also the storm air element is strong

d100 Winter
1 Pleasant showers a good planting
2 Herd animals escape and need rounding up
3 Somebody weaves a marvellous item
4 Somebody makes a quality tool
5 Plentiful fishing gains extra food
6 Someone has a dramatic fight
7 Pleasant games and singing, everyone happy
8 Excellent feasting, everyone well fed
9 Someone wounded repairing tool
10 Iron shortage affects tool making
11 Lack of rain, poor planting
12 Fierce rain causes damage
13 Someone falls through ice
14 Enemies cross frozen waterway
15 Wolves harass villagers and animals
16 Deep snow drifts need snow shoes to cross
17 Someone is lost in the snow
18 An old person freezes to death
19 Someone resorts to cannibalism
20 A ferocious snow beast menaces area
21 Desperate bandits attack and steal food
22 Werewolves are heard howling in the deep woods
23 A sobbing ghost is heard
24 A witch d4 1=stole child 2=cursed livestock 3=murdered 4=recruited
25 Houses covered by snow
26 Ice demons seen
27 Huge footprints found d4 1=troll 2=giant 3=ogre 4=cyclops
28 Ice goblins trying to steal chickens
29 A wondrous singing snow golem protects children till thaw
30 Old ceremony held to bring back the sun
31 Melancholy high troll passes through town looking for pancakes
32 A shifty hermit is spotted dwelling in area
33 Bodies awaiting burial disappear
34 Most adults stay drunk
35 Someone sees beautiful ice maidens or swanmays
36 Someone beaten by forest spirits
37 Someone seduced by forest spirits
38 Loud divorce keeps gossip flowing
39 Wolf seen walking on hind legs
40 Strange thing found in thawing ice
41 Enemies attack but fall through ice
42 Bandits and snow limit trade
43 Woolly furred ice snakes eat a few locals
44 Kids find a icicle filled ice cave
45 Herd of wild herbivores unseen in generations seen
46 Some hidden nomad tribe seen in the cold wastes
47 An ice wizard has been seen building a ice keep
48 Mysterious shrouded hunter seen
49 Spectacular ice formations found
50 Colourful auroras dance around sky at night
51 Villagers enjoy bonfire sing a longs
52 Huge wild cat raids traps
53 Crafty white fox stealing favourite villagers poultry
54 Severe frost ruins crops
55 Snow kobolds seen frolicking 
56 A wedding breaks monotony and all enjoy revelry
57 Local youths in love run away but families don't approve
58 Stranger with useful skills seeks somewhere to settle
59 Cunning hunter's traps produces large amount of furs
60 Severe coughs spread around village, several elderly die
61 Someone blames their problems on witchcraft, demands investigation
62 Something moved in under a bridge and locals wary
63 Lost travellers looked after and they reward village with new building
64 Ghouls unable to dig frozen ground harass living locals
65 Beast folk tribe move in area looking for fresh hunting
66 Rare and spectacular ice flower bloom discovered
67 Villager found cave with hibernating horror
68 Hungry ghost cries out for justice in nearby woods
69 Shapeshifter stayed with locals for a time before being discovered
70 Frozen corpse discovered in woods (frozen zombie?)
71 Someone caught murdering a neighbour, trial interests everybody 
72 Wendigo possessed cannibal on fringe of village murders several locals
73 Rumour of affair scandalised local official
74 Lord of the wood's nightmare procession passes nearby
75 Undead monks seen travelling through area by night
76 Local sculpts something wondrous in blocks of ice
77 Spectacular but temporary ice cave charms locals
78 Ice toad eats a few sheep
79 Winter wolves terrify local hunters
80 Ogre moves into local cave and scares local children
81 Man driven mad by witnessing dance of ice faeries
82 After a few murders locals suspect a werewolf among villagers
83 Passing frost giant ate a pony
84 Angry white owlbear in area looking for a nest
85 Someone pretty certain they saw a white dragon or an ice drake
86 Someone found mysterious tunnels in the snow
87 A frost salamander froze a local pond and ate all the fish
88 A travelling stranger is a good story teller but causes trouble
89 A visiting holy man has locals extra zealous this season
90 A wounded knight is found near tracks of a great beast
91 Ice goblins kidnap a local girl
92 Winter pelt displacer beast drives away local game
93 Ice trolls spitroast a farmer all horrified by remains on village green
94 Starving local bandits turn themselves in, willing to labour for keep
95 A local is convinced he can steal a swanmays cape, all call him a fool
96 Locals have bad dreams as winter hag torments them in sleep
97 Harpies spoil a handsome youth, ruining his looks with disease
98 Ice devil seen spreading ice maze around old monolith
99 Locals enjoy winter sports and games and attract rival villages
100 Great ice bird seen flying overhead covering land in snow

d100 Spring
1 True love sweeps over land making everyone mushy
2 Important marriage draws community together
3 Plough found some ancient thing in fields
4 A spectacular storm keeps everyone in and damages some property
5 Land covered in beautiful flowers sometimes swept up in wind and rains petals
6 Woodland beings seen celebrating a good omen
7 Menacing birds flocks eat seeds in fields
8 Someone falls in manure drowning or develops fatal infection
9 Local nature spirits pleased and aid farmers
10 Local nature spirits angry and torment farmers
11 Young lovers try to flee to a new life but are stopped by kin
12 A great impromptu spring feast cheers everyone
13 Visiting bard with new songs gets locals extra musical
14 Rare beautiful birds come to nest in area
15 A fussy but lovely youth attracts admirers from miles around
16 Lots of litters of puppies or kittens with same markings born
17 A bull goes wild goring farmers and ruining fences
18 Strange new berries or mushrooms discovered
19 Children dance about singing strange new rhyme
20 Farmers fight over whose ram fathered whose herd
21 Farmers fight over land division and local assembly gather to decide
22 An old woman has a huge beautiful baby amazing everybody
23 Dancing faerie folk heard, sensible people stay indoors
24 Monster mums whelp hordes of baby goblins or kobolds
25 Goats keep getting on people roofs
26 Locals gather to drag huge monolith a mile, then they feast
27 Spectacular inter-village game of kick the pigskin lasts 2d4 days
28 Lightning strikes a tree in the village
29 Rodents everywhere that nobody can stop d4 1=rabbits 2=mice 3=rats 4=giant rats
30 Insects everywhere that nobody can stop d4 1=fleas 2=mosquitoes 3=flies 4=locusts
31 Moles dig holes all over area annoying farmers
32 Flash flood washes away d4 1=bit of road 2=bridge 3=house 4=hillside
33 Beastmen riled up by mating season raid area
34 Wild hunt heard in the woods, game increases after
35 Man sees wild hunt and returns mad
36 Village has a new idiot, contest held determines which must leave
37 Archery contest held with prises and feast
38 Spectacular beast attracts hunters from miles around
39 Villagers seal and burn out a troll nest
40 Goblin caught nicking crops in the ground
41 Mushroom fairy rings found everywhere
42 Attractive visitor turns many heads and distracts many from work and safety
43 Children played with goblin kids and nothing bad happened
44 Adorable baby monster found by kids
45 Old person found was taken by faeries in youth 
46 Changeling baby found by locals
47 Local bandits trapped in a whorehouse honeytrap
48 Local woman grabbed by d4 1=satyr 2=centaur 3=elf 4=goblins
49 Local man grabbed by d4 1=dryad 2=elf 3=ogress 4=witch
50 A band of traders from below land d4 1=gnomes 2=trolls 3=dwarves 4=goblin
51 A local goblin market attracts crafty and foolish locals
52 Kobolds sucked all the poultry eggs dry for miles around
53 Dog kills a kobold and is made a local hero
54 Mutations this season in local birth(s) d4 1=human 2=pig 3=cow 4=monster 
55 Elves come with gifts d4 1=it's a trap! 2=buy babies 3=seek peace 4=genuine present
56  Randy kobolds fornicate and get drunk in public
57 Drunken kobolds try to abuse farm animals
58 Child falls down a well
59 Child's pet tadpole grew freakishly huge and escaped to nearest water body
60 Drunken giant in drunken stupor spotted
61 Dragons of different types seen fighting
62 A dragon flies over the land, hunting for newborns
63 A unicorn is spotted and holy folk overjoyed, sadly evil hunters seek it
64 A child escapes a monster d4 1=ogre 2=troll 3=hydra 4=giant owl or eagle
65 Some horned thing seen running with the wild deer
66 Hundreds of snakes seen swarming about
67 Thousands of frogs swarm  by night
68 Dogs eaten by monster d4 1=giant fish 2=giant frog 3=lizard 4=wolf pack
69 Different types of squirrels at war
70 Beastmen tortured and killed travellers leaving remains in a field
71 New to local area pests in fields d4 1=weeds 2=bugs 3=moths 4=gremlins
72 Farmer grows record breaking goods d4 1=poultry 2=vegetable 3=livestock 4=fruit 
73 Bard comes through with latest songs and news and seduces many locals
74 A monolith fell on and killed a farmer
75 A new strange creature seen on fringes of human settlement
76 A thing loose in the fog shrouded moors by night
77 A section of woodland expanded overnight
78 Graves of ancients found and looted
79 Farmers argue over an animal ownership and split locals
81 Prehistoric beast unseen since dawn age in area
82 Huge tree seen where there was none before
83 Farm boys find a long hidden cave
84 Farmers find area which is an ancient graveyard with a man made hill in middle
85 Someone has been using old stone altar near the woods
86 A ritually murdered blood covered corpse is found in field or river
87 Elves hunting with werewolves for hounds spotted after something
88 Unicorn rider seen in forest ridden by a maid d4 1=human girl 2=elf 3=dryad 4=druid lady
89 Lots of affairs and romantic liaisons in area, blame it on elves
90 Giant monster bugs and insects spotted on fringes of habitation
91 Local orcs attempting ritual to make more orcs spotted 
92 A local farmer has a tiny friendly barn troll that keeps wolves and foxes away
93 A house pixie in form of a mouse or frog or cat or rat helps local good farmers
94 A grumpy bridge troll has taken to tolling or eating travellers on rural trail
95 Fairy lights are seen at night, coins, buttons, cake and needles go missing
96 A giant reptile or amphibian (near water) has found a inconvenient home in area
97 Local child has been talking to certain animals, nobody believed them at first
98 Nanny Binx the petty goat goddess visited possibly creating local intelligent animals
99 Some thing dug a large tunnel under the fields people are sure was not their before
100 A beastlord demigod with entourage of beast folk and magical sentient beast seen

d100 Summer
1 A good harvest and plenty of hay
2 A poor harvest and poor straggly hay
3 Bumper crops of wild berries
4 Great harvest festival fills all with cheer
5  Good shearing season, shepherds have a feast
6 Wolves menace herds, wolf hunt called
7 Gatherers find a ruin or cave previously unknown
8 Someone snatched by beast
9 Disease strikes herds
10 Rains a bit too much, hay ruined and crops struggle
11 Hot dry weather dries ground and makes animals thirst
12 Good dry weather helps farmers cheer, a feast
13 A hay or grain store bursts into flame
14 A forest fire burns a strip of land and some fields
15 Local able bodied men needed from district for military duty
16 All able villagers rally for possible attack on village 
17 Drunken soldiers cause trouble
18 Someone has been stealing livestock
19 Something in woods has been stealing poultry
20 A foreign wounded man in uniform found and nursed
21 A wicked knight charges toll on a road or waterway crossing
22 Robber knights attack local travellers, possibly they occupy a local ruin
23 Bandits prey on villagers who demand something be done
24 A saucy highway robber holds up travellers and likes to kiss prisoners
25 Sheriff and bailiffs round up a mob to hunt a d4 1=fugitive 2=wolves 3=bandits 4=kobolds
26 Village idiot absent on multi-regional idiot contest, a temporary replacement needed
27 Horse contest (race or beauty) held attracting nobles, criminals and racing fans
28 Military recruiters pass through looking for youths they can conscript
29 Strange in the skies  d4 1=shooing star 2=coloured moon 3=comet 4=winking star
30 Villagers gathering berries find d4 1=hurt monster 2=hurt man 3=treasure 4=hurt hobbit
31 Youths out haymaking have a drunken brawl
32 A religious official visits and inspires local holy folk into zealousness 
33 A a famous magistrate visits and many locals come to him to decide cases
34 A famous healer visits and saves a near death local
35 A drunken fight gets serious with many injured and with legal grievances
36 A married couple feud and try and kill each other scandalously
37 Local found a old treasure cache in field with thousands of copper coins 
38 Local accused of magical crimes on locals to be burned as a witch
39 Angry mob with torches confront unpopular local to hang or burn them
40 A waggon accident injures several people
41 Local drunks organise a pugilism contest, nice people stay at home
42 Someone accidentally kidnapped village idiot d4 1=bandits 2=goblins 3=elves 4=cult
43 Public drunkenness out of control elderly demand drunks get beaten with sticks
44 Hungry thirsty monster comes from wilderness looking for stuff
45 A house of people vanishes with no explanation
46 Robed men seen up to something by night
47 Local or regional dispute over shared resource like water
48 Game is scarce, wilderness is dry and silent
49 Locals contribute to building or repairing a holy place
50 Local bandits fighting orcs, many are pleased
51 Local men fight bloody duel
52 Knight holds a point and challenges any noble mounted warrior to fight
53 An old warrior comes to area to retire and set up or buy a business or farm
54 Refugees from distant tragedy seek a place to settle 
55 A camp of gypsies move in area, locals d4 1=lynch them 2=drive away 3=trade 4=ignore
56 Locals relax as conditions idyllic, people eat outdoors and socialise long into night
57 Warm days many locals run about naked and some have a yearly bath 
58 Assembly of locals make a list of problems to present to ruler
59 Slaver passes through town offering to buy troublesome or pretty youths
60 Long lost person returns, now they are a d4 1=orc 2=werebeast 3=ghoul 4=zombie
61 Robberknights in their robber cave (Räuberhöhle) are now sacrificing captives in rituals 
62 Dangerous cult moving into area
63 Farmer claims to have seen someone important commit unlawful evil act
64 Someone installs a fancy new d4 1=sundial 2=family crypt 3=bird bath 4=statue
65 Strange remains found in old quarry
66 Fiery eyed angry angel gave lone farmer a message from heaven (possibly)
67 A devil tried to buy a locals soul but was saved by local holy leaders
68 Drunken bonfire boys burn down a house and a couple of sheds by accident
69 Captured humanoids have been put  to work as slaves for common good by sheriff 
70 Local crafter invented a new style and everyone wants there wares
71 Inquisitors come looking for heretics and illegal cults
72 Witch hunters enter area d4 1=mad zealots 2=corrupt thugs 3=cultists 4=madmen
73 Pyromaniac child captured causes big fight among farmers
74 Feral youth captured mad from grown up with wolves
75 Decadent travellers come to see how poetic backward people lives are
76 Giant reptile seen sunning self by youths on a hike
77 A fire salamander burst from a hearth killing a household (that's a BX salamander kids!)
78 Old person dies from the heat
79 A few livestock and poultry died of heat stroke 
80 Scorpions scuttle about the dry fields
81 Dying remnants of locust swarm drop from sky - huge dumb tasty locusts for everyone
82 Children lost had everyone looking
83 Royal tax collector visits to count everything and everyone
84 Wasp nest disturbed causes swarm to injure many people
85 Great fuzzy bees visiting flowers provide lots of sweet sweet honey and mead
86 Fairy changelings pretend to be holidaying noble youths, things get odd
87 Paladin and servants seek enemies of good and order - pass area
88 Some local significant person is killed by a professional assassin 
89 Holy flagellants visit, preaching by day then inviting youths to party with them at night
90 Hellfire preacher visits locals all in paranoid state looking for devils, witches and worse
91 Noble with entourage pass through region 
92 Zealous holy singers come to wail away wickedness
93 Monks visit area contemplating a new monastery site
94 Holy old shepherd finds footprints of a popular god
95 Angels come to comfort a suffering person and smite a wicked man
96 A great fireball flies over the land
97 A star falls d4 1=petty god wounded 2=flying vehicle and pilot 3=monster 4=dying star
98 Foolish duel starts a family feud
99 Heroic youth with lamp or torch signals and warns of comming attack
100 A great arkon is here to stand judgment over a demonic cultist

d100 Autumn
1 A great wine festival, everyone gets drunk
2 Bumper crop of fruit, berries and nus
3 Stored crops ruined, people resort to gathering and eating worms
4 Gatherers in the woods go missing
5 Monster menaces the fringes of the village
6 Season is dark and miserable, poor growth
7 Villagers go crazy from eating strange shrooms for a while
8 Butchering produces plenty of meat and fat, extra feast
9 Berry gatherers in woods find a mysterious door into hillside
10 Pleasant showers and sunshine make a mild fall
11 Town covered in dead leaves like snow
12 Hunting is very good, extra meat and hides
13 Great carnivorous flying thing snatches children and small livestock
14 Barbarian berserk mercs passing through start fight with local drunks
15 Huge winds and rain made travel risky for days
16 Angry dwarf snorts about looking over human crafters shops
17 Hunters battle orcs and given heroes welcome when home
18 Drunken dwarf has fight with village idiot
19 Goblins running in the undergrowth madly giggling and fearless, exited by wind
20 Herd of terrorbirds running through the woods
21 Wild dogs attack several locals
22 Dwarf decides to settle here as craftsman
23 Rabid dog menaces rural folk
24 Furious troll claims revenge over what local folks ancestors did aeons ago
25 Barbarian looking for evil wizards, sorcerers, druids, priests and witches to kill
26 Savage wild men tribe settle in area and take up banditry
27 Vikings raiders on ship or horse,  on snatch and grab missions
28 Mad drunk revelers smash up lots of house fronts and trample fields 
29 Wight from a barrow haunts area by night and menaces local elderly
30 Screaming ghoul pack in area looking for unhallowed graves to eat from
31 Flagellants foaming with madness try to thresh all sinners for own good
32 A serial killer performs ritualistic murders of local loners
33 Hobos move into area working, petty stealing and making perfect scapegoats
34 Local criminal to be punished d4 1=hung 2=beheaded 3=torn apart 4=disemboweled 
35 Hugest mushrooms found by kids
36 Elf or goblin or orcs scouts on exotic mounts or just wolves
37 Ogre demanding booze staggers about area
38 Dark elves kill a household then bring them and livestock back as zombies
39 Giant spider spotted by kids picking berries
40 A giant demands meat and paid off this time with a sheep
41 Ferocious valkyrie swoop from the sky snatching some warriors for heavenly wars
42 A angry bear chases some kids but village idiot steals bears attention
43 A bear breaks into a meat locker and eats a expensive carcass
44 Dark elves poison a water supply and make someone very sick
45 Crows hang about all repeating a single word or name
46 Rains icicles and a few people injured
47 Lightning bolt kills a cow, impromptu feast
48 Phantom vapour beings in the wind trying to communicate something
49 Building falls in storm several residents killed
50 Ground shakes scaring every living thing
51 Witches on broomsticks or other devices with familiars seen flying in sky
52 Giant during storm ore off a cottage roof and ate occupants
53 Beast men in frenzy burn a building and kill several farmers
54 Wolves kill a horse and important people demand something is done
55 Inter clan fight with several killed and many injured and community split
56 Priest has encounter with d4 1=undead 2=ghost 3=lycathrope 4=cult sorcerer
57 Someone saw many dead walking near old burial grounds
58 A great fog covered land in grey for 1d4 days
59 A local undead horror has been busy and it's name is becoming famous 
60 Local cats run around windy commons screaming and swarming for days
61 Light snow descends charmingly followed by hail and slush and a d4 days storm
62 Savage wildmen have crossed further into civilized land, some in this area
63 Swarms of flying vermin torment area d4 1=crows 2=bats 3=faeries 4=winged snakes
64 A great draconic beast drops by for a few cows terrifying locals
65 A beastman from wilderness challenges a human to fight in the ancient way
66 A diabolic wizard has made many orcs and has opened a long sealed dungeon
67 Falling animals from sky cause some injuries d4 1=squirrels 2=fish 3=livestock 4=lizards
68 Something strange falls from sky in a block of ice
69 Lightning bolt split ancient monolith freeing some entity
70 Someone local drowned some blame a water or nature spirit
71 Wild ancient cattle like aurochs or bison move into area
72 Bat riding goblins snatch a child or old person to be nanny for their children
73 Wolf rider hunting area for a evil wizard
74 Man steals buns from faeries and shares with locals at a feast, some wary
75 An ancient grave opens up, something best left dead and forgotten walks
76 A pond troll tolls farmers a melon or cucumber each time they pass
77 Some see sinister shapes moving in the clouds above
78 A local sells soul to chaos demons and now commands them to kill his enemies
79 A wounded warrior comes to recover and is keen to settle down here
80 A travelling performer marries a local and settles down
81 A crack opens in the earth and something from underworld comes out
82 Great black clouds with lightning, some see giants battling in the sky
83 Dwarves seen marching in bad weather at night
84 A great boar from the woods annoys farmers and damages property
85 A beastman from the woods tore off a farmers head then fled
86 A blood drained corpse is found by roadside
87 Local cannibal clan hiding in hills discovered
88 A tree falls blocking a major road
89 A sinkhole collapses exposing a cave complex
90 At night robed things roam about up to something strange
91 Everything slippery with ice and frost, causes some injuries and crop damage
92 Harpies torment people on fringes of wilds
93 Gang of savage sub humans throwing rocks at peoples roofs 
94 Someone seeks powers of chaos, ritual remains found
95 Cultist scrawls weird symbols on landmarks, holy places and public gathering points
96 Ancient document or text discovered causes trouble as locals debate significance
97 Respected Local goes stark raving mad may cause trouble before people realise
98 Local scrooge ruins a debtor farmer family into slavery and locals beat the lender up
99 Local horror luring people to their deaths using illusions and fake voices
100 A grim faced god slays a local man for hubris

Will do castle event tables later and more on village idiots