Showing posts with label Tables. Show all posts
Showing posts with label Tables. Show all posts

Wednesday, 6 December 2023

The Autumn of Summers

  

Nothing dies like a Summer and the great beasts of forgotten summers, each different. 

Seasons here come from the southwest and fade towards the north east, vanishing over those black hills, but there is something there among the pale lakes which curdles seasons, traps them so, in each season, a great beast comes forth. 

So tit is that this is the land of great beasts. Each beast is always different, as each season is different. And so this is a land of hunters and scholars of the hunt. Ao-one knows precisely what will come forth - the where’s and the hows of it. All can be dangerous, but the parts and danger of each beast can possess increasable properties, and the hunt is always different for each season. 

The beasts of summer are usually the most violent and aggressive, if not the most deadly. 

But now comes a great terror, for up int the black hills, a strange moon rose and the world shook, and this autumn has come forth not one beast of summer but all. A torrent of forgotten summers - one each day or night - slinking sliding or blazing forth so that the cool night shimmers and simmers with beasts. 

It is very terrible, nothing is safe or regular. As bad as the beasts are the hunters that flood up the river. Yet we need them; all the old hunters of past summers. They gather round in creaking hustles, talking here with a farmer, there with a thane, the old men and housewives pulling on pipes and speaking what they know of this beast or that; 


The hunters at rest Vasily Grigorievich Perov

 

1 - Its form; (d20)

 

1. Sinious and lizardine, it curleth and windeth that its end might be hither and yon, now near, now far.

2. a lion in aspect and aye ye might say that none here have seen a lion in this life or the next but the old books speak much of them and tales as well and at all or most points I do say it be lionlike.

3. the beast be horned and prancing, like an old forest god, a great deer or a circus man

4. the beast be a flock or swarm of some flying thing, it be a shimmer in the air, or perhaps like many birds

5. the beast be a river creature swimming in the air as if t’were water above and not below

6. the beast is chimeric, brutal and winged, a beast of many parts and not well arranged

7. the beast is insectile but vast in scael, like a small thing made larger than it might be, or a familiar thing made unfamiliar

8. the beast is a lizard beast of a lost age, or the bones of one, or perhaps it be an alligator or a huge chicken yet it have some part of all of those

9. the beast be a platypus

10. the beast be like a crawling baby or toddling boy with a huge beasts head, or visa versa some say

11. the beast is a great stilted quadruped moving dreamlike yet its feet are cruel

12. the beast is a screeching feathered earthbound mess

13. this is a rapidly tunnelying beast with a strong dorsal fin or spike that preturdeth forth and it do churn its way through the earth very busyliy

14. the beast is a rolling pangolin, or armadillo, or a long beast yet that it form itself into an hoop and roll

15. the beast is akin to a rabbit or hare, small or large

16. the beast is small bird but very big, not a large bird, but a small one made big

17. the beast is most like an elephant or mammoth

18. I would say it is a wild cackling monkey

19. Of this beast a man might say; “this be alike unto a great beetle” but another say “It be not so and you are a foole to say so, look thee upon a beetle for they be common enough and say again that the beast be so alike, go on with ye ye great foole ye”.

20. Some would call it like a Dragonfly, yet one not seen hither, others may call it a bird of heaven. 

 

Drunk Hunters Rest with Dog - Unknown

 

2 - Its coat similar to; (d12) 

1-3; Skin; naked is the beast

4; It be a hairy beast, which is that its hairs be looser and longer than fur

5-6; The beast have scales like a snake

7-8; It hath fur, mayhap short but not too long

9-10; It is a feathered beast

11-12; It be two of the above each in separate parts. 

 

 

3 - Its colour; (d20) 

1. Like fire embers mixed with falling cherry blossom

2. gold tarnished with nitre but in places waxing seemingly molten yet without heat

3. heat-haze sunset red fading into blue counter-shading

4. like a shiny copper penny

5. a shifting blue-green iridescence shining as if always under summer light even when not

6. from powder blue to ink-black mixing with its own long ever-present shadow

7. crocus-yellow veined with pink

8. the red of sunbeaten bricks with parts like fine pink-traced marble

9. like deep red polished wood

10. tobacco-stained dove feathers

11. bee or tiger-striped, aggressive yellow and depthless black

13. shimmering cut-grass green, along with the smell

14. bright burning yellow-white of a noon sun (it be hard to gaze upon)

15. Eclipse-Coloured (that is pseudo twilight, black ringed with white and many-shadowed)

16. A smooth milky white with dream-coloured markings (a colour not of this sphere), either that or the colour of wounded ice.

17. Rose counterpointing the blood-green of thorn

18. The soft tan of well cared-for teeth, ringed with glistening red

19. Perfect lavender with the smell also and bees always near whether day or night

20. beaten heated iron speckled with the colour of its sparks and with something of its heat 

 

 

4 - Its size and bygness; (2d6) 

2. Very little like a kitten yet faster than the eye and fierce as fire

3. Badger size, deft and ferocious withal

4. A wildcats size and suppleness, and as silent and careful

5. The size of a big dog yea also robust, fearless and deep-chested that it tire not

6. As wide as a pygg, or boar very thick set and small legged and oncoming

7. Big as a foal or mule with long slender parts yet some thikke

8-9. It hath the mass of tiger or great catt, very large and at all points well-proportioned

10. More large and mighty than an Aurochs - it could break down simple walls

11. Alike the tales of the Olyphant claim; that it may batter houses

12. Like a Wyrm of tales, or mayhap a Whale of the See. A mighty thing that may push down the tallest trees and fear none 

 

The Hunting Meeting Adolphe Monticelli

 

5 - A Wonderous Aspect the beast hath; (d20)

 

1. Heat, that it gives out a great warmth that parches the green and bakes the earth and makes a shimmer in the air so that the birds drop dead and an egg may be cooked in its track, it may also breathe the fire of the sun some say.

2. Winds. It be cradled and woven with winds that may blast hunters hither and yon and may even carry it forth in the air.

3. Gold. All those wounded by it corrupt not into foulness but transmute slowly into purest gold, spreading like infection from its wound till they die thereof. It may be that its blood be hot gold, or its bones, or that it breathe gold or its fewmets be so.

4. Sweetness. The beast hath about it an Amorous sweetness which do cause those nearby to look kindly and sweetly upon one another and the beast too so that a man may be being eaten by the beast and cry out; hurt it not, the poore thing.

5. Fecundity. A great growth of green things wherever the beast passes, as much as if the land were left untilled and unmanaged for five or ten years or more.

6. Fertilisation. It be that where the beast is or has been, if ye be tupped ye shall seed and if ye tupp another they shall be with child, this being so for all animals even man, and the children be many.

7. Priapism and Satyrification. All males around the beast find themselves in a great heat for what they desire and ever-ready to make their amore with whatever they may see be it alike unto their love or not. This being so for all animals and they becoming most dangerous as a result.

8. Mnemophagy. This beast do devour all memory of it, though how it do this, by bite or sight, or be scent or touch, or by infection or whatever, none can recall. Likewise whatever be said of this beast be hearsay only, aye even this.

9. Loss, Listlessness and Dwelling upon Old Things. Those who hunt the beast are become a melancholic sort, as if the very thought of it do lead the mind down old and winding paths such that men take to drink and poetry and hunt it not.

10. Phoenixaliac Rekindling After Death. If the beast be killed it shall live again another way. How this be done and how stopped none have yet devised/

11. The Engendering of Mazes. Some by growth, others by a changing of the world.

12. It Doth Blind Those Who Look Upon It. As it be its form be but a rumour from seeing it in mirrors.

13. Shamed-to-Mar. All those who pierce, slice, put blows upon or otherwise marr the beast are consumed inwardly by great shame as if they had done a holy wrong and must be kept from blade, rope and poison for a good while.

14. That It May Dwell in Reflections. It do seem very small in a mirror, glass or still water, yet may leap from one to another and come again in its true size and largeness.

15. That It May Change Its Size.

16. That Its Blood Become Clever Snakes. Red and poisonous and at times capable of speech, these issue forth and run up trousers and into joints where they bite venomously and lethally. If a snake may be taken and kept it may give secrets.

17. That Its Roar Makes Panic, Causes Walls to Shatter and Streams to Surge and Doth Awaken Dark Spirits.

18. That It May Not Be Harmed By Weapon Made Of Mortal Hand. Yet how this be accounted, that it be a thing forged, or simply assembled by hand, if a sword will strike, an arrow pierce or even a thrown rock hit home I cannot say.

19. That It Maketh a Music or Cry Which Do Exchange The Selves Of Those Thereabout As If T’were The Shuffling of Cards. If the beast do make its sound aye one shall become another as if the spright were hoisted from one wight and placed in another as a card may change hands and this hath done great confusion for many are not them-selves.

20. That It Be A Phylactery. It be said the beast have within it the souls of any whom it has slain or who have fallen by its hand and should it die they shall be free’d. Yet whether they will attain their old wights or where they shall go, who can say?

 

 

The meeting of Khusrau and Shirīn on the hunting field.
Gouache painting by a Persian artist, Qajar period

 

6 - the prey of the beast; (d20)

 

1. Man. The beast taketh any man or woman wherever and however it may and makes little division or distinction between them be they man, woman, young, old, sic or hale or of this land or that.

2. The Beasts of the Field. It doth eat the cows, sheep, hoggs and Goats and any other beast that the hand of man places in some pasture or closed acre so that the country go bare and the fields overgrown, but of wild beasts it eats not.

3. Bridges. Not only these but perhaps doors, gates, crossing place poles that carry signs it doth gulp and swallow all as if t’were good cheese so that no river may be crossed, door barred and no man know which way go which.

4. Those Sleeping. Both beast and man so that all living fair and foul in the land fear greatly to sleep, or if they can sleep in shifts and all are tired most times and muchly. Sleep not lest the beast take thee!

5. Princes. Tis well these are few and well-guarded and rich withal that they may pay hunters to protect them. Yet a crown to travel faster than a ray of light and should one prince fall the crown do go rightways to another and the beast smells them out rightwise.

6. Children. Oh woe!

7. It Doth Eat of the Greene. As to a locust or plague of voals, the crops are devoured and even the leaves of the trees!

8. It Snuffleth in the Earth. What it seekes there who doth know, yet it tear up the land in great trenches and pitts and leaves a soily ruine wherever it will.

9. Treasures of Silver and Gold. Such riches be like sweetmeats to the beast and it may smell them out readily enough. It hathe eaten half the gold hearabouts and we must go now on credit. No coin or ring is safe but it will not eat flesh.

10. Yron. And mayhap steel, so that horses go unshoed and nothing of great devise may be made or sustained in this land but that the beast will smell it out and devour it.

11. Chickens.

12. Clothes and Eyes. Tis very sad to see the blind and naked people hearabouts. Some say it better that the beast do sukk they yghen outte, others prefer that the orb be pierced and drawn like an olive.

13. Fingers. And it will not discern between but take all and in great bites and then be gone and ye left with bloody mitts as ye may see from some here.

14. Virgins. I be in no danger but in gods name get ye tupped or get ye gonne.

15. Prey of the Hunt. The great of the land be offended for not fox nor deer nor bear or even badger can be quested for but that the beast interrupt and take the prey, even a small man may not take a pigeon by arrow lest the beast be upon them.

16. Honey. Aye and good luck to it and it may keep the hives. But there shall be no honey this year and none left in jars either and I take it sore.

17. Those Who Looke Not Behind Them. For this you see all hereabouts are everglancing and head turning and leaping and twisting hither and yon for if the beast sees you looking towards your own hind to see it then it shall fear to be seen but if not it shall come at thee.

18. It Drinketh the Streme. And gulpeth all down day upon day, now in one place, now another, as if it were the very see, and the land by made parched therewith and there be nothing to drink at all.

19. It Taketh Voices and Wind. ……… tis still ………

20. Wives. And not all are pleased by it (though some are), and do dress their wives in great suits of yron and spikes that the beast may not get upon them and this do please some men who say t’should’ve been done afore times yet others divorce & live free & the men be woe.

 

The Old Hunter
by Ferdinand de Braekeleer

 

7 - manner and habit of the beast; (d20) 

1. Fuming and Bellicose, it doth roar and go with great bobbaunce and make much of itself as if it’were to be a king of beasts aye and men too.

2. Like a Hott Ember that sits yet sparks fiercely if poked. If ye see it show care for it may only growl and then leap forth in ways unseen and with great pain.

3. It Runs like Water always to the Easiest & subtlest Path.

4. It stalks like a Tiger, leaps and carries away what it desires to where it would and only then devours them.

5. Preening and Ladylike. It pleases to be admired and preens and cleans often and is much horrored by being fouled. Likes to be looked upon but does revenge itself like a batty matron if assailed.

6. Afearing and Astounding. It pleasures in the terror it inflicts and enjoys to afear and horrible its prey, to hear them querulous, then to scream and run and be pursued as if the fear itself were meat to it.

7. Like Stagnant Water in a Well. It lies hidden in some place where what is needed is kept, as with; water, firewood or similar, then takes what comes and lets none pass. A bridge may be its dwelling place.

8. Its Manner be Circumspect and Little Known.

9. Subtle and Sidling, striking and assailing from where it be not suspected to come. It doth take much pleasure in this invention.

10. Hawklike and Striking, it do seek to observe what it desires from and great distance, giving little sense or sign of what it would, and in a trice it advance and descend in great speed and silence, aiming at one and only one particular desire of its flesh and either it carry away that one or it retreat and sitt and seem to again give little auger that it ever desired any such thing.

11. Wheeling and False-Craven. The creature makes a squirrel like hopping and friendliness and a craven wheedling like a beaten dogg and a sopping of eyes like a sad child as if to say ay sir let me but be by thy side, but attend it not for it shall eat well.

12. Regular and Castellean. The beast doth patrol its own walls and ways like a well-fed cellarmaster, one may set ones clock by its goings.

13. Playful and Boisterous. Frustrating as a sugared child the beast demands attention and runs circling round and round and round and upon tiring itself breaks down and wails, it assails in manic wise as troubled children will.

14. Slovenly and Villainous. A poor and nasty creature that slinks and covertly writhes in great suspicion and clear malignancy yet it seems not to think it is seen, also the thing by dirty, wrenched and ill-kept.

15. Like a Snail that Knoweth Much. It make is way slowly but beware for the beast is a player of games and wise withal and shall be neither outwitted or surprised, instead ye shall have thy hand turned as if by a sharper of cards for all its slowness.

16. It Goeth about as a Merchant upon highway and road. The jaunty creature travels as if expecting good welcome.

17. Like a Great Shippe, or Drifting Thyng. Or mayhap like a cloud which goeth against the wind, or an old drunk who finds his way home though bleary, the beast doe drift and hang about and do little and then drift away.

18. Curious and nose-arching. Like a pompous drinker of fine wines the beast do sniff here and there and investigate much and poke about where it will yet if seen it shall seem to give over that it seek not and that whatever it hath found be not what it sought or it do be so but not of right quality.

19. It Quest Like a Dogge. Very much do it scent and follow seeking and biting at what it wants.

20. It Cometh and Goeth at Strange Hours Alike Unto a Man Confused. No sooner be it in one place but that it look about it and seem to go on as if it came wrongly, at other times it butts in where nothing it desires may be but yet it shall be present and full of wonders till the sense strike and it wander off or seem woeful and leave. 

 

 

Paulus Potter. The Bull, 1647

 

8 - the lair of the beast if it have such; (d20) 

1. It Lay Down Where it Will. Who can say where the beast be, not I.

2. It Hide in a Nest in a Tall Tree

3. It Seek out Tombs.

4. In the Roof of an House

5. Beneath Something Larger than Itself, often a bridge, perhaps a hill

6. In a great Nutt

7. Behind a Clokk

8. It hideth in a myst which emits from a toad that lives in a tree that grows upon a skul, tho  the nature of the skul be of no consequence in this telling and only a matter of chance and I say to thee any skul will do and busy thyself not with this petty aspect but be about your work.

9. It liveth within a Goat and which Goat or where be not known except that it hunger for lime for the Beast within do afflict its humours.

10. It liveth in a place that cannot be found except that of those that pursue it each shall dream of the beast and dream one thing true so that if several do seek and do remember and compare their dreams the parts of which that are true will be combined to indicate the place yet for that day or night only.

11. It rest where waters fall.

12. It rest not and cease not but be ever-amove such that if it cease it may die.

13. It seeks old castles or ruins of like kind.

14. It be a shape-changing beast and sleeps as a man in a bed, and the man knoweth not that he be the beast.

15. It rest as a sweet Air that drift from a silver harp that be seen only in the reflection of a starlit pool and when day do break the harp fade and with it each note do pass away and as each sound doth fall to earth for each one the Beast be painted in the daylight air as with the stroke of a brush till it be real and fierce once more yet if a man do learn its tune and if it be moonlight and have they a silver harp they may cause the beast to sleep invisible for as long as they do play and play well.

16. It sleep quiet in a cavern of soil beneath the house of an Old Maid and she will have none of thee or thy ways and shall allow thee not but turn the country against they for devilling with her floorboards yet how else shall the Beast be attained I ask thee woman?

17. It rest beneath a great pyre of hott embers and ye may find these by their scent and smoke.

18. In the Cowshed.

19. In three separate parts, one beneath earth, one above and one in neither of those and they may be hunted separate or combined but if ye strike one ye must strike all at the same moment or ye be lost.

20. It build for itself a False House of twigs and the woods leavings, and why it do this none know for the house be hollow within and like a nest yet without it do look very like an house.

 

 

The Jabberwock, by John Tenniel, 1871

 


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Tuesday, 18 April 2023

RoC RaW - The Creation of Tristian le Tigre, Slave to Darkness

 A trip to Warhammer World recently left me with a copy of the re-printed 'The Lost and the Dammed', to go along my copy of 'Slaves to Darkness'.



Of course, the fact that I now possess both means I can attempt the impossible; rolling up a Chaos Champion using the 'Realms of Chaos' system, RaW, that's Rules as Written. 




I attempted this wonder on a friendly Discord, I have edited out the other responses but thank you to the unnamed person who came up with a PDF of 'Warhammer Armies' by Nigel Stillman.

(Yes, rolling on this wonderous labyrinth of tables did indeed require access to a totally seperate and long out-of-print book, in addition to the two expensive reprints I already had.)

Without further ado, let us witness the birth of Tristian le Tigre, Champion of Carnalpierce!



Part One - a Standard Human?


pjamesstuart;

Ok, #RoCRAW here I go..





"Generate the Champoins Starting Profile using the Starting Profile table..
is there a dice roller on here?

[1d100] Roll: [57] Result: 57



They are a... Human!

[1d100] Roll: [2] Result: 2

A standard human! 😭 

Move 4, Weapons Skill 3, Ballistic Skill 3, Strength 3, Toughness 3, Wounds 1, Initiative 3, Attacks 1, Leadership 7, Intelligence 7, Cool 7 Will Power 7

Literally the most standard human you could imagine, no wonder they turned to chaos.

Next, the Starting Equipment Table

So, this is a point-spend thing where you get a certain semi random number of points and get to spend them depending on your level, but that level starts at "5 Hero or Wizard" while I am level 1 or zero, and this isn't mentioned, so I suppose I get no equipment

Next, I receive a 'Mark of Chaos' from my Patron. I am allowed to choose whether to follow Korne, Slaanesh, Nurgle, Tzeentch or Chaos Undivided. 

I am also allowed to generate a Chaos Patron demon, so I will do that next.





Creating a Patron - the birth of Carnalpierce




My Demonic Patrons Origin is;

[1d3] Roll: [2] Result: 2

Its is "a composite demonic entity founded upon one or more highly focused souls - such souls are not dissolved in the warp but retain their own integrity as deamons."

Next, choose a mortal creature as a basis for the demon, refer to the Universal Creature Table and randomly generate a creature from it.





[3 1d10] Rolls:
[3] Result: 3
[4] Result: 4
[7] Result: 7

its a Troglodyte ...

[1d100] Roll: [33] Result: 33

just a standard Troglodyte...

Move 4, WS 3, BS 3, S 4, T 4, W 2, I 1, A 2, Ld 9, Int 4, Cl 9,  WP 9

So despite being a standard demonic immortal Troglodyte this thing is actually better than my standard human champion, except for intelligence where it seems like I am smarter than my Patron

So this is clearly some shitty back-alley demonic patron deal between the absolute bottom of the barrel demon and some random schlub

Refer to the Chaos Attributes table and generate D6+3 attributes. (If it turns into a spawn or becomes mindless I am meant to re-roll.



[1d6+3] Roll: [2] Result: 5

Ok five attributes, here we go..

[5 1d100] Rolls:
[46] Result: 46
[13] Result: 13
[25] Result: 25
[1] Result: 1
[5] Result: 5


Ok that was meant to be 5 d100 so I will roll a d10 for each and add that as a single digit to the end

[5 1d10] Rolls:
[6] Result: 6
[5] Result: 5
[5] Result: 5
[2] Result: 2
[9] Result: 9

So me results are ...

466 - HORNS!
135 - BESTIAL FACE (see main chart...)
255 - CHAOS WERE (see main chart)
12 - AGILITY
59 - BESTIAL FACE (see main chart) again, I guess it can have two?



So for the 'Bestial Faces' there is a sub-table where usually they get the face of their patron god, but I feel like the horned troglodyte is a servant of chaos undivided so I will roll twice on the sub-sub table..

[2 1d20] Rolls:
[10] Result: 10
[18] Result: 18

One face is that of an EAGLE! (+1 bite attack and excellent vision gained.

The second is that of a SPIDER (+1 bite attack)

So the horned, agile troglodyte Demon has the face of an Eagle and the face of a Spider, but its also a Chaos Were, which means it has a second form, which means more sub-tables... 

Generate a random Chaos Creature under the procedure set out under 'Instant' Chaos Spawn, but only give it D6 Chaos Attributes. Keep a seperate record of this creature, including a seperate record of fear points, as this is the mutants Chaos Were-Form




The mutant is now subject to frenzy, when it becomes frenzied it must make a WP test or become frenzied for the rest of the battle.

It gains +2 fear points when it changes into its new form

Ok, on to page 65 of 'Slaves to Darkness', only give it D6 Chaos Attributes

So, basic form first;

[1d6] Roll: [1] Result: 1

[1d10] Roll: [1] Result: 1

So its were-form basis is that of a GIANT BAT

How many Chaos Attributes..

[1d6] Roll: [2] Result: 2

TWO Chaos Attributes

 [2 3d10] Rolls:
[8, 8, 5] Result: 21
[8, 6, 5] Result: 19

885 is ... TELEKINESIS!

865 is... TALL!

No sorry, 865 is TAIL!

"This tail is not strong enough to give the mutant a tail attack, nor can it manipulate anything if prehensile"

So!  My Chaos Patron is a Demon of CHAOS UNDIVIDED. It has the form of a horned Troglodyte with two faces, one of an Eagle and one of a Spider. It is an agile being.

But it is also frenzied and if enraged will transform into the form of a giant bat with a prehensile (but not otherwise dangerous) tail, with the power of TELEKINESIS

"Modify the creatures profile as follows;

Strength - double up to a maximum of 10

Toughness - add +2 up to a maximum of 10

Wounds Double

Initiative Double"

Its stats should now be ;

Move 4, WS 3, BS 3, S 8, T 6, W 4, I 2, A 2, Ld 9, Int 4, Cl 9,  WP 9

So still a lesser demon but now a bit more obviously demonic

"The creature grows to 1 1/2 times its size. It acquires horns, wings and a tail if it does not already have them....

Kind of feel like rolling horns to begin with was a bit of a waste but ok

So now its a HUGE horned, winged betailed troglodite which is agile with the face of an eagle and that of a spider, and it can were into a HUGE Giant Bat with Horns! Which is telekinetic!


C;
he had horns before it was cool


pjamesstuart;

The creature becomes demonic and is subject to the normal rules for Greater Demons, ie;

1. It cannot be harmed by normal weapons...

2. Its own attacks are magical

3. In the material universe the Demon will be subject to instability

4. It is not effected by psychological affects other than those caused by one of the four Great Powers in person

5. If it has spell casting powers it can use them without expending magic points.

6. It can fly as a swooper with a max speed of 32 and etc etc

7. Causes fear

So now he needs a name. "A name can be generated by the demonic name tables in 'Slaves to Darkness',

Ok, lets go..

"The number of elements in a Deamons name depends on the number associated with the Chaos God it serves.."

Its not quite RAW but lets say a D6

 [1d6] Roll: [1] Result: 1

It has one element to its name..

 [1d6] Roll: [6] Result: 6

 [1d10] Roll: [7] Result: 7

So the demons TRUE NAME is..... EE

But it will also have a 'Use-Name'

First part..

[1d10] Roll: [4] Result: 4

[1d20] Roll: [2] Result: 2

'CARNAL' is the first part

Second part..

[1d10] Roll: [7] Result: 7

[1d20] Roll: [16] Result: 16

'PIERCE' is the second part

So, I serve the demon 'Carnalpierce' who's True Name (speak it not) is 'EE'

He beeth a great trogolodyte with wings, horns and a tail and one face be that of an Eagle for he sees all, and the other that of a Spider'

Yet he have a second more wrathful form, that of a great horned Bat, Huge as a dragon, which castes all about with only a thought.

'Carnalpierce' is a composite demonic entity founded upon one or more highly focused souls, and serves Chaos Undivided!

"Roll D6+3 times on the 'Demonic Trappings' table below..."

ok

[1d6+3] Roll: [1] Result: 4

[4 1d6] Rolls:
[3] Result: 3
[4] Result: 4
[2] Result: 2
[4] Result: 4

He wears CHAOS ARMOUR

He is MIGHTY in STRENGTH, making his Stats now

Move 4, WS 3, BS 3, S 10, T 6, W 4, I 2, A 2, Ld 9, Int 4, Cl 9,  WP 9

And he wields a might CHAOS WEAPON

His weapon is....

[1d100] Roll: [38] Result: 38

a LONG BONE (eg femur)

A fitting weapon for the Dweller in Stone

I think thats it for the patron?



The Gifts of Chaos


The Champion recieves the 'Mark of Chaos' from his Patron.

ok

The Mark of Chaos Undivided...

"If the new Champion chooses to worship Chaos in its undivided glory rather etc etc.. he receives a Random Reward from the Chaos Rewards Table, he also receives a random Chaos Attribute.

Ok, the random Reward..

[1d100] Roll: [34] Result: 34

ok thats just a random attribute, so thats two attributes then..

[3 1d10] Rolls:
[4] Result: 4
[5] Result: 5
[10] Result: 10

450 is.... GROWTH!  D3+1 times original size!

[1d3+1] Roll: [1] Result: 2

TWICE THE SIZE OF A MAN, his stats are now..

Move 5, Weapons Skill 3, Ballistic Skill 3, Strength 5, Toughness 4, Wounds 2, Initiative 2, Attacks 1, Leadership 7, Intelligence 6, Cool 7 Will Power 7

Plus one fear point

"Durrr, Carnalpierce make me big an strong durrr"

Z;
Hail Carnalpierce! EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE


pjamesstuart;
[3 1d10] Rolls:
[10] Result: 10
[7] Result: 7
[8] Result: 8

78! is... BESTIAL FACE

[1d20] Roll: [19] Result: 19

The face of a TIGER! Plus one Bite Attack, plus Night Vision! Plus an extra Fear Point!

Move 5, Weapons Skill 3, Ballistic Skill 3, Strength 5, Toughness 4, Wounds 2, Initiative 2, Attacks 2, Leadership 7, Intelligence 6, Cool 7 Will Power 7

Fear Points - 2

"Raww grrr ragghhh"

Now I roll on my RETINUE TABLE...



F;
Someone has to kitbash this dude.



The Retinue of Tigerface


 [1d100] Roll: [71] Result: 71

2d4 Mercenary Band and Captain

"Mercenaries retain their soldierly organisation and bravado but are otherwise very much like warbands in their way of life. Sometimes they will join a Chaos Champion whose reputation suggests a promise of loot and mutual protection."

"Mercenaries can be represented by any of the troops types included in the Bretonian or Empire Armies or Human Mercinary or Ally contingents in Warhammer Armies. Alternately you may prefer to equip them as a standard type with a basic profile, light armour, shields, and either double-handed swords, spear or crossbows.

It is certainly more interesting to generate them as if they were part of a defeated army. refer to Warhammer Armies and choose the list you wish to use. Randomly determine an army list from amongst all the ranks and file troops available to the army. All troops come with the basic equipment listed in the box, and there is a 50% chance the entire unit will be equipped with up to D3 of the options listed.

The Band is lead by a mercinary captain who will be of the same nationality and type as the others - he has a randomly determined profile...."

[1d100] Roll: [34] Result: 34

Captain is a 5 Hero - Move 4, WS 4, BS 4, S 4, T3, W 1, I 4, A 2, Ld 7, Cl 7, WP 7

[2d4] Roll: [2, 2] Result: 4

He leads a band of four men!

I don't think I have even a PDF of Warhammer Armies, if anyone does let me know


K;
Yes, I have that one
I have pdf
54 mb
Let me upload it to GDrive



pjamesstuart;
Thanks!
I feel like we are using it in the spirit intended.


C;
So I was picturing a Troglodyte like the D&D monster but they're presented a little differently here
sort of proto-kroxigor?


pjamesstuart;
So, shall we go with Brettonian or Empire army?

Well, we can let the die decide. 1 for Empire, 2 for Brettonia.

[1d2] Roll: [2] Result: 2

A defeated Brettonian army!


Z;
are Bretonnians in this era of Warhammer already Francophone Round-Table knights?

C;
Pretty much




pjamesstuart;
It looks like even more so. 

The rank and file troops choices are;

Villains, Ribalds, Arbalstiers, Rapscallions, Brigands and Rascals

Those are the actual troops choices names


Z;
delicious!


pjamesstuart
So if we go
1. Villains, 
2. Ribalds, 
3. Arbalstiers, 
4. Rapscallions, 
5. Brigands and 
6. Rascals

[4 1d6] Rolls:
[2] Result: 2
[2] Result: 2
[5] Result: 5
[2] Result: 2

Three Ribalds and a Brigand


K;
three "2"?
This is rather nice
(I initially mis-saw the roll as it it was 4 "2" hence the reaction) 


C;
ah nice, you roll for each individually?


pjamesstuart;
Its says "Randomly determine an amry list from amongst all the ranks and file troops available to the army." so I improvised

C;
Bretonnians of this edition are more frog and snail focused than they would be later




pjamesstuart;
These are 'Ribalds'




K;
This is not what dictionary told me but makes more sense


pjamesstuart;
Brigands


"All troops come with the basic equipment listed in the box, and there is a 50% chance the entire unit will be equipped with up to D3 of the options listed." what?

Ok a 50% chance for the Ribalds!

1 is yes, 2 is no

[1d2] Roll: [2] Result: 2

NO!


K;
I.e. Brigant might have a two-handed sword, I think


pjamesstuart;
And for the Brigand!
[1d2] Roll: [2] Result: 2

No!

K;
Nope


pjamesstuart;
So they just have crappy weapons and armour
makes sense if they have been defeated.


Z;
(Hope you don't mind me taking a look at the book @K damn, the book is fucking charming


K;
The link is free for all
I'll take it down in a few days but if people wish the pdf the pdf is here to download 


pjamesstuart;
So according to this book a Level 5 Brettonian Hero is a 'Baron'


K;
Robber baron?
Or is it a Captain?


pjamesstuart ;
I will roll randomly to see what kind of unit he might have belonged to
1. Chevalier D'Honnour
2. Chevalier De Notre Dame de Battale
3. Noblesse d Epee
4. Chevallier Rampants

 [1d4] Roll: [4] Result: 4


K;
Rampants...ram-pants? 🐏 + 👖 


pjamesstuart;


Did he keep his barding and shield? 1 is yes, 2 is no

[1d2] Roll: [1] Result: 1

Yes! Mon Baronne!

So this was a Brettonian army that was badly beaten. This young Baron managed to escape with a handful of men.

If we take the original stat line as a guide, my Chaos Champion was just a Ribald to begin with, before he made a deal with 'Carnalpierce, the Dweller in Stone'. Now he 'leads' (he's a pretty dumb giant tiger-faced man) this doomed group of mercenaries, their honour long forgotten!

There are some 'Narrative Tables', the most omni-applicable looks to be the 'locations' table, lets see what we get..

[1d100] Roll: [22] Result: 22

"The wastelands of the north are full of ruins. Most were prosperous cities before the incursions of Chaos swept them away.Many of those desolate places shelter hidden treasures buried by their destruction. Most house more recent inhabitants in the form of warbands, rampaging bands of Beastment and other unwelcome creatures."

A bit boring but ok. Looks like we delved too greedily and too deep and I was confronted by 'Carnalpierce' in the caves of a ruined city in the northern wastes, and made a deal with Chaos.


K;
Holed up in wastelands after going for Chaos after the defeat and looking for some chaos artifact for their patron?


pjamesstuart;
All to save mon beloved Baronne..

I went here for a name for Mon Baronne  https://www.realmofplastic.com/warhammer-fantasy-blog/bretonnia-character-name-generator-warhammer-fantasy


And got 'Gornemant de Grescfort'

Another random generator gives me;

The Champion of Carnalpierce - Tristian le Tigre!

His Mortal Lord  - Sir Gornemant de Grescfort

Three Ribalds - Huchon Pie, Talbot Marcel, Guibert de Bonpre

And the Brigand  Evrard du Mesnil

We stand ready to battle for Chaos! (and gold)

Its more poetic if he got warped there out of pure feudal loyalty, despereately trying to preserve the life of his lord!

So that was fun

Curious that most of the other characters were more interesting than the main chaos champion but still fun to do

Evrard, you brigand! Were you somehow behind all this?

Monday, 8 March 2021

Velvet Hooks; Zen Beast

 So, this is an omni, and all-destructive monster, like a giant evil cartoon. Only comes at night, kills and destroys randomly, whatever goes into its mouth disappears forever (where?)

But – it’s actually the psychic projection of a Tenebrous Monk inside it, and the creature is trying to provoke the monk to stop it, i.e. to stop meditating, by doing TERRIBLE THINGS.

If the monk stops meditating then the beast evaporates but the monk believes that by facing this temptation and overcoming it, they achieve true enlightenment. So it’s a bit of the buddha underneath the tree plus the ID beast from Forbidden planet plus a bit of Grendel.







SIMPLE ADVENTURE FUEL

This monster has a religious conspiracy backing it up, protecting it and hiding its rampages, or at least hiding the cause of the rampages. 

Which you would think would be quite difficult as who would suspect a group of black-clad fanatics called 'The Tenebrous Monks' of being behind anything shady.

But maybe;
a - they don't call themselves that and
b - they are just *that good* at conspiracy



SOME BASIC ADVENTURE/HOOK IDEAS

1. A strange series of seemingly unconnected disasters, killings and disappearances, luckily the local monastery of extremely helpful monks is there to help people recover. EXCEPT, a local malcontent nobody likes has grown suspicious and hired the PCs to find out what is going on..

2. A Knight of the Cognitive Sun dies or gets disappeared on the hunt for ... something. The Order of the Cognitive Sun want to know what happened to him.

3. A PC gets tagged by the Monks as possibly being the next Ascended One. They offer resources, information help and training, but don't say exactly why, only when the PC is in too deep to they start bringing out the really dark stuff

4 The PCs are hired by the Monks to find a sacred text about the 'opposing self' but its guarded by an 'evil cult' - shock twist (eyeroll) the evil cult was actually good and the 'good' monks were actually at least neutral evil.

5. The PCs know about the monks, somehow, but no-one else will believe them. And as they speak about it, the likelihood of them being targeted by the monks, or the Zen Beast itself, grows.

6. The Ascended one becomes friends with, and particularly good allies of the PCs - at the same time that they become targets of the Zen beast. Of course the Ascended one genuinely does like the PCs, its for that reason the Beast attacks, it is the greatest possible provocation. The greatest threat to the PCs is actually the deepening, and genuine, friendship.



WAYS TO SET UP THE TENBEROUS MONKS

A lot of this depends on setting up the monks as 'good guys', or at least hiding their evil in an interesting way. So I should dedicate some time to thinking about that.

> Have the monks help the PCs against the worst evils they encounter.

> Have the monks being attacked by someone or something the PCs already hate.

> Have the monks them be charming and funny in a way unlike most 'good guy' factions (maybe a bit 'absurd' with it - hey it’s always a fun time at the slightly comedic monastery).

> Clearly they don't call themselves the Tenebrous Monks, so what other names and declared theologies might they have?


1. THE MONKS OF THE COGNITIVE DAWN

Great collectors of ideas and news, though staunchly apolitical, they believe reason and learning can uplift mankind, and so do what they can to absorb, replicate and share whatever information possible. Famous for their printing press, their maps and their library as well as their records of explorations and their histories. Exactly the place adventurers would wish to go before an expedition, and they are happy to share any information they have, with the only price being a full report of your own adventure and the chance to copy any (non-magical) books.


2. THE MONKS OF ABSURDITY

Great entertainers, riddlers and playful absurdists, the monks still take time to offer free healing and a bed for the night to those without one. Made up of thinkers and acters who have abandoned ambition, they are a very frugal and simple order who find meaning in absurdity. Though often a little sad, they put on great entertainments and are wonderful jugglers, acrobats etc. Wherever there is sadness and despair, they are present to bring joy and the ridiculous with a sympathetic yet ridiculous performance.


3. THE SEEKERS OF ENLIGHTNEMENT

A group known for being very good men, workers in charity and supporters of the poor and the weak, but very dull indeed. Doctrinaire, grey and full of received wisdom and tiresome aphorisms, droning on and on and on. Though they seem to bore everyone they meet, this mild tiresomeness makes them somehow more tolerable and even more liked by the general population. They are such evidently good men, if they were purely good they might be a little hard to take, but as they are so very dull, everyone who experiences them feels more virtuous for putting up with them, then may roll their eyes at each other as if to say "yes I had a monk over droning at me for an hour too".


4. THE TIRED OLD MEN

That isn't their official name but one they somewhat gave themselves. Known for being a kind of retirement house for political operators, kingmakers and powerful uncles and grandfathers who have retired, or been pushed out. Now they hang out in their library/monastery/beer room/apiary etc, basically cosplaying as monks, living the simple life, selling honey and illuminated books, getting mildly sloshed on mead and doing good works every now and again. They are liked the way once-powerful, once-dangerous men are liked when they are no longer powerful and dangerous. Now old and slow, they are genial, and a bit cheeky, a font of sound advice and often sought out for that reason (though they stay out of current politics). They are not really very religious and everyone knows it and winks at it, probably a common joke in the ale houses - after all the whole place is really a kind of retirement home.


5. THE FOOLISH PHILOSOPHERS

A silent order made up entirely of philosophers and intellectuals who have given up on thinking for a living, either alienated from the whole mess or simply grown to indifference. Now they live simple monkish lives, instead of regular prayers they meditate together in groups at regular times. Healing and safety are free to all who may reach their distant monastery. They also maybe operate a free ferry service over a dangerous river and guide people through the sometimes-lethal mountain passes. They have even rescued a few lost people. (They have very competent rescue dogs, and rescue ravens who circle the land and report back. Everyone feels safer when they see a raven overhead. – Probably the Foolish Philosophers out looking for that lost girl.) Everything is cool but they do indicate that they desire you to respect their vow of silence in it spirits as well as in details, so no writing things down or elaborate hand signs please.


6. THE WILD STYLITES

A slightly laughable order of those who intended to be, or attempted to be, stylites, but for one reason or another, couldn't hack it. So they became "stylites together" - so basically just monks. They are actually of different faiths - unified by their life stories rather than absolute doctrine - and are known to be very tolerant of all faiths and views, curious and willing to learn and discourse on them. The stylites are known to be peacemakers amongst all men and whenever there is trouble or discord, often they will be sent for, and will always bring calm, of course they are liked because they are holy, but you know, not too holy, not so much they get weird about it.


-----------------------


Another table idea was for a list of possible patsies, as no good conspiracy starts doing crazy shit without one, or more, 'bad guys' prepped to take the fall once the whole thing has shaken out.
But we are out of time so PEACE OUT.






Friday, 5 March 2021

Velvet Hooks; Zug-Zug

Aye the content-mines have ruined many a man..

BUT NOT ME!! 

For behold, after consulting with my Art Director, I/we now continue and enhance our long-running additional content series for out book 'Fire on the Velvet Horizon' (see right side bar for copies), in which we add adventure hooks for the monsters, hopefully making them slightly more workable for an actual game.

So now we will attack this alphabet of creatures from both ends. Scrap from the front and I from the rear.

Here are Scraps already done posts;





The Zug-Zug, a creature with the scaled physical capacities of a giant man-sized Honey Badger. Dangerous enough if it were simply an intelligent beast, but the Zug-Zug is not only incredibly hardy and physically dangerous, but very long-lived, and measurably more intelligent than a man, though still with the instincts and priorities of a solitary beast.


Hooks that are pretty much in the text already:

1. Bring Me Its Skin. A depraved (and stupid) ruler demands a Zug-Zug skin, offering an astonishing price. Finding and killing a Zug-Zug will be hard enough but if the tribes local to its area discover your intentions their responses will vary from unhelpful to outright hostile.

2. Bring Me The Beast. A deranged Thaumaturge has built the worlds ultimate prison and wants a live Zug-Zug to test it on. Something never before achieved.

3. Avenge My Balls. A great hero and leader defeated many terrible monsters in the area and was beloved by all the tribes. he seemed set to unify them into a nation until he was semi-castrated by the Zug-Zug in the night. Now, crazed and embittered, yet still wealthy from his adventures, he seeks a fresh source of testosterone and revenge against the Zug-Zug.

4. Find The Child. The only child of a high-status tribal leader has wandered off into the bush and disappeared. The evidence suggests they may have encountered The Zug-Zug. They have been known to "adopt" lone children and defend them relentlessly. The chief wants their kid back.

5. The Zug-Zug War. A wandering shaman has declared a great vision quest against the Zug-Zug! No longer will human communities act as passive cattle for the creature but unify, break it dominion and become great themselves. Some groups favour this loudly, others quietly, and some are against it. Many are split. The cultural shift has lead to internecine strife, group-on-group violence, and more Zug-Zug attacks. If you enter this territory, you better be prepared to take a side in the developing Zug-Zug war. Some thing the Shaman is protected by his magic, others think the Zug-Zug has allowed him to preach to further divide the tribes.


OTHER WEIRD STUFF I CAME UP WITH...

6. Nothing but a Soulless Man. Some wacko wants to turn into a Zug-Zug and believes they can do it if they can only find a way to remove their soul. The religious authorities are dead-set on stopping this person, mainly due to the soul thing, but also because they are quietly worried he may be right. What does the Zug-Zug think? 

7. Caverns of the Zug. The Zug-Zug has disappeared and a hunter claims they have stumbled upon its abandoned lair. Most of their party were killed by simple but cunningly arranged traps of various kinds, or the less-dangerous creatures which have also taken up living there, but they did come back with some strange and rare items. (The Zug-Zug is breeding in another territory but will be back).

8. Invasion of the Zug-Zug. A young new Zug-Zug has broken away to form its own territory. This intersects with the expanding satellite settlements of a growing frontier town. Now its a brawl; human society vs The Zug-Zug. A battle across every level, tactical, strategic and logistical.

9. The Too-Wise Girl. A much-loved local healer has begun having complex thoughts about her communities relationship to the Zug-Zug; "Do we belong to the Zug-Zug?" "Are we its pets, or its food?". The locals, who all like her a lot, desperately want someone to find a way to get her to stop thinking these things.

10. You Are Expected. The PCs are hired to protect a researcher travelling the plains interviewing people about the Zug-Zug. But as they go on it emerges that many of those who chose to speak to the researcher are killed shortly after they leave. Is the Zug-Zug  using you to indicate potential future threats, or is something else going on?

11. A Sacrifice Too Far. The villagers make regular sacrifices to appease the Zug-Zug. Its not clear this is really necessary, other local tribes don't do it, but they are all convinced they have a special relationship with the creature. They now believe they have to sacrifice one of their own or the Zug-Zug will be enraged.

12. Voice in the Night, Words in the Dust. A local tribal poet gains some fame abroad after their verses are transmitted by a traveller from Jukai. But are they real or did the traveller make them up Ossian-style? Investigation reveals there is a Poet, but local rumours say they only transcribe words in the night and signs in the dust from secret encounters with the Zug-Zug. What is the real truth?


Friday, 18 September 2020

Fetch-Quest Generator

 Hey remember back in the day when we I put useful stuff on our my blogs?

This was going to be at the start of 'Vault of Setebos', the dungeon I am doing for Ben L's 'Through Ultuans Door' but will likely be cut so here you go, a means to generate a reasonable-sounding semi-legal item-retrieval quest


Absolute Legend


 

 

The Mcguffin

“Bring for me..”

“It’s actually reasonably mine because…”

EXTRA SAUCE

1

The Lunar Orb. Said to be a True Moon made small.

I am fighting to save ALL OF REALITY and I need this particular thing to do it.

Quest-Giver is extremely hot & seems like they are into you.

2

Cup of Horn. Legend says any who drink from it will have true prophetic dreams that night.

I channel the Spirit of the creator who, since they speak through me, is not *legally* dead.

Quest-Giver has proof of deep perversion which, if used as blackmail, will get your long-standing enemy off your back.

3

The Prismatic Leaf. Said to hold the souls and highest dreams of a realm now lost to Entropy.

I was briefly removed from causality by a mocking God. On my return it had been inherited and sold-off!

Quest-Giver is part of a Multiversal masonic-style order & can get you in too. Room, board, contacts and assistance wherever you go.

4

Hourglass of Ash. It’s said that while this glass runs, any entity in its presence becomes mortal.

I’m a member of a distant religious order dedicated to preserving the *true intentions* of the creator.

Quest-Giver runs/represents a narco-empire and can get you *anything* you want, free if its for personal use, and cheap rates on bulk.

5

The Sabre of the Red Dawn. Made from a tear in reality to one where the physical laws are anathema.

It was stolen from me, and used as payment to imprison someone I love. A double-insult which I would see avenged.

A Tame Giant Roc! Ok its just “mostly tame”. Still it can fly you and your crew wherever you need. (You must pay for upkeep and ‘Roosting Costs’ yourself.)

6

Psalter of Sardinac. The Prayers if intoned continually for a year, will return the Good God Sardinac to life.

That side of the family have been replaced with animated flesh golems, (its why I don’t talk to them), I am the only real one left.

Quest-Giver offers prism-keys to the fastness of Zim of the Fifteen Prisms! A Tardis-like dimensional fortress accessible by refracting sunlight through the prisms. (Zim presumed dead.)

 

The Quest-Giver is willing to pay a ridiculous amount of money and/or resources, as well as whatever the ‘extra sauce’ is.