Saturday, 21 December 2019

Societies, Gangs and Cultures of the Post-Apocalypse




Roll 2d6 three times, once for the ‘Descriptor’, ‘Form’ and ‘Home’ of your post-apocalyptic tribe.  The first die designates the table, the second designates the result. 



1
Descriptor
Form
Home
1
Drowned
Mouths
Of the Petrolate
2
Broken
Teeth
Of Gastown
3
Blooded/Blood
Knives
Of Knifetown
4
Idiot
Apes
Of the Poisoned Lands
5
Painted
Men
Of Rig-City
6
Junk
Folk
Of the Man-farm



2
Descriptor
Form
Home
1
Burnt
Worms
Of Coffin Valley
2
Red
Freaks
Of Spree City
3
Blue
Creeps
Of Glowing Rock
4
Bruised
Eyes
Of the Necrodome
5
Flaming
Kings
Of the Skull Throne
6
Dirt
Bones
Of Scrap Mountain


3
Descriptor
Form
Home
1
Bitter
Clan
Of Bonetown
2
Biting
Gimps
Of the Uranium Potentate
3
Dead
Eels
Of Slick River
4
Motor
Freaks
Of the Carcinogate
5
Fucked
Punks
Of Bulletville
6
Smoking
Dogs
Of Smog Spire


4
Descriptor
Form
Home
1
Whispering
Kids
Of the Pollution Palace
2
Chemical
Boys
Of Spilled-Gut Valley
3
Noxious
Brothers
Of the Stinking King
4
Acid
Gang
Of the Weeping Territory
5
Wicked
Band
Of Sulphur Road
6
Whacked
Spine
Of the Cannibal Alliance


5
Descriptor
Form
Home
1
Laughing
Hearts
Of the Wrecked Hulk
2
Big
Suckers
Of the Narcocracy
3
Steel
Youth
Of the Orphan Emperor
4
Sick
Bugs
Of the Final Revelation
5
Hard
Schizos
Of Warhead Nation
6
Flayed
Moths
Of the Lunatic Tribe


6
Descriptor
Form
Home
1
Masochist
Army
Of Vile Luridity
2
Stoned
Frogs
Of New Sodom
3
Razor
Legion
Of the Pill Republic
4
Predator
Queens
Of the Trash-God
5
Old
Slashers
Who Maim
6
Heinous
Horrors
Who Screech


Thursday, 25 July 2019

Quick Map Generation





I wanted to be able to generate a country in under 5 minutes so I made this. The method is very simple and (if I were ever so desperate) lets me have everything I would need to use the map at the table; geographic features, plot hooks, interesting locations and culture. The map generation can be scaled to your need, it is good for small regions to entire countries and can be made more detailed by rolling more dice. I have successfully used the method on a big piece of paper to make an entire landmass of bordering countries, big and small.  


Wednesday, 8 May 2019

The Midnight Crawler


My second submission to Cavegirl's Harry Clarke Bestiary

While writing this monster I was reminded of this scene from David Lynch's Mulholland Drive. 
It's difficult to pull off a monster 'that's so scary you die' at the table. I make reference to the creature's distinct sounds, if you can bear to attempt guttural disjointed chortling you'll definitely succeed in making your players (if not yourself) uneasy. 



The Midnight Crawler

Armour class: As unarmoured

Hit dice: 2

Move: As human

Attacks: Terror (see special abilities), Laughter (see below) and scratch (1d4)

No. Appearing: 1 or gang 2d6

Morale: 8

Treasure: None

Alignment: Chaotic

Description: Midnight Crawlers were once long-forgotten lunatics and ragged half-men. Having undergone a demonical change, becoming an entity of death-dealing fear they now aspire to use their horrifying influence for their own ghastly amusements. Their only delight is their simpering malice which they can inflict on the unbeknownst innocent.
Many a household have been torn down in raving fits of wild screaming-death by the Midnight Crawlers. When a manor’s inhabitants have died of fright, simply from a glance through the window at soulless leer of a Midnight Crawler, it will squirm it’s way inside. There it will cavort lopsidedly - moaning in gibbering reverie; a wildly wheeling dance of brassy chortling and stuttering, gurgling giggles.
When the sun sets bar your door. Ignore the rasping breath and the sly tapping at your window pane for only the heartiest, bravest souls may endure the wracking pain of a Crawler’s terror.

Abilities: Anything that sees the creature will take d10 points of fear-damage directly to it’s HP. This fear-damage decreases by a die size each subsequent round an individual is exposed to the Crawlers, a victim becomes immune to this effect when the effect is reduced below d4 fear-damage. So terrifying are the Midnight Crawlers that if it does more damage than it’s victim’s HD, the victim can only inflict a maximum of 1 hp’s worth of damage to the Crawler regardless of the type of attack. Multiple Midnight Crawlers do no inflict multiple fear attacks, each Midnight Crawler adds +1 damage to that rounds fear-damage dice.
When everyone has succumbed to the Midnight Crawler it will enter the space and begin it’s ungainly, impish dance until interrupted. It’s laughter, when heard, deals 1d4 points of fear damage.