Wednesday, October 31, 2012

So This Happened...

So it's the vampires' half of the initiative, right?

Vampire A comes down as a bat, grapples the party's wizard from behind. Pulls the wizard away hostage style like "move and he's dead".

So it's like, front to back:


Vampire B moves with them, taking an overwatch action, like "anybody move and you're toast."

Party's thief has an invisibility ring, sneaks behind Vampire A, garottes him from behind, not killing him but preventing him from attacking. So:


Of course then bodyguarding Vampire B takes his snap action to grab the thief from behind. So it's like:


But then it's still the players' side of the initiative, so then the party's fighter runs up behind Vampire B and garottes him. So they're all in a horrible deadly conga line...


And it's time to roll initiative again...

Monday, October 29, 2012

Gods As Places

What god rules here?

Well, first, why do you care?

Gods are clusters of concepts. They are, in fact, clusters of most concepts deemed useful and interesting to all human cultures up until the present day. So...they are pretty good ways of talking about mood, genre, themes, tropes and other things you need to write an adventure or detail a place.

Yes that sounds vague, let's try this:

Well let's see what you can do if you know that...let's say I roll randomly and get "Diancecht"--who the fuck is this? Or where?

From this information plus my trusty more-useful-than-it-looks Deities and Demigods I can extract...

1. Weather and landscape: Irish
2. Local flora: Oak and mistletoe. (Most gods also have a sacred animal listed, the Celtic gods do not. Most are pretty evocative: ocelot, monkey, raven, lizard... Obviously this represents the most obvious local fauna.)
3. Highest level NPC around? Clerics and druids (Dianecht's highest levels are in these)
4. Other likely NPCs?  Fighter, magic user, bard
5. Peoples' basic disposition? Lawful good
6. What kinds of schticks happen around here (examining the god's description)? Healing, resurrection.
7. Weird fact: One thing clerics of Diancecht can do as penance is take a pilgrimage promising to heal all things knowing hurt along the way.
8. Weird fact 2: His power doesn't work on the decapitated. (That's an adventure seed right there: someone's walking around a battlefield chopping heads of corpses when the PCs show up...)
9. Weird fact 3: He is hardly ever attacked because he will heal friends and enemies alike during battle. Let's assume local clerics do the same.

Vornheim, my campaign's central city, started when someone wanted to play a paladin and needed a god. Off the top of my head I said, "Ummm, well the default god is Vorn, grim grey god of iron rust and rain". The rest kinda wrote itself.

You could just go page by page through Demigods like a DM's alamanac planning adventure after adventure.

If you need to know whose domain any given hex, city, dungeon or other geographical area falls under, roll digits like this: d4 minus 1, d10, d10

Lawful Good: 
1 Amaterasu Omikami (Japanese) 
2 Anubis (Egyptian) 
3 Athena (Greek) 
4 Bahamut (Dragons) 
5 Chung Kuel (Chinese) 
6 (St.) Cuthbert (Greyhawk) 
7 Daikoku (Japanese) 
8 Diancecht (Celtic) 
9 Donblas the Justice Maker (Melnibonean) 
10 Ebisu (Japanese) 
11 Forseti (Norse) 
12 Girru (Babylonian) 
13 Heimdall (Norse) 
14 Heng (American Indian) 
15 Ilmatar (Finnish) 
16 Issek of the Jug (Nehwon) 
17 Kuan Yin (Chinese) 
18 Moradin (Dwarfs) 
19 Osiris (Egyptian) 
20 Shu (Egyptian) 
21 Surya (Indian) 
22 Tefnut (Egyptian) 
23 Tyr (Norse) 
24 Ukko (Finnish) 
25 Vishnu (Indian) 
26 Votishal (Nehwon) 

Neutral Good:
27 Ahto (Finnish)
28 Balder (Norse)
29 Bragi (Norse) 
30 Chao Kung Ming (Chinese)
31 Demeter (Greek)
32 Enlil (Sumerian)
33 Fei Lien (Chinese)
34 Feng Po (Chinese)
35 Frey (Norse)
36 Freya (Norse)
37 Isis (Egyptian)
38 Itzamna (Central American)
39 Kishijoten (Japanese)
40 Mielikki (Finnish)
41 Ra (Egyptian)
42 Seker (Egyptian)
43 Tsukiyomi (Japanese)
44 Ushas (Indian)
Chaotic Good:
45 Aerdrie Faenya (Elves)
46 Anhur (Egyptian)
47 Aphrodite (Greek)
48 Apollo (Greek)
49 Bast (Egyptian)
50 Chalchiuhtlicue (Central American)
51 Corellon Larethian (Elves)
52 Deep Sashelas (Aquatic Elves)
53 Hachiman (Japanese)
54 Hanali Celanil (Elves)
55 Hotoru (American Indian)
56 Huan-ti (Chinese)
57 Idun (Norse)
58 Karttikeya (Indian)
59 Lakshmi (Indian)
60 Magni (Norse)
61 Modi (Norse)
62 Nanna-Sin (Sumerian)
63 Nephthys (Egyptian)
64 Odin All Father (Norse)
65 Oh-Kuni-Nushi (Japanese)
66 Raven (American Indian)
67 Rillifane Rallathil (Wood Elves)
68 Sif (Norse)
69 Snake-Man (American Indian)
70 Thor (Norse)
71 Utu (Sumerian)
72 Vidar (Norse)
73 Zeus (Greek)
Lawful Neutral:
74 Aarth (Nehwon)
75 Anu (Babylonian)
76 Enki (Sumerian)
77 Frigga (Norse)
78 Horus (Egyptian)
79 Marduk (Babylonian)
80 Nike (Greek) 
81 Ptah (Egyptian)
82 Quetzalcoatl (Central American)
83 Rudra (Indian)
84 Shan Hai Ching (Chinese)
85 Shang-ti (Chinese)
86 Varuna (Indian)
87 Yama (Indian)
True Neutral:
88 Ama-Tsu-Mara (Japanese)
89 Apshai (Egyptian)
90 Artemis (Greek)
91 Bes (Egyptian)
92 Brigit (Celtic)
93 Camaxtli (Central American)
94 Chih Sung-tzu (Chinese)
95 Dagda (Celtic)
96 Death (Nehwon)
97 Dunatis (Celtic)
98 Eadro (Locathah/Mermen)
99 Geb (Egyptian)
100 Goibhnie (Celtic) 
101 Grome (Melnibonean)
102 Haaashastaak (Melnibonean)
103 Hastseltsi (American Indian)
104 Hephaestus (Greek)
105 Hera (Greek)
106 Hermes (Greek)
107 Huitzilopochtli (Central American)
108 Ishtar (Babylonian)
109 Ki (Sumerian)
110 Kos (Nehwon)
111 Lugh (Celtic)
112 Misha (Melnibonean)
113 Morrigan (Celtic)
114 Nin-Hursag (Sumerian)
115 Nnuuurrrr'c'c' (Melnibonean)
116 Nuada (Celtic)
117 Nuru-ah (Melnibonean)
118 Oghma (Celtic)
119 Raiden (Japanese)
120 Ramman (Babylonian)
121 Red God (Nehwon)
121 Roofdrak (Melnibonean)
122 Semuanya (Lizard Men)
123 Silvanus (Celtic)
124 Skerrit (Centaur)
125 Skoraeus Stonebones (Giant)
126 Straasha (Melnibonean)
127 Thoth (Egyptian)
128 Untamo (Finnish)
129 Tvashtri (Indian)
130 Xochipilli (Central American)
131 Yen-Wang-Yeh (Chinese)
Chaotic Neutral:
132 Aegir (Norse)
133 Agni (Indian)
134 Azathoth (Cthulu)
135 Coyote (American Indian)
136 Dionysus (Greek)
137 Fileet (Melnibonean)
138 Heracles (Greek)
139 Indra (Indian)
140 Kakatal (Melnibonean)
150 Manannan Mac Lir (Celtic)
151 Meerclar (Melnibonean)
152 Pan (Greek)
153 Poseidon (Greek)
154 Ssendam (Slaadi)
155 Susanowo (Japanese)
156 Tuoni (Finnish)
157 Uller (Norse)
158 Wen Chung (Chinese)
159 Ygorl (Slaadi)
Lawful Evil:
160 Amon (Devil)
161 Arawn (Celtic)
162 Bahgtru (Orcs)
163 Chih-chiang Fyu-ya (Chinese)
164 Druaga (Babylonian)
165 Gruumsh (Orcs)
166 Hastsezini (American Indian)
167 Hecate (Greek)
168 Inanna (Sumerian)
169 Kurtulmak (Kobolds)
170 Lei Kung (Chinese)
171 Loviatar (Finnish)
172 Maglubiyet (Goblins)
173 Mictlantecuhtli (Central American)
174 Sekolah (Sahuagin)
175 Set (Egyptian)
176 Surtur (Norse/Giants)
177 Tiamat (Dragons)
178 Tlaloc (Central American)
Neutral Evil:
179 Blibdoolpoolp (Kuo-toa)
180 Cryonax (Elementals)
181 Darnizhan (Melnibonean)
182 Gods of Lankhmar (Nehwon)
183 Hades (Greek)
184 Hel (Norse)
185 Imix (Elementals)
186 Nergal (Babylonian)
187 No Cha (Chinese)
188 Ogremoch (Elementals)
189 Olhydra (Elementals)
190 Ratri (Indian)
191 Surma (Finnish)
192 Tobadzistsini (American Indian)
193 Tyche (Greek)
194 Yan-C-Bin (Elementals) 
Chaotic Evil:
195 Anshar (Babylonian)
196 Ares (Greek)
197 Arioch (Melnibonean)
198 Camazotz (Central American)
199 Cthulu (Cthulu)

200 Cthuga (Cthulu)
20Demogorgon (Demon)
202 Gods of Trouble (Nehwon)
20Grolantor (Giant) 
20Hastur the Unspeakable (Cthulu) 
205 Hate (Nehwon) 
20Hiisi (Finnish) 
20Hruggek (Bugbear) 
20Huhueteotl (Central American) 
20Ithaqua (Cthulu) 
210 Jubilex (Demon)(Jellies & Slimes) 
211 Kali (Indian) 
212 Kiputytto (Finnish) 
213 Laogzed (Troglodyte) 
214 Loki (Norse) 
215 Lolth (Demon) (Drow)
216 Lu Yueh (Chinese) 
217 Nehwon Earth God (Nehwon) 
218 Nyarlothotep (Cthulu) 
219 Orcus (Demon) 
220 Pyaray (Melnibonean) 
221 Rat God (Nehwon) 
222 Shakak (American Indian) 
223 Shub-niggurath (Cthulu) 
224 Spider God (Nehwon) 
225 Tezcatlipoca (Central American) 
226 Thrym (Norse/Giant) 
227 Tlazolteotl (Central American) 
228 Tou Mu (Chinese) 
229 Tuonetar (Finnish) 
230 Tyaa (Nehwon) 
231 Vaprak the Destroyer (Ogre/Troll) 
232 Xiombarg (Melnibonean) 
233 Yeenoghu (Demon/Gnolls) 
234 Yog-sothoth (Cthulu) 
235 Khorne (Warhammer)
236 Nurgle (Warhammer)
237 Tzeentch (Warhammer)
238 Slaanesh (Warhammer)

239-399 Default local god for this area.

Sunday, October 28, 2012

The (totally random) Barrens of Woe

The Barrens of Woe

I generated these hex descriptions by starting with  Ramanan Sivaranjan's Carcosa Hex Generator, then filling using the "find/replace" feature on a word processor to change the Carcosa-specific factions and monsters to fantasy ones. I then filled out details of each hex (including the names) with automatically generated stuff from Abulafia, adding in a few connections here and there. It took about an hour and a half altogether. 

Because of the effort put into each one, these don't really make sense as a hex-by-hex description, they are more "the 20 most interesting hexes in the area" unless the hexes themselves are very big (big enough very different kinds of cities to be in nearly adjacent hexes). They could be distributed into a less eventful hexmap/

When there's something that would be visible from a distance, it's marked with the word "landmark". 

A humanoid golem (AC 16, MV 90', HD 4, insane) guards the remains of a crashed ship. He is armed with a sword and a crossbow. His 3 large eyes rotate about his head. He can not be surprised and will react with hostility to all who approach. The boat is The Dracolisk A stylish but unexceptional vessel. 3d4 crew live. Two mad lords--straightjacketed--are among the cargo. They're being returned to their family in hex 13 for a considerable bounty but will offer the PCs thousands for their freedom.
Undying Court of Order--a walled city known for its beautiful statues and grotesque buildings--containing white elves ruled by "The Presence of Lords," a insane 9th-level paladin. The librarians in hex 11 know the code word for the gate.
A large bird of prey stalks the players. After 1-3 hours it will turn and fly off into the distance. The bird does not attempt to hide its presence. It serves a demon (AC 19, MV 180 [swimming only], HD 6, insane): an orange annelidoid with a suckered mouth.
Plain of spongy, olive green moss infested with snakes. The Princess of Six Sorrows, a female contortionist (Str: 4 Dex: 17 Int: 8 Wis: 13 Con: 6 Cha: 12) hunts them for food.
Kyr-xoth, a settlement of 243 were-rats ruled by a insane 9th-level ranger.  Home to sand sharks, a living idol, an exiled madman, and the Caliph of The Unshriven Light a 13th level cleric.  At war with a fortress of 291 gnolls ruled by "the Lawgiver by Whom All See," a rational 2nd-level barbarian. In the first city, a clever hunter seeks The Dagger of Burning Day. Unfortunately, it was last seen in the possession of an eccentric virgin who is now dead. It is now in the belly of the arachnid demon in Hex 18.
A mountaintop monastery of 68 jackalmen led by "the Queen of Benedictions," a rational 5th-level wizard. Outside, two goblins lay dead on the ground. One is holding a cursed crossbow with 10 bolts  left. There is a 1 in 6 chance the crossbow will curse the shooter when discharged. The other has a sack filled with dry putrid gorgonzola goat's Milk Cheese 
3 Polar Worms.
The Shrine of the Faithless Light a settlement of 338 white elves ruled by "The Commander of War," a 4th-level wizard who believes that, to keep the sun in the sky, everyone in the area should be hypnotized by his servant, The Seer of Nameless Science.
Also contains: 
Inn: Hostel of the Wren, famous for its Charbroiled Goose 
Inn: The Sign of the Goblet and Lotus, famous for its Tender Squab
The Chapel of the Serpent Athrakk is a place where only the rich are welcome to worship. 
17 of an irrational undead army lead by an Eye of Fear and Flame herd a group of 15 librarians into a small stone bunker. The room is mostly bare, except for a defaced and broken holy symbol on the floor near the east wall of the room. A pool of what must be corpses near the northwest corner of the room causes a strong odor here. Spots of bright green mold dot the room.
Inside there is a trap: a sturdy cage ready to close on whatever steps inside - clouds of steam are produced, lightly obscuring vision. 
A snow leopard stalks the area.
Bastion of Ruin--fortress of 280 vampires ruled by a insane 5th-level undead wizard.
Beneath: A forest. The trees are burned black, polished to a gloss, and the branches tapering to spikes. Countless armies are impaled here, including their horses and dogs. At least half these soldiers and their beasts are undying and struggling to kill everything in reach, especially the soldiers of differing armies. A disfigured two-headed mutant man lays face down in the ground. His body is half purple & half blue. Characters who investigate the body must make a save each turn or suffer a random mutation.
Mountain peak. The bodies of countless white elves spill out of a door set into the side of a mountain and completely fill the 10' wide shaft leading into the underground. Obscured by the bodies are ancient Librarians runes describing 2-8 random sorcerous rituals. All require the wizard to participate in single combat against a wild beast, burn an effigy, and spend a night howling at the moon.
The underground complex contains...
These traps: acid inside cleverly hidden pits - one obvious way of disarming the trap is itself a trap, gaping steel jaws ready to close on whatever steps inside - one obvious way of disarming the trap is itself a trap, scorpions inside cleverly hidden pits. 
These creatures: a minotaur, a jackal-headed warrior (9th level), five salamanders. 
Myr-Nast, settlement of 256 snow leopard men ruled by "the Baron of All Excellences," an insane 3rd-level ranger. He seeks adventurers to free his sibling, a female half-elf empress. This will require traveling to the temple in Hex 14. 
A massive snake shaped citadel coils around the peaks of a craggy mountain containing 25 jackalmen led by "the Empress of Invincibility," a clairvoyant and time-controlling demon. 
Demon (AC 19, MV 150, HD 6, rational [unintelligent]): a Bone octopoid with a feathered hide, multiple/insectile eyes, and a circular gaping maw. Surprised only on a 1. Harmed only by fire.
4 Librarians attempt to repair an artifact. The Librarians and their magic are incomprehensible to characters with an intelligence score less than 18. They can the password to enter the walled city in Hex 1. A female page, possessor of a magical onyx & possessing an important book (Selected Works Pertaining to the Church of Gilean, by Count Nilott) accompanies them.
A beastman (AC 14, MV 160', HD 4, insane) dressed in furs hunts a band of mutant men through spiky rock formations, 5-20 feet tall.. He is armed with a whip and accompanied by 2-12 giant beasts and dinosaurs; these creatures are under his complete control. An abandoned outpost is now home to a group of 23 priests of Vorn. Amongst their possessions is a map of the first level of the dungeon in Hex 13.
Nearby there is a goblin selling something to a crocodile 
Citadel of 20 jackalmen led by an 13th-level wizard--at first, the PCs will see ten towers. Each has 1 defender visible (there are actually five times that number total) and about 4 will arrive per round in the case of an alarm. The outer walls are 27 feet tall and the towers extend 17 feet above them.
*Due to the condition of the walls, climb checks are at minus five. 
*The lowest windows are 30 feet up.
*The initial volley from the towers in case of an unexpected attack will be crossbow fire. The second volley in case of a siege, an anticipated attack, or a small but persistent raiding party (like a bunch of PCs) will consist of thrown snakes with hands for heads and eyes embedded in their palms.
*Additional security measures include: 
A gatehouse with inner portcullises that cut off the gatehouse at both ends. 
The fortress garrison is being attacked by a local faction when PCs arrive.
Contains an entrance to the hidden underground lair of 43 goblin zealots led by a 10th-level goblin alchemist.
Ex-garden, now overgrown. Strange flora. The mutilated bodies of two human children lay next to the dead body of a White wizard. On the wizard's person is a book outlining how to cast The Accursed Sounding of the Void. The garden surrounds the scarred and huddled temple of an unyielding creed based on the worship of a god with power over stars and a priesthood with tattooed and flayed skins in. It is protected by an obviously egregiously valuable gold thingamabobber on a pedestal near front door. Touching it activates a trap and/or it's coated in poison. (Thingie's actually worthless.)
A giant gloomwing moth.
The Dread Source, a city known for its brooding and malign public games as well as its rusting cathedral. 57 priests of Vorn overseen by "The Worm Enthroned," an insane 10th-level cleric mystically joined to the ettin in Hex 20.

A fortress of 156 lizardmen cultists carrying whips ruled by "The Small Dragon," a 14th-level human witch. The witch's research have left her disfigured: she has the scales and tail of a lizard, and is cold blooded. 
25% of the lizardmen are berserk warrior-types with 2hd more than the rest and +2 damage. (These may also carry 2-handed weapons.) and their witch raises dead to fight with the host as zombies when they fall.
4 librarians camp along a dirt road. They are under the control of a demilich, which they are transporting to Hex 19.
Settlement of 281 gnolls ruled by "the Death of All Graces," a insane 11th-level necromancer. Therein 12 southern elves (drow) led by a putrid smelling wizard (AC 18, MV 120', HD 3, insane) are in the middle of casting Manifestation of the Putrescent Stench. The wizard is armed with a bastard sword and wears a bright orange robe.
In the center of the settlement lies the wizard's tower:
The Cyclopean Spire of Amar, who is primarily concerned with Necromancy. The main entrance is shaped like a demon's maw. Generally constructed in Cthulhoid, tentacular style, the tower contains the following levels: Three Levels: the wizards private chambers and the library, plus Igor's chambers – manacles, rough clothes, foulness. 
-Fey creatures speaking riddles and illusory images with phantom sounds. 
-Exploding objects.
-Oh no, you knocked that one thing over and now a secret door has opened. 
-At least one room is full of striped objects. 
-Abortive Experiment: Half-ettercap, half-drider (spiderman). 
-In the Dustbin: Empty bottles of perfume.
A water hex: Globes of light move beneath the surface of the water.
The Drifting Isle. A Were-rat hangs limp from a tree. He is pierced head to toe by spikes. Two pikes lay near his lifeless body beneath a castle containing 65 snow leopard men led by "the Claw of Nine Winters," a rational 9th-level Fighter. He controls a demon (AC 18, MV 120, HD 13, insane): a blue arachnoid with two red eyes and a toothed mouth. A magic dagger can be found in its belly.
The castle contains the following rooms: waiting room, map room, closet, robing room, solar crematorium, weird alien birthing chamber, amphitheater, and a gallery.
5 Frost Giants hunting. 
A mystic circle in an ancient amphitheatre, covered in bloodcolored mold.
This area is plagued by a horde of goblins They are ruled by The Invoker of the Wolves an ettin, one of whose heads is schooled in the mystical arts and mystically joined to the ettin in Hex 15. They are headquartered in a ruined monastery. Most carry a net of some kind.
The following Abulafia generators were used to make this stuff:

 3d6 In Order NPC 
 Arabian Nights-Ish Scenario Generator 
 Creepy Fantasy Villain 
 Dungeon Area Name 
 Dungeon Overview 
 Dungeon Room 
 Exotic Landscape 
 Fantasy Adventure Locations 
 Fantasy Assignment 
 Fantasy Mansion Domestic Security Measures 
 Fantasy Person Of Interest 
 Fantasy Town (Simpler) 
 Generic Dungeon Key 
 Hex Map Key 
 NPC Relationships 
 Poetic Destinations 
 Pulp Fantasy Nation 
 Random Fortress 
 Random Humanoid Horde 
 Situation Generator 
 Today At Sea 
 Weird Fantasy Monster 
 Whats Up With This Palace 
 Wizard Tower 

Saturday, October 27, 2012

Using Carcosa Out Of Laziness

Here's a typical Carcosa hex description:

Village of 430 Green Men ruled by “the Speaker of all Truths,” a neutral 5th-level Fighter.
The tumbled ruins of an ancient castle squat sullenly atop a small rise. 8 Green brigands, leaderless and desperate, lair among the rubble. Diligent searching and exhaustive toil (250 man turns of digging and rock removal) reveal the entrance to the castle dungeons, hidden beneath a collapsed curtain wall. There are dozens of cells and several large rooms, many of which are covered in large colonies of ulfire mold. 

Some things I like about it, structurally:

-It's short. I don't have to read a paragraph to make sure I didn't miss anything good.
-Only interesting things are included in the description (no: a largely agricultural area where the inhabitants subsist onzzzzzzzzz).
-There are 2 things in every hex (10 miles in this case), meaning the crawling players are free to ignore a lot of stuff (as they tend to) yet still have resources at their disposal if they need them.
-The names of things are evocative enough to give me ideas for a hook without a complex paragraph-form description of what, say, "The Speaker of All Truths'" exact gimmick is. If your players are really hexcrawling, it sucks the energy right out of the table to go "Ok...excuse me while I read this..."
-We've got pure evil, human sacrifice, insanity, lost civilizations and whatnot built right in.

A thing that makes it of limited utility to me:

-I'm not running a science-fantasy campaign.

What this blog entry is about:

-There's a way I can use it anyway, and so maybe you can too.

Now some people will complain about the simple formulaic Carcosa village descriptions: 

# of people in one of 13 flavors, ruled by a sorcerer or wizard with one of three alignments and a weird name, over and over and over... a way that's reeking of random-generation-turned-thing-to-actually-pay-for.

However--it is this very supposed bug that turns out to be the key feature for turning the Carcosa map into something anybody can use. Basically what you've got is a system of 13 factions (men of x color) plus 2 simple toggles (class and alignment)--one with 3 positions and one with 2.

So you just take the Carcosan ice cream men and make a key replacing them with factions in your campaign. If you're running a Game of Thrones these could be Starks and Dothraki and whatnot, if you're running a Tolkieny thing they could be elves and dwarves and men of various places, etc.

Since the world I've got in my campaign's relatively civilized, I've decided these hex descriptions only include major or interesting settlements, so the ordinary human places every 15 miles or so are left out.

In the Northern wastes of my campaign....

blue = humans
bone = vampires or revenants
brown = gnolls
dolm = goblins
green = lizardpeople 
jale (supposedly the best at sorcery) = librarians (Yuan Ti)
orange = beastmen
purple = were-rats
red = jackalmen
ulfire = priests of Vorn
black men = southern elves
white = white elves
yellow = snow leopard men

Carcosa hexes also have a few other repeating civilized creatures...

Space aliens (usually a background feature, more known by their works than their deeds)= undead armies
Deep Ones (coastal creatures) = eelmen/jellyfish men

And some common monsters in the Carcosan hexcrawl ecosystem (from Carcosa page 240)...

B'yakhee = gargoyles
Great Race = mind flayers
Mi-Go = polar worms
Mummy = lich
Mummy Brain = demilich
Shoggoth = giants
Spawn of Shub Niggurath (takes various forms) = demon
Robot (takes various forms) = golem
Primordial Ones = wolves
Species 23750 = snow leopards/ocelots 

I leave the remaining jellies, molds, worms and dinosaurs as-is for now and leave the lake monsters undescribed and unique.

As for the toggles, just switch them to things that would help you quickly formulate an adventure location....

law = in need of help
neutral = rationally motivated
chaotic = insane

sorcerer = (d4)  1. Witch 2. Priest 3-4. Wizard
fighter = (d4) 1. Barbarian 2. Paladin 3. Ranger 4. Fighter


Now I've got...

Village of 430 Lizardpeople ruled by “the Speaker of all Truths,” a rational 5th-level Paladin.

Fair enough.


You can also link the toggles for more complex options, like lawful sorcerer means one thing (say: "priest of Grogg") but lawful fighter means a whole other thing ("halfling lawyer"). So basically you get 6 options that relate to repeating features of your campaign.

And you can also use this nifty random automatic Carcosa generator, too, though if your campaign is D&D enough, this one might do you just as well.