Sunday, May 28, 2017

To Be Utilized In The Occult Urban Crime Environment

This is the list of weapons and other gear for Demon City. Vehicles will be in another entry. While there are lots of other things not here, it's because I assume say, the cost and game function of--say--a modern backpack is self-explanatory, lemme know if you see anything that isn't...



WEAPONS

Note many “Nonlethal” weapons can actually kill a target if used repeatedly or if the target’s maximum Toughness is 0 to start.


Axe, Wood

Cash Check: 1


Axe-Hatchet/Throwing Axe:

Cash Check: 1
Notes: Can be thrown up to Toughness x 10 feet. Add a Situation Die to hit against any weapon except a knife at extreme close range, otherwise an opponent with a longer weapon has the a Situation Die vs the hatchet-wielder.


Baton/Hammer/Heavy Stick/Crowbar/Iron bar/Baseball bat/Sap/Sack of Pennies, other blunt weapon

Cash Check: 0-2 (expensive telescoping batons are concealable)


Blow torch/Welding torch

Cash Check: 1
Notes: Requires a fuel tank and some require an external spark to get started. 


Bows

Cash Check: 2
Range: Lose a die to hit beyond 1500 ft.
Notes: Including modern hunting bows, crossbows, etc. Quieter than guns but in a stand-up fight a gun gets a Situation Die vs someone using a bow.



Cattle Prod, Stun Baton or Stun Gun

Cash Check: 1
Range: Touch

Notes: Nonlethal, no damage. Make a Toughness check vs a 5 to take any action. No effect on anything above Toughness 5.



Chain Weapons (heavy chain, nunchaku, morningstar, etc)

Cash Check: 1
Notes: Situation Die vs any attempt to block or parry. Lose a die if used without Hand to Hand skill.


Chainsaw/Circular Saw

Cash Check: 1
Notes: Cannot be blocked or parried by most melee weapons. Toughness check vs a 2 to use effectively in melee. Does Massive Damage to an unarmed target, and to the user on a fumble. Seeing an enemy inflict a wound with a power saw triggers a Calm Check of at least 4 in any witness.


Explosives in General (Dynamite, TNT, Pipe bombs, C4, Mines etc)

Cash Check: 2
Notes: Do Massive Damage in a radius determined by the amount used and the Explosives skill of the person setting them up (precision requires a higher check, as does a particularly large or quickly-activated explosion). If the victims know its coming they’re allowed an Agility Check (usually vs the opponent’s Agility if it’s thrown).



Garotte/Piano Wire etc

Cash Check: 0
Notes: Any stout strangling wire. Successfully grapples any target it hits. Lost Die to hit a target who sees it coming.




Grenades 

Cash Check: 2 (damage-causing ones are illegal)
Range: 25 feet per point of thrower’s Toughness

Notes: If the targets are aware of the grenade and mobile, they all get a Agility check vs the thrower’s Agility score to avoid being in the blast radius.
 There are several styles…

Concussion: Massive Damage within a 6 foot radius.

Flashbang/Stun: Targets disoriented and deaf for the first round and until a Toughness check vs a 5 is made. 10’ radius.

Fragmentation: Does Massive Damage to anyone within 50’ radius. 

Gas: Can be anything but a typical gas grenade requires a Toughness check vs a 5 each round to avoid disabling nausea. 20’ radius.

Smoke: Obscures vision within 20’ radius.

Stingball: Full of hard rubber balls, Standard Damage within 10’ radius, nonlethal.



Guns

Guns, like all missile weapons, have an extra die over other distance weapons as well as over melee weapons and the unarmed at most distances greater than arms length. They do Massive Damage to unresisting targets within 5 feet. Regular guns have an effective range of about 10 feet underwater before the short cartridge length gets pulled off course by the water.

Ammunition capacities for specific models of gun are easy to find online. Just type in the name and “capacity”. 

Legality: When you decide where your campaign is set, you can check online for laws regarding high-capacity (over 10 shots for handguns) magazines (always changing, especially in cities) and concealed carry for that place, but practically speaking the main thing is getting noticed brandishing a gun in public for any reason will probably attract police attention and they’ll probably think up a charge if they want to (threatening, reckless endangerment, disturbing the peace, discharging a weapon in city limits, etc). Assault rifles and submachine guns are quasi-legal (it depends when they were made and whether the full-auto setting is enabled, its complicated) and machine guns are illegal for civilians to own (long story).

Characters who would have a concealed carry license (bounty hunters, cops, detectives, gun nuts) can go ahead and have one, other characters who want to already have one have a 10% chance of having one already if they have Firearms skill.

These are the most common kinds:

Handgun/Pistol

Cash Check: 2
Range: Lose a die to hit beyond 300 ft.
Ammunition:  Most revolvers hold 6 rounds, a policeman’s Glock will hold 13-17 rounds and is typical for modern automatics, the highly concealable and very cute Russian PB-4 Osa holds 4 rounds. Unless it's known the gun is fully-loaded, after the first shot a revolver will have d10 divided by 2 rounds left and a typical automatic will have 2d10 rounds left.

Notes:  Handguns have a Situation Die over long guns at ranges up to 15 feet. More concealable, too. 


Shotgun

Cash Check: 2
Range: Lose a die to hit beyond 300 ft.
Ammunition: Shotguns typically hold 2 (old hunting rifles) to 10 (combat shotgun) rounds and are often subjected to magazine-size restrictions.

Notes: Shotguns can be fitted with nonlethal shot rounds (bean bags, rock salt)—these function like normal damage except you can’t die from it. They have a Situation Die over other non-automatic long guns when in their preferred range of less than 75 ft. 


Hunting Rifle

Cash Check: 2
Range: Lose a die to hit beyond 1500 ft.
Ammunition: Typically 3-10 rounds.

Notes: Hunting rifles have a Situation Die over shotguns, machine guns and handguns at long ranges—75 feet or more. 


Sniper Rifle

Cash Check: 3
Range: Lose a die to hit beyond 2200 ft.
Ammunition: Typically holds 3-10 rounds.

Notes: Essentially a really nice hunting rifle. They have a Situation Die over any other gun at long ranges—75 feet or more. 


Assault Rifle (M-16, AK-47 etc--standard army guns)
Cash Check: 2 (quasi legal)
Range: Lose a die to hit beyond 1000 ft.
Ammunition: Typically 30 rounds

Notes: Have a Situation Die over any other handheld gun at ranges of 15-75 feet. Shooters with Firearms skill can fire at a number of targets per round equal to their skill or can do Massive Damage to one target. They will end up using d10 bullets per round (unless they make a point to use a specific number: 1 or 3, in which case they lose a die against other guns) with a minimum of 1 per target. 


Submachine Gun (Uzi, Mac 10, Thompson “Tommy gun”, etc)
Cash Check: 2 (quasi legal)
Range: Lose a die to hit beyond 300 ft.
Ammunition: Typically 30 rounds

Notes: Submachine guns are like assault rifles but less powerful. Have a Situation Die over any other handheld gun except an assault rifle at ranges of 15-75 feet. Shooters with Firearms skill can fire at a number of targets per round equal to their skill or can do Massive Damage to one target. They will end up using d10 bullets per round (unless they make a point to use a specific number: 1 or 3, in which case they lose a die against other guns) with a minimum of 1 per target. 


Machine Gun

Cash Check: 3 (quasi legal)
Range: Lose a die to hit beyond 1000 ft.
Ammunition: 30-100 rounds in a portable magazine—though they’re often belt-fed.

Notes: These are heavy fully-automatic military weapons, illegal to buy, often belt-fed and used with a tripod or mounted on a vehicle. Lighter machine guns can be fired without a tripod but they require a Toughness check vs a 2 or else the shooter loses a die. These do Massive Damage to all targets, and can hit a number of targets per round equal to the shooter’s Firearms score (No firearms skill? You’re at -2 dice). They use d10 bullets per round (minimum of 1 bullet per target hit). 


Air Rifle/BB Gun:
Cash Check: 1-2
Range: 450 ft
Ammunition: 30
Notes: Non-lethal to anything over 0 Toughness, useless against armor and anyone hit can make a Toughness Check against a 0 to avoid taking any damage.


Flare Gun
Cash Check: 1
Range: 30 ft
Ammunition: 1 shot
Notes: Lost Die to hit, the flare itself will likely bounce off and start a fire in a random place within 20 feet of the target. Non-lethal, a result causing damage indicates a face hit, the cartridge penetrating a soft area, or the flare lighting up and scalding the target. Non-lethal to anything over 0 Toughness, useless against armor and anyone hit can make a Toughness Check against a 0 to avoid taking any damage. Also can, like, be used the way it’s supposed to be to light up an area with a signal flare.


Tranquilizer Gun
Cash Check: 2
Range: Lose a die beyond 100 ft (for pistol version), beyond 300 (for rifle version)
Ammunition: 1 shot
Notes: One thing few people know about tranquilizer guns is they kind of suck. It’s very difficult to know how much and what kind of drug to give a human to knock them out without killing them or inflicting permanent damage. In-game, this essentially means that—when used on a person—a tranq gun might as well just be a gun. A hit that does damage but doesn’t kill inflicts its damage in the form of nausea and disorientation rather than putting holes in you.


Harpoon Gun
Cash Check: 1
Range: Underwater—Lose a die beyond 20 ft, On land—up to 50 feet but lose a die immediately
Ammunition: 1 shot
Notes: Regular guns are useless beyond 10 feet underwater because of the short cartridge length. Pneumatic or rubber-band-driven, harpoon guns are hard to control on land because the lack of resistance gives them wicked recoil—a fumble above water indicates the recoil hit you in the face, which loses you a turn.


Paintball Gun
Cash Check: 2
Range: 100 ft
Ammunition: 200+
Notes: Paintballs do 1 point of non-lethal damage but someone with Firearms skill can hit an opponent in the face to blind them if they fire with a Lost Die for a called shot to the head. They can also be loaded with marbles which have an effective range of 50 ft—they are non-lethal to anything over 1 Toughness, useless against armor and anyone hit can make a Toughness Check against a 0 to avoid taking any damage.



Zip Gun
Cash Check: 0-3
Range: 100 + (100xCash Check) ft
Ammunition: Usually 1 shot

Notes: ‘Zip guns’ encompass a variety homemade firearms usually made from salvaged parts and/or other gunlike objects (like cap guns, paintball guns and air rifles). Essentially the more work and skill that’s put into a zip gun the more it behaves like the real thing. They are rare in the US because real firearms are so easy to acquire, but they are more common among criminals and insurgents in other countries and they look cool.


Heavy Things (refrigerators, walls, giant crates, etc)

Things heavier than a person that must be tipped over onto-, dropped on-, or shoved into enemies with machines attack at -2 dice but do Massive Damage.



Improvised Weapon (awkward)

Notes: Lamps, chairs, umbrellas, thrown rocks, etc—things used as weapons in a pinch but neither designed to be nor well-suited to it. Like most weapons, these grant a Situation Die vs unarmed opponents but opponents armed with real weapons or more easily weaponizable objects will give a Situation Die vs the improvised-weapon wielder. 


Knife/Dagger/Letter Opener

Cash Check: 0-1
Range: 5 feet per point of agility/hand-to-hand skill (untrained throwers get are at 2 Lost Dice), Lose a die for knives not designed for it
Notes: A Situation Die vs nearly any weapon at extreme close range. Otherwise an opponent with a distance weapon or longer melee weapon has a Situation Die. Survival knives (Swiss Army, etc) often have compasses, screwdrivers, etc built in.


Knuckledusters/Brass Knuckles

Cash Check: 1 (quasi-legal)
Notes: Like other weapons, a Situation Die vs an unarmed opponent. Also a lot easier to break glass, etc without hurting yourself.



Molotov Cocktail

Cash Check: 1 (to get ingredients)
Range: 20 feet per point of thrower’s Toughness

Notes: If the targets are aware of the grenade and mobile, they all get a Agility check vs the thrower’s Agility score to avoid being in the blast radius. Does standard damage to anyone within 15’.


Pepper Spray/Mace

Cash check: 1
Range: 2’

Notes: Nonlethal, no damage. Make a Toughness check each round vs a 4 to take any action.  No effect on anything above Toughness 5.



Sword/Machete

Cash Check: 2
Notes: If user is trained in hand to hand: a Situation Die if used to block or parry a melee attack and a Situation Die vs other melee weapons that can be blocked or parried when at a distance of 2-5 feet (not cumulative).



Taser

Cash Check: 2
Range: 35’ (legal civilian version: 15’) —they don’t work at less than 5 ft.
Ammunition: 1 shot

Notes: Nonlethal, no damage. Useless against armored targets and people in heavy coats. Make a Toughness check vs a 5 each round to take any action. One failed shot requires two rounds of reloading.  No effect on anything above Toughness 5.







OTHER NOTABLE ITEMS

Airline TIckets
Cash Check: 2-3
Notes: Most flights are Cash Check 2. Last-minute ones or ones to far-flung or unusual locations are 3.

Auto Theft Kit
Cash Check: 2
Notes: Includes a Slim Jim (thin piece of sheet metal that trips a door lock), a long arm to reach in and flip lock switches, auto wedges (force open a gap between door and car using compressed air, just enough to let in a long arm).

Bicycle
Cash Check: 2
Notes: Allows movement at a Speed of 6 a Situation Die if racing vs a skateboard.


Binoculars
Cash Check: 1

“Bug”/Listening Device
Cash Check: 1-3
Notes: Bugs trying to catch anything subtle require a Perception check or an Electronics check (whichever is higher). Bugs that cost 2 add 1 die to the check, bugs that cost 3 add 2 dice to the check. The cost also modifies how hard they are to find, Cost 2 devices are -1 Lost Die to find, Cost 3 are -2 Lost Dice to find.

Bullet Proof Vest
Cash Check: 2
Notes: Increases functional Toughness by 2 and decreases Agility by 1 (to a minimum of 0).

Bullet Proof Outfit (including mask)
Cash Check: 3
Notes: Increases functional Toughness by 3, decreases Perception by 1 and decreases Agility by 2 (to a minimum of 0).

Bump Key
Cash Check: 1
Notes: A specially-prepared house key with a filed-down profile which taps tumblers and pins into place. Long ago replaced lock-picks as the home-intrusion device of choice. Allows quick, quiet entry to a standard home door lock on a Burglary/Theft Check vs a 1. The automotive version is a set of jiggler keys.

Caltrops
Cash Check: 1
Notes: Bits of metal shrapnel that stick up off the ground. They can be purchased or made from nails and scrap. Creates an obstacles for cars, police horses, bicycles, foot pursuers, etc. Agility or driving check vs thrower’s Agility to avoid, if hit they puncture tires and shoes and slow down anyone pursuing.

Camping Gear
Cash Check: 2
Notes: Everything you need for low-grade outdoor survival: tent, sleeping bag, propane stove, etc.

Climbing Gear
Cash Check: 3
Notes: The advantage of professional climbing gear is it makes it much harder to fall very far.

Cold Weather Clothes 
Cash Check: 1

Disguise Kit
Cash Check: 2
Notes: Latex prosthetics, fake mustache, etc. Adds two dice to deception attempts if applied correctly. How do you know if you applied it correctly? Roll Deception (or, if you don't have it, Appeal with a Lost Die) vs a 2 to find out the first time you use it. If you fail, you automatically blow your cover. 

Diversion Safe
Cash Check: 1
Notes: A steel-walled safe disguised as an ordinary household object such as a can of motor oil or a clock.

Fake Identification
Cash Check: 1-3
Notes: Cost 1 items will pass a standard once-over from a bartender, more expensive ones add dice (one per point) to checks to bluff more serious investigation.

Formal Item of Clothing
Cash Check: 2

Formal Outfit
Cash Check: 3

Flashlight
Cash Check: 0-1
Notes: Expensive flashlights can double as weapons— a Situation Die vs an unarmed opponent.

Handcuff Key
Cash Check: 1
Notes: Small metal shim allows escape from handcuffs on a successful Burglary/Theft roll against a 2. Many models are manufactured to hide in coins, pens, etc.

Hotels
Cash Check: 1-5
Notes: Price corresponds to the social class of fellow guests and the quality of the security for Burglary/Theft checks.

Lockpick Gun 
Cash Check: 2 
Notes: Allows quick, quiet entry to a standard home door lock on a Burglary/Theft Check vs a 1. Good chance of damaging the lock. Makes some noise.

Motion Sensor Alarms
Cash Check: 2
Notes: Burglary/Theft roll of 3 or better to bypass.

Roller Skates/Blades
Cash Check: 1
Notes: Allows movement at Speed 6.

Shin-Kickers
Cash Check: 0-1
Notes: Essentially brass knuckles for your shoes—a series of raised metal spikes that anchor between laces. a Situation Die vs an unarmed opponent if you’re trained in hand-to-hand combat.

Skateboard
Cash Check: 2
Notes: Allows movement at Speed 6.

Toolkit
Cash Check: 1
Notes: Standard hardware—screwdrivers, wrenches, etc.

Trains (cross country)
Cash Check: 2

Trains (communter)
Cash Check: 0

UV Powder
Cash Check: 1
Notes: Smeared on any surface, this slightly sticky powder is normally invisible but reveals fingerprints in UV light.

Ride Service, Taxi or Car Rental
Cash Check: 1
Notes: Follow-that-car situations rely on a taxi being there exactly when you want it, which is common in New York and many European capitals, but rare in many American cities. Roll randomly if unsure.

Rope, Nylon, 50’
Cash Check: 1

Silencer
Cash Check: 3
Notes: Silencers don’t really silence things, they just make them quieter than gunshots, so a 1 die difference in terms of being heard. They don’t work on revolvers.

If you're eager to see this finished so you can use any of this stuff on a three-shadowed Qlipoth, donate to the Demon City Patreon.

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Saturday, May 27, 2017

All Disturbing Animals


This is the list of horror-game-appropriate animals for Demon City. If you see anything missing, inconsistent, or that you think should be fleshed out more, let me know. No, I didn't include hippose, the most dangerous animal in Africa. Yes, what was on purpose.

Note that "Calm Check" is how much seeing the animal in the wild freaks people out.

And remember: in real life animals are our friends and we are far more dangerous to them than they are to us--except for ones from Australian who can fuck right off.

ANIMALS

Animals can become menacing in many ways—as familiars to witches (see pg XXX), as drone slaves (see pg XXX) to necromancers or demons (see pg xxx), as revenants (see pg xxx) come back from the dead—and its also possible that they could simply decide on their own they’ve had enough and begin to kill us all.

Statistics for some horror-friendly animals are listed here: All animals have Cash and Knowledge at 0—Appeal scores indicate how likely the average naive observer is to approach the animal. Insects, rats and other vermin attacking in groups together are covered under “Swarms” (see pg XXX). Supernaturally intelligent or controlled animals which are not normally dangerous like birds or housecats will generally attack a target’s eyes first.

Alligator/Crocodile
Calm: 2
Agility: 4
Toughness: 6
Perception: 2
Appeal: 0

Calm Check: 4/5 if attacking

Notes: Amphibious, bite grapples & inflicts damage simultaneously, can’t open their mouths if held closed.

Bat
Calm: 1
Agility: 4
Toughness: 0
Perception: 6
Appeal: 0

Calm Check: 2/4 if attacking

Notes: Echolocation, Flying


Bear
Calm: 2
Agility: 4
Toughness: 8
Perception: 6
Appeal: 1

Calm Check: 4/5 if attacking

Notes: Bite or “hug” inflicts damage and grapples simultaneously

Boar/Wild Pig
Calm: 2
Agility: 2
Toughness: 5
Perception: 4
Appeal: 0

Calm Check: 1/4 if attacking

Bobcat/Lynx
Calm: 1
Agility: 5
Toughness: 2
Perception: 6
Appeal: 4

Calm Check: 3 only if attacking

Cat
Calm: 1
Agility: 5
Toughness: 0
Perception: 6
Appeal: 3

Calm Check: 2 only if attacking

Chameleon
Calm: 2
Agility: 5
Toughness: 0
Perception: 3
Appeal: 4

Calm Check: 1 only if attacking

Notes: When hidden, requires a Perception Check against a 6 to find

Cheetah
Calm: 2
Agility: 6
Toughness: 4
Perception: 6
Appeal: 3

Calm Check: 3/4 if attacking

Notes: Can run 40 mph over sprint distances

Coyote/Jackal
Calm: 2
Agility: 4
Toughness: 2
Perception: 6
Appeal: 2

Calm Check: 1/3 if attacking

Crane
Calm: 3
Agility: 3
Toughness: 0
Perception: 2
Appeal: 4

Calm Check: 2 only if attacking

Notes: Flying

Crow/Raven/other small birds
Calm: 1
Agility: 7
Toughness: 0
Perception: 6
Appeal: 1

Calm Check: 2 only if attacking

Notes: Flying

Dog
Calm: 3
Agility: 3
Toughness: 0-2
Perception: 6
Appeal: 3

Calm Check: 2 only if attacking


Eagle/Falcon/Hawk
Calm: 1
Agility: 7
Toughness: 1
Perception: 7
Appeal: 4

Calm Check: 2 only if attacking

Notes: Flying

Electric Eel
Calm: 2
Agility: 6
Toughness: 0
Perception: 3
Appeal: 3

Calm Check: 2/3 if attacking

Notes: Aquatic, tts only attack is a painful shock—failing a Toughness check vs a 0 causes damage as an ordinary attack.

Elephant
Calm: 3
Agility: 2
Toughness: 9
Perception: 4
Appeal: 4

Calm Check: 0/5 only if attacking

Notes: Trample attack is made at Agility 1 but causes Massive Damage


Fox
Calm: 1
Agility: 5
Toughness: 1
Perception: 6
Appeal: 4

Calm Check: 2 only if attacking

Frog/Toad
Calm: 2
Agility: 5
Toughness: 0
Perception: 6
Appeal: 2

Calm Check: 1 only if attacking

Notes: Some are amphibious, the only ones that can effectively attack humans are poison arrow frogs, which range from mildly to immensely toxic (like the tiny Golden Poison Frog)—Intensity 1-10. 

Goat
Calm: 3
Agility: 2
Toughness: 1
Perception: 3
Appeal: 2

Calm Check: 2 only if attacking

Gorilla
Calm: 2
Agility: 6
Toughness: 7
Perception: 5
Appeal: 1

Calm Check: 0/4 only if attacking

Notes: Climbing, opposable thumb

Hare/Rabbit
Calm: 0
Agility: 3
Toughness: 0
Perception: 6
Appeal: 4

Calm Check: 1 only if attacking

Notes: Lagomorphs ordinarily have no effective attack against humans. Hares can run up to 30mph for short distances.

Horse
Calm: 1
Agility: 4
Toughness: 7
Perception: 5
Appeal: 4

Calm Check: 4 only if attacking

Notes: Can run up to 25-30 mph


Hyena
Calm: 2
Agility: 4
Toughness: 4
Perception: 6
Appeal: 1

Calm Check: 3/4 if attacking


Insects/Spiders
Calm: 0
Agility: 1 (land) 7 (flying)
Toughness: 0
Perception: 6
Appeal: 0-3

Calm Check: 0-1

Notes: Some amphibious or aquatic or amphibious, some fly. Most have no effective attack alone, except venomous ones (including bees, wasps, harvester ants, caterpillars and spiders) which can vary wildly, from Intensity 1-10. The most dangerous ones are spiders, including Brazilian Wandering Spiders and Australia’s Northern Funnel Web.


Jaguar/Leopard/Panther
Calm: 3
Agility: 5
Toughness: 6
Perception: 6
Appeal: 2

Calm Check: 4/5 if attacking

Notes: Can climb trees


Jellyfish
Calm: 2
Agility: 1
Toughness: 0
Perception: 1
Appeal: 0

Calm Check: 0/3 if attacking

Notes: Aquatic. Jellyfish stings range from harmless in some species to intensity 10 toxicity. They have no other effective attack alone. Australia’s Box Jellyfish is toxicity 10 as are tiny Irukandji Jellyfish—no bigger than a thumbnail. The massive (8 ft diameter) and eerie Lion’s Mane Jellyfish has an Intensity 1 toxin.

Komodo dragon
Calm: 2
Agility: 2
Toughness: 4
Perception: 1
Appeal: 2

Calm Check: 3/4 if attacking

Notes: Komodo dragon’s mildly toxic bites cause the victim to make a Toughness check vs intensity 1 or lose a point of Toughness, however this toxin alone can never bring an adult below 0.


Leech/Slug/Snail/Worm/Maggot
Calm: 5
Agility: 0
Toughness: 0
Perception: 1
Appeal: 0

Calm Check: 0/3 if on the character

Notes: Some are amphibious, normally have no way of attacking humans, though leeches can spread infections.


Lemur
Calm: 1
Agility: 6
Toughness: 0
Perception: 6
Appeal: 4

Calm Check: 2 only if attacking

Notes: Climbing, semi-opposable thumb allows some ability to manipulate objects


Lion
Calm: 4
Agility: 5
Toughness: 7
Perception: 6
Appeal: 2

Calm Check: 4/5 if attacking


Monkey/Chimp
Calm: 1
Agility: 7
Toughness: 1
Perception: 4
Appeal: 4

Calm Check: 4 if attacking

Notes: Climbing, opposable thumb


Octopus/Squid
Calm: 4
Agility: 6
Toughness: 0-4
Perception: 3
Appeal: 4

Calm Check: 3 for giant squid only, 4 if attacking

Notes: Aquatic, eject obscuring ink clouds (Perception vs 2 to find your way through), chameleonlike coloration (5 to find a hidden octopus), the only ones with an effective attack against humans are the blue ringed octopus (Poison intensity 7 or suffer total paralysis for 1-10 hours and die within 1-10 minutes if not given cpr) and, possibly, the giant squid.

Owl
Calm: 1
Agility: 7
Toughness: 1
Perception: 7
Appeal: 4

Calm Check: 0, 2 if attacking

Notes: Flying, night vision

Peacock
Calm: 1
Agility: 1
Toughness: 0
Perception: 2
Appeal: 5

Calm Check: 0 only if attacking

Notes: No effective attack against humans unless their face is already very close to beak or claws

Piranha
Calm: 1
Agility: 4
Toughness: 0
Perception: 3
Appeal: 0

Calm Check: 4 if recognized

Notes: Aquatic. Piranha are only dangerous in Swarms.


Raccoon
Calm: 3
Agility: 4
Toughness: 0
Perception: 6
Appeal: 2

Calm Check: 1/4 if attacking

Notes: Climbing

Rat
Calm: 0
Agility: 4
Toughness: 0
Perception: 4
Appeal: 0

Calm Check: 2/4 if attacking

Notes: Climbing, sometimes disease-carrying

Reindeer/Stag
Calm: 1
Agility: 4
Toughness: 7
Perception: 5
Appeal: 3

Calm Check: 4 if attacking


Rhinoceros
Calm: 3
Agility: 3
Toughness: 8
Perception: 2
Appeal: 2

Calm Check: 1/4 if attacking


Shark
Calm: 2
Agility: 4
Toughness: 7
Perception: 3
Appeal: 0

Calm Check: 4/5 if attacking

Notes: aquatic


Snake—constrictor
Calm: 2
Agility: 6
Toughness: 1-3
Perception: 4
Appeal: 0

Calm Check: 3/4 if attacking

Note: amphibious, the largest pythons are technically capable of killing an adult human but in practice it’s incredibly rare, in most cases the constrictor is frightening and perhaps an impediment but not a real danger.

Snake—venomous
Calm: 2
Agility: 6
Toughness: 0-1
Perception: 4
Appeal: 0

Calm Check: 3/4 if attacking

Notes: Amphibious, snake venoms vary wildly in toxicity by species as well as amount of venom delivered per bite—Intensity 1-10. Intensity 10 snakes mostly come from Australia including the Inland Taipan, the Dubois Sea Snake (widely distributed there and in Southeast Asia), and the excitingly-named Eastern Brown Snake.


Stingray
Calm: 3
Agility: 3
Toughness: 1
Perception: 3
Appeal: 2

Calm Check: 0/3 if attacked

Notes: Aquatic. Most stings are merely painful, but if the victim fails a Toughness check vs 0, the embedded spine can cause a standard damage.

Swan

Calm: 2
Agility: 2
Toughness: 0
Perception: 2
Appeal: 4

Calm Check: 1 only if attacked

Notes: Flying, floating, swans usually have no way of hurt adult humans.


Tiger
Calm: 2
Agility: 5
Toughness: 7
Perception: 6
Appeal: 2

Calm Check: 4/5 if attacking

Tortoise/Turtle
Calm: 4
Agility: 0
Toughness: 1
Perception: 1
Appeal: 1

Calm Check: 2 only if attacking

Notes: Amphibious, shell can provides protection equal to Toughness 1-4 against incidental damage, they’re normally harmless, other than snapping turtles, which can bite off a finger—treat as an Agility 3 standard attack that’s never fatal.

Vulture
Calm: 2
Agility: 2
Toughness: 1
Perception: 4
Appeal: 0

Calm Check: 3 only if attacking

Notes: Flying, harmless normally

Wolf
Calm: 2
Agility: 4
Toughness: 4
Perception: 6
Appeal: 1

Calm Check: 3/4 if attacking

Wolverine
Calm: 2
Agility: 4
Toughness: 3
Perception: 6
Appeal: 0

Calm Check: 2/4 if attacking


Notes: Climbing

Friday, May 26, 2017

The Fetch

A ghost for any game. Mechanically not too special, but its ecology should keep players busy for at least an hour, since it has to trick characters into hurting each other.




Fetch

A fetch is the ghost of a lost soul that takes a form identical to its victim in order to replace them. Being bound to a given location until they can successfully bring about the death of a human and take its place, the fetch searches for the weakest mortal it can find and attempts to sow fatal confusion.

Friends of the victim who are unaware of the nature of the fetch take psychological damage as if they'd just seen their friend commit whatever atrocity the fetch just has or take whatever wound the fetch has appeared to take.

If a fetch is tricked into imitating a form tattooed with a spell of banishment, its ectoplasmic skin will begin to dissolve and the ghost will be exorcised.

Typical Fetch
(Demon City stats)

Calm: 2
Agility: as target 
Toughness: as target (but see below)
Perception: 2
Appeal: as target
Cash: 0
Knowledge: 3

Calm Check: 5


Special abilities:

Serial Ectoplasmic Form: Fetches condense into bodies that are identical to those of their victims in most ways (voice, mannerisms, etc) and are vulnerable to mundane attacks. However, if this body is slain, the Fetch’s invisible and its incorporeal soul remains until exorcised.

In combat, the fetch is normally indistinguishable from the victim.

Weaknesses:

A fetch is always bound to the specific geographical location where it died (a building, a graveyard, a lake, a hospital, a neighborhood, a dungeon, etc) and cannot leave until it brings about the death of a victim and thereby replaces it permanently.

A fetch cannot directly physically harm the target it has imitated and must usually employ deception to cause it to be killed by some other party. Its most common tactic is to use the new form to kill one of the victim’s friends, get “caught” by other companions, then flee and conceal itself until these companions kill their “dangerous” friend.

A fetch cannot adopt a new form or become incorporeal until its current target has left the area the fetch haunts or that body is "killed".

Most fetches cannot bear the sound of bells due to association with church bells—in some cases, the feared sound is different and is associated with the way the creature died (for example, a victim of a drunk driving accident may not be able to stand the sound of a beer can opening).

If a fetch adopts a form tattooed with scriptures of banishment, its new skin will burn and the fetch will be exorcised.

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Sunday, May 21, 2017

Hey Geek & Sundry People

You must be looking for world-building stuff...

Random tables and charts are here.

A person I don't know but who seems pretty cool made an index of my setting-specific resources here.

Stuff for my home D&D campaign is under the "Vornheim Campaign" tag here.

I have a "useful things" for GMs tag here.

My new RPG project Demon City is here, the Patreon for that is here.

We talk all day about game stuff on my Google+ here.

General orientation to this blog (including where the porn stars are) here.

Seeyalater...

Thursday, May 18, 2017

What 1000 Feet Away Looks Like

If you write tabletop RPG stuff, you're used to using resources totally not designed for you. This is because if you write tabletop RPG stuff, almost no resources are designed for you.

Here's one: RPGs are full of ranges--Silence 15' radius, the Ruger is accurate up to 1000' yards...ever wonder what various ranges actually look like?

Somebody was writing an article about how big don't-sell-drugs-to-school-children zones should be-(a subject upon wish I have no opinion I which to discuss with game bloggers), but they did provide a useful illustration of some ranges:



So using this I figured out the Drowned Woman Ghost can stray no further than 500' from the body of water where she committed suicide.

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Monday, May 15, 2017

House of D100 Corpses

HEY IF YOU'RE HERE FROM THAT GEEK & SUNDRY WORLD-BUILDING THING
Here's an index to that stuff.

D100 Corpses and What They Were Carrying


Crowdsourced on my Google+ RPG circle here, if you wanna be added, you gotta send me a message on G+ saying you want to be in the RPG circle.


1, Human thief. 3 torches, one slowly burning through her leg. 5 days rations, 20' rope. Throwing axe inscribed "To Bella, may it always find its mark" buried in abdomen.

2, Kimmerian warrior, face carefully burned away; sword, dagger, hand axe all neatly broken and arrayed around the body; five war-dog harnesses strapped around thigh, each with crusted blood.

3, Adult Tengu. Scroll of feather fall. Tinderbox. Bedroll. Bokken (wooden sword) carved with shifting runes of unknown origin. 

4, Drowned corpse of a princess- ruby necklace, gold crown, 100 gp, and a music box that has mesmerizing melody and leaks copious amounts of water when opened. 

5, Half-elf Thief with sting mark in neck, dagger, collapsible mini fishing pole,  thieve's tools,  fishing weights & hooks (some highly & lightly magnetized), fishing line,  blowgun w/ 10 darts, 10 slot bandolier with 9 live wasps expertly bound & in the slots.

6, Eviscerated ettin. Longspear with a flint head. Bark shield. Clay pipe and a bag of extra strong pipeweed. Elf jerky. 

7, Corpse whose face has been replaced with a hole which looks into a dungeon. Blue skin, wears fantasy Russian finery. Carries a random key, a rusty lantern (squeaks, +1 in 6 chance of encounters) with 3 hours of oil, a braided blanket of many colours, a knife on a 5' stick, and a dehydrated octopus in a jar (add water to bring back to life, acts as 3rd level thief). 

8, Disemboweled druid. Silver-thread robe. A golden sickle. Oracle bone. Small collection of bawdy pictures. 

9, Halfling with case full of expensive, impressive, distinctive earrings worth dungeon levelx1000 gp. They will be immediately by recognized by dwarves as stolen goods.

10, Halfling: stomach has burst open with strange fungal growth and is filled with gems, coins, little keepsakes, soggy canvas that was once a painting, nails, spoons, marbles. The gems and coins are worth d100 x 10.

11, Human. Teeth weirdly overgrown, puncturing through the cheeks. Within mouth is a fairy, sentenced to imprisonment for an ill-considered jape. Can only be released by smashing the teeth, or cutting into the head. 

12, Mutilated merchant. Bag of glass beads. Basket of hop cones. Sack of beaver tails. Coin pouch containing 6d20 gold pieces (counterfeit). 

13, Corpse is actually hands legs, head, clothes from several different corpses carefully arranged by goblins to seem like one dead body. pack contains 30gp and spoiled rations but coming within 5' puts a scent on you that goblins' dogs can track

14, Female elf, hanging underneath a bridge. She has been picked clean but the rope is enchanted and can on the right command move along the ground like a snake, climb trees etc, and can even tie a knot in itself. The rope is 20 ft long, and if it gets cut loses the enchantment.

15, Two corpses, both humans, impaled on the same longspear. the spear is lined with barbs, and it looks like both died in pain trying to work the weapon through their bodies. Simple leather hoods,  shoddy leather jerkins, and rusting farm tools suggest they were hapless hirelings. Only one has a leather pouch on their belt, containing a handful of 2d6 coppers and 4 red acorn seeds. 

16, Crumpled Arbalestier, her head stove in. Broken crossbow, jack-and-chains, satchelful of mewling mandrakes. 

17, Burnt bugbear. Brigandine. Exquisite katzbalger and baselard set (stolen). Tin cup. Jug of plum brandy. Diary which reads like a food porn blog written in undercommon. 

18, A curse of beauty: the first person to touch the corpse recieves the curse, they become increasingly alluring to everyone gaining 1 point of charisma each day. When their charisma reaches 18 then each day they gain a follower of the DMs choosing. Jealousy and rivalry will follow, duels will be fought in the cursed's name, murder, obsessive stalking. Kings will send armies to collect that person. The curse, once discovered, can be removed at a temple for 500 gold per point of charisma back to their starting charisma. Once those enamoured of the character realise they were tricked they will become very angry.

19, Thief - two purses, one containing 237 sp/gp, the other containing 4 small gems worth 50 sp/gp each. A small knife covered in blood

20, Small humanoid, dressed in filthy rags.  Face beaten in brutally, skin on body covered in scars (runes or arcane writing of some kind.)  Right hand clutches a rattle from a snake, left hand a lemon.

21, Druidic Novitiate,  deadskin mask, pair of jagged sickles, ogham-staff upon which is writ a sequence of riddles referring to the hunger of the moon, white robe torn and stained with blood. 

22, Crowman 4' tall, stabbed. backpack emptied next to him, ripped up pillow, a slice of bread. one wing is false (actually that wing was severed long ago) and conceals a pouch containing: 1d6x100gp worth of gems, a vial of powdered mushroom (snort to have pleasant hallucinations for 3d4 hours, also able to see invisible ghosts) and a glass globe with a gold sniffing scarab inside (flies towards gold when within 5')

23, Pulverized prince. Brocade finery. Bottle of hippocras. Chicken fingers. Chastity belt. 

24, Imperial Cataphract torn in half. Lamellar klibanion over double layer of mail. Spear, mace, axe and two kinds of sword. Top half fifty feet away from bottom half. Look of surprise frozen on his face.

25, A thief, completely flat, thieve’s tools, daggers etc. all crushed flat and useless. Rope maybe still usable. Partial maps of this and some other places, mostly correct.

26, Decapitated dwarf. Double-bitted axe. Beard balm. ToupĂ©e. A biscuit. 

27, half orc in possession of his own memoir of surprising insight and clarity detailing his birth in the Pitch Hoarding and his subsequent inability to integrate with orc society and eventual quest to find his mother. Includes hand-drawn maps and sketches of important figures. Also: crummy drugs and rabbit meat.

28, Victim of a teleportation mishap. Half fused with a stone wall, head and an arm and a leg sticking out. Digging him out of the wall with pickaxes or similar will gain access to a 3rd level magic-users's spellbook and 1d8x100gp.

29, Plump blueskinned woman ready to burst, one red pump on her left foot, a snake grenade clenched in her fist.

30, 14th level wizard covered in flour lying facedown in a pile of marbles and caltrops in a scorched pool of oil and lard, arrows in his back. Nothing of value but the trail from his body leads to a very smug looking party of adventurers loaded with 2467gp worth of talismans and a loaded spellbook.

31, skeleton carefully wrapped in thin gold foil, head is filled with steel wool, removing the steel wool reanimates the thing (treat as 9th lvl fighter, 1/2 damage from slashing and piercing), removing the foil grants you an indefatigable enemy

32, Adventurer or a hobo, hard to tell which. Dirty stinking worn out clothes. Golden necklaces, wristbands and rings. A chain is wrapped around the corpse, the other end trailing into darkness. Every time the corpse is approached, something yanks it away, towards the dark.

33, Halfling. Disembowled with intestine wrapped around neck. Nothing in pockets but a map to a country no one has heard of called Taured. 

34, A lizardperson, but so difficult to tell due to so many parts missing, sliced out or off until it's a "butterflied" torso with stumpy appendages.  A spear, shield, and crude breast plate are carelessly piled a few feet from the corpse.

35, The pope. He's actually still alive, but very poorly, needs help now! Saving his life will carry a big reward.

36, Male orc missing both legs, lying in large a pool of fresh blood, broken wine bottle beside him. Carrying a leather pouch around waist filled with (bottles of? -z) different sizes and shapes. Cause of death, bled out from leg wounds. 

37, The corpse of a gambler turned literal dead-bead debtor. His throat is slit with his own playing card; his own dice have been deeply thrust into his eye sockets with snake eyes facing up. An IOU addressed to the presumed murderer hangs from his mouth.

38, A flattened... Something. Can't really tell what it was. like vertically flattened so the body is a roughly circular pancake of goo and leather, contained within the foot print of something humongous. Valuables include 2d6 silver coins flattened like a penny run over by a train. 

39, goblin chef with spatula, knife set, salt, d10 sauce bottles, dried mushrooms, fancy hat. monster cookbook, goat fat, herbs and spices in tiny clay jars

40, The corpse appears to be a fairly well off (if foppish) adventurer in fashionable but durable clothing (elven/fey-weave worth 200 gp, resistant to normal wear-and-tear, staining.) with rough marks on his neck indicating somebody choked him. His pockets are notably emptied, but a highly valuable jeweled amulet dangles loosely from his neck. This is, in fact, a necklace of strangulation.

41, Cow. In its belly the jade egg of unreason. 

42, A near skeletal corpse, dressed festively in the style of a local holiday, buried inside a giant pot of boiling hot pudding. A holly stake has been lodged in the corpse's chest cavity. If the stake is removed, the corpse animates as a vampire. The taste of the pudding is off, for it's literally blood pudding.

43, A pile of 1d10+10 albino plague mice, each laying on its back with its legs curled facing up. 

44, Crass sea cucumber wife in the tattered bone and brine finery of a better era, her tangled intestines choking a brachiopod man. In her bag of hands three gold and stone rings. 

45, Orator from the imperial capital, throat slit and tongue removed. Items on person: crudely forged love letter from the wife of a diplomat, and empty coin purse that never held money. Also, carefully hidden legal document securing ownership of an ancient dwarven mine. 

46, Featureless corpse of a Doppleganger. Nasty gut wound. Postmortem reflex causes it to try to imitate features of those touching it for next 1d10+5 minutes and sticks to last appearance it took after that.

47, Dwarven skeleton. No hands. Top front teeth have numbers one to six scrimshawed on them. If teeth taken, and one is held in hand while character is rolling any die, tooth disintegrates and die rolls that number if possible.

48, This ancient corpse sits in a position of prayer or meditation. It is the pristine remains of a holy man who remained incorrupt through death. The corpse's mummified flesh is poisonous to saprophages, thus remaining unviolated.The prayer beads or vestments worn by the mummy indicate the holy site to where it may be returned, where it is attended (and perhaps even venerated) by lay worshipers.

49, Corpse in moldering floral button-up and sandals; small box around neck with mysteriously created pictures of ~20 nearby beings, rooms, or treasures

50, Mangled and half-eaten body of a young man in monk's robes, still clutching a crumpled scroll of Summon.

51, Psi-warrior run through with crystal spear, has three pearls of power and a colorful plumed mask. Chimeric spirit guide also pinned, trying to escape, but only visible to people sleeping, hallucinating or insane. Promptly leads to master's killer when freed, will serve as familiar to whoever avenges

52, A fat stirge shot recently through with an otherwise ordinary elvish arrow. Examining its glittery gullet or proboscis will show its last meal was unicorn.

53, A plague physician in full bird mask outfit.  Body completely unmarked, flesh is strangely waxy rather than decayed.  Satchel holds herbs (more aromatic than medicinal), scalpels, saws and many small glass cups with scorch marks.

54, Dead tax collector killed on the job. Carries various purses containing a total of 1d100 coins of every type up to gold pieces plus 1d10 platinium pieces and 1d6 gems of random value. Also holds in hand tax records with checklist of persons on collection route.

55, dark elf with fearsome chest wound carrying cruelly serrated crossbow bolts and an accurate chart of the motions of the winds over the nearest sea for the next 4 weeks written in an ancient elvish script. If translated it's worth 1000gp per relevant day left to sailors

56, A fucking huge barbarian: backstabbed. His hands clutched in rigor mortis around his two-handed sword. Inscribed on the sword are the words "Over my dead body".

57, Dead, eight-limbed elf. Face of confused agony. Four arms and legs are flesh; these are limp as sausages. The other four are bone and ligament: phased out of her body and posed as if escaping. Tumbled aside: a book full of notes and a spell of Wake Skeleton.

58, the desiccated husk of a mummified monk, sitting perfectly upright, hand in esoteric position, with a face of serenity. skin rock hard and golden brown. he appears to have self-embalmed. at his feet lie a neat bundle of religious tracts, a dried-out quill and ink pot, and several empty jars. a herbalist might be able to identify that the first two contain traces of a curious mixture of resins and toxins. the last contain traces of vomit. if dissected, his stomach contains a number of river stones. his eternal tranquility is marred by the single word of graffiti carved across his brow: "DICK".

59, A large obese human corpse clothed in bear fur. Close inspection reveals a faint rumbling coming from inside. There is a halfling sleeping in the eviscerated remains, if woken he quickly gets up and throwing a dark look the player's way, stalks off mumbling about needing to find a new bed without assholes disturbing him. In his hand he clasps a cleaver, and a rusty hook hangs from his belt.

60, Emaciated adventurer corpse in a gibbet.  Empty pack and waterskin.  Purse contains gold appropriate for level of dungeon.  Gold ring on finger is magical.  Whoever takes the ring off the finger takes the place of the corpse in the gibbet.

61, A child: unmarked, unclothed, starting to rot, covered in snails. Their movements map the safest way through a dungeon.

62, Dismembered body with bloody handaxe in one hand. Neatly written suicide note nearby, no explanation of how they doed it. 

63, Middle-aged man, unshaven, wearing green. Beaten to death. Index and middle fingers recently cut off. Has broken longbow, empty purse, cheaply-printed pamphlets advocating for a peasant uprising.

64, A spidery, thin occultist sits bent over an old ouija board, her blood staining it but dead by unknown causes. The planchette points at "YES".

65, A dwarf that has been stripped of everything. Luxurious beard is coated in oils and waxes though. Beard can provide d10 torches.

66, Monk covered with tattoos. Mouth stuffed with poison mushrooms, emasculated, gang symbol branded on chest.

67, Old Slavic-looking man with thick moustache and hairy forearms. Wears rough homespun peasant clothes and leather apron. A very sharp boning knife is stuck into his neck. He carries a short-handled mallet and 3d6 strips of jerky, made from some unidentifiable meat.

68, A normal sized frog, lodged in it's belly is a well cut diamond on a gold ring, the diamond is the size of a human eyeball

69, A couple of thieves, covered in black oozing stab wounds with looks of immense pain of their faces. They have small cut wounds upon them where it was clear they once had items or purses. A small note written in some sort of thieves cant is all that you can find

70, A large fighter, placed onto its back with its sword laying upon its armoured chest covered by both hands. A gold coin is placed over each eye

71, The bodies of several lowborn riffraff are impaled upon pikes, their last expressions warped in extreme agony. They serve as bleak reminders of what happens to those who reach beyond their bounds. One of the dead upstarts clenches a small slip of parchment in his fist. It holds a clue about the local ruler's dread secret.

72, Bloated ill-dressed maiden with a parasitic wasp frog demon chimaera in her bosom and gold coins in her ears. 

73, Dead, dirty drunkard covered in a film of his own puke, clutches a bottle of whiskey so potent you can get a contact high just by coming within 5 ft. The mark of station in the man's pocket proves him as once a distinguished figure, but some terrible, unknown fate laid him truly low. 

74, Small stout bloated creature with rusty skin floats in a puddle mixed with it's black blood. It wears a silver crown (worth 200sp). Upon closer inspection the body bares several names carved into it's flesh. Some are foreign. Some are familiar. 3d20 names glow with a golden light.

75, The butcher's son, in pigskin gloves.

76, The corpse of a doomsayer preacher, wears plain priestly vestments, a necklace of garlic cloves plus a silver holy symbol, and sandals. Her belt holds a silver dagger of ritual sacrifice, two vials of holy water, and some incense. Some sort of untitled logbook  lies in the filth a few feet away. Someone has torn away the last few pages.

77, A bald monk with a forehead full of holy ash. Asphyxiated, cheeks full and near-bursting. Gums bloody, teeth missing. Fat, jewel-eyed idol jammed in his mouth cavity; it would not have fit past the opening of his lips.

78, Emaciated, panther-headed humanoid creature, wrapped in bandages at the wrists and ankles. It clutches one of its young--a newborn--barely alive. The younger creature will imprint on the first living thing that pays it any attention.

79, A tiger sized cat which clutches the tail of a slightly smaller feline in it's jaws. Ad infinitum until you have a ring of cats ever decreasing in size biting each other's tails. Each feline caries a silver bell around it's neck that chimes with an individual's last words. (Add wind for spookiness.)

80, Dead man in fool's garb, almost skeletal, lying face down, grabbing punctured side and reaching towards blank wall. Has two vials of laughing gas and a 50' rope of tied color handkerchiefs up sleeves.

81, Human in well-worn, travel suitable version of a distant court's livery. Corpse has already been ransacked, and has no items of monetary value or weapons. His or her satchel has been upturned, and there are 1D4 letters, marked with first names or initials, destined for notable figures in the next nearest human kingdom strewn around it.

82, A skinny young man with close-cropped, light brown hair and greyish blue eyes, stripped of everything but his underwear and a leather cord necklace with a leather tag on it that says "Ben of ."

83, Human boy, age 13-15, silver dagger through heart, otherwise unharmed. enlarged canines, gray hair, unusual down on back of neck.

84, Young human wearing a life like demon costume. His right hand grips an amulet with a faded photo of a young maiden (100sp). His left clutches a half-eaten long rotted blt. The tag on the neck says "property of Rosco the Magnifico".

85, Loyal alsatian with a bottle of brandy in his teeth, matted with the blood of bandits

86, Half-elf woman. Charring on hands and mouth. Herbalism kit. Hunting knife. Short bow and 4 arrows. Five pieces of silver. 

87, A pirate who seems to have been bludgeoned to death with her own peg leg. In the hollow of the leg is the location of a treasure ship she sunk but could not savage due to rough seas.

88, An agnostic high priest adorned with 3d100gp worth of adornments. He grasps a wizard's spellbook with 1d6+5 spells of d10-2 levels each.

89, The singed body of an alchemist, wide-eyed with surprise, a broken beaker in each hand. The dead alchemist wears clothing appropriate to the profession, with pockets containing 250 gold pieces worth of alchemical supplies, including a potion belt able to hold 10 vials. 1d6+2 of them each holds a random mundane substance.

90, Pale sutler in a crumpled heap, stripped of all worldly possessions but tattered hose, bearing a contagion of terrible virulence.

91, A dead wizard and her 90% complete flesh golem. All it needs is a heart and the right words.

92, A termite mound raised over the pulped body of a dryad. Snacking on a bowl of termites - fried or roasted tastes best - confers barkskin for d4 hours.

93, Large human. Hands manacled together. Spear through side. Inside mouth is a bitten off ear. Inside stomach is a finger with a ring worth 2,000 gold and other body parts. Soon you will meet someone missing an ear and a finger and some other stuff.

94, One vertical half of a wizard with coins in their purse stamped with the adult face and name of a nearby nation's recently announced royal newborn.

95, Woman in a pit trap carrying a cage full of tagged mice, still living, along with notes on exactly which experiments were performed on which mice..

96, Replaces the next three results you would roll on this table: Garroted corpse resembling a random PC in broad but distinctive ways; hair/eye/skin color; social standing, gender, species, occupation etc. Pick a few, but each corpse bears all of these resemblances. PCs not matching this description are in no danger.

97, Nine eyeless weremice in a rat race trap holding brief and short cases of papers covered in arcane symbols. 

98, Body of a barefoot gnome in a drab nightgown and nightcap. Clutching a candlestick and a shoe. The letters 'WWW' are embroidered on the nightgown.

99, A message-bearer in livery: shot. The bad news lays in ashes but the body wears a satchel containing d4 more scrolls (50/50 chance good news or bad news about something on your hex or city map).

100, The burnt and body of a woman in rags, emitting a sulfurous odor.Next to her is a bag with 7 pairs of socks, apparently made of hair, and 2 gold, 3 silver and 5 copper.
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