Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Thursday, June 4, 2026

Mumm Ra The Ever Living From Thunder Cats For Sword of Cepheus 2nd Edition Rpg

 Bringing the iconic, shape-shifting dark sorcerer of Third Earth into the deadly, 2D6-based world of The Sword of Cepheus (2nd Edition) creates a terrifying patron-level threat or end-campaign boss.



Because Cepheus is grounded and highly lethal, Mumm-Ra needs to be modeled using two distinct stat blocks to capture his transformation mechanic, backed by high-tier Sorcery skills.

Form 1: The Decayed Form

In his default state inside the Black Pyramid, Mumm-Ra is a withered, emaciated mummy. He is physically frail, relying entirely on his vast intellect, high telepathic capabilities, and hidden reserves of ancient magic.

Attributes

  • STR: 3 (-1)

  • DEX: 4 (-1)

  • END: 5 (-1)

  • INT: 12 (+2)

  • EDU: 13 (+2)

  • SOC: 0 (-3)

Combat & Skills

  • Stamina: 9

  • Armor: 1 (Hardened, dry wrappings)

  • Skills: Sorcery-4, Telepathy-3, Deception-3, Persuasion-2, History-4, Melee (Blade)-1

  • Attacks: Dagger (2D6-1 damage)

Special Traits

  • Undead/Immortal: Immune to poison, disease, and suffocation. If reduced to 0 Stamina/Attributes in this form, his physical body crumbles to dust and regenerates inside his sarcophagus within 1D6 days.

  • The Transformation: As a significant action, Mumm-Ra can recite his incantation to summon the Ancient Spirits of Evil. This instantly transforms him into his Ever-Living Form. He cannot use this ability if he is completely severed from his magical focal points (the statues or sarcophagus within his pyramid).

Form 2: Mumm-Ra, the Ever-Living

When empowered by his dark patrons, Mumm-Ra grows to a towering 9 feet of muscle, supernatural speed, and near-invulnerable physical power.

Attributes

  • STR: 15 (+3)

  • DEX: 10 (+1)

  • END: 14 (+2)

  • INT: 12 (+2)

  • EDU: 13 (+2)

  • SOC: 0 (-3)

Combat & Skills

  • Stamina: 28

  • Armor: 6 (Supernatural resilience)

  • Skills: Sorcery-5, Telepathy-3, Athletics-3, Melee (Blade)-4, Leadership-2

  • Attacks:

    • Fists/Claws: 2D6+3 damage (Unarmed)

    • Energy Bolts (Sorcery): Range 30m, 3D6 damage (Ignores non-magical armor)

    • The Sword of Plun-Darr: 4D6+3 damage (AP 4, magical)

Special Traits

  • Flight: Mumm-Ra can fly at a standard personal movement speed, hovering effortlessly.

  • Shape-Shifting: He can cast an instantaneous, perfect illusion to disguise himself as any humanoid, animal, or friendly NPC. Spotting the deception requires an INT check (Difficult, 10+) with a relevant skill like Insight or Sorcery.

  • Limited Stamina (The Reversion): The massive magical energy required to sustain this form is taxing. Every round Mumm-Ra takes a significant action (attacking or casting a spell), he must roll END 8+. The DM can apply a cumulative -1 penalty to this roll for every 5 rounds spent outside his pyramid. If he fails, he immediately reverts to his Decayed Form and must flee back to his sarcophagus to rest.

Unique Vulnerability & Magical Ties

The Flaw of Reflection: In his Ever-Living form, if Mumm-Ra is forced to look directly at his own hideous, corrupted visage (such as a polished shield or mirror held up as a combat action), he must immediately pass an INT check (Formidable, 11+). If he fails, he is struck with supernatural panic, instantly reverts to his Decayed Form, and attempts to flee the hex map.

The Black Pyramid Anchor

Mumm-Ra’s power is tied directly to the four statues of the Ancient Spirits of Evil and his stone sarcophagus.

  • If a party manages to infiltrate his lair and chip, deface, or smash these artifacts, Mumm-Ra’s Ever-Living form suffers a permanent -2 penalty to all Attributes and loses 2 points of Armor per destroyed statue.

  • If all four statues and the sarcophagus are completely destroyed, he loses his immortality trait entirely and can be permanently slain.

Recommended Spell List (Sorcery Skill)

When utilizing Cepheus's standard magic framework, Mumm-Ra consistently keeps these spells prepared or active:

  1. Telekinesis: Moving heavy boulders, iron gates, or throwing PCs across the chamber.

  2. Enthrall/Hypnotism: Forcing a PC to turn on their allies or hand over key relics.

  3. Weather Control / Lightning: Summoning sudden storms over the wilderness to trap adventuring parties.

Thursday, July 23, 2020

1d12 Random High Level Stone Age Supernatural & Occult Encounter Table For Your Old School Sword & Sorcery Campaigns

Ajax scanned the horizon for a something, he wasn't sure why his palms felt weird. Those strange dreams had started again. There was nothing on the horizon & then suddenly out of the heat they appeared. Haggard, dressed in rags, & surrounded by a buzzing of flies a group of twelve subhuman warriors moved weirdly down the old game trail.
Ajax woke Evin with a start,'They're here about three hours ride away. We've got to get the horses, & break camp quickly'. 

'Right' Evin knew better then to run afoul of his blood brother's hunches. He drank the last of his Traesian cold tea & the ate his rations as he packed.
'Leave nothing behind, not a trace brother, for they belong to something else. I'd swear they were part spirit.', Ajax was nervous which made Evin even more wary. His sword felt heavy by his side for the second time this morning. The first was when his blood brother woke him. The air seemed heavy & pregnant with deadly possibilities. 


Adventurers on the road in Stone Age areas can run into the unexpected & the unexplained. There are those beings who cross the paths of adventurers that can alter their lives forever. These encounters are tinged with destiny & more then some horror. Adventurers should be very wary when encountering these wanderers of the wastelands. 



These wanderers are hold outs, possible mutants, & others cast out from their various tribes for taboo reasons. There is more then a little fear surrounding these beings, for animals & monsters of 2 hit dice or less a low level fear spell surrounds these beings. There is a 20% chance when encountering them that this aura is active. Animals, small children, old people, & even other hardened adventurers will try to flee from these beings.


Encounters with such beings often seem to be surrounded by destiny & fate. There is a 10% chance that such encounters may be seen as life altering signs by shamans,wizards, clerics  & other tribal leaders.

1d12 Random High Level Stone Age Supernatural & Occult Encounter Table 

  1. Small cave man warrior has a spirit of hunger bound into his flesh. Anyone who who sees him will try to drive him away! Anyone attacking, pushing, or even taunting him with physical action will release the evil vrock spirit within his flesh.
    This vrock is a nasty spirit of chaos & evil. It has all of the standard powers & three times per day anyone within a 2o yard radius can be sent  into a  berserk state with hunger. Any PC's within the zone of evil must save vs spells or try to consume strangers, friends, or relatives. As they do this horrid act they will chant the dead gods spell of evil which has a 5% chance of summoning more of these horrors. Killing the poor possessed fool has a 60% chance of freeing the spirit to take possession of another. The demon spirit is then free to take on 1d4 more victims of its evil. An 8th level shaman can bind the demon to the flesh of another in a dangerous rite. The demon will be harmlessly bound into the living flesh of such a person.
  2. 1d6 strange tattooed  4th level warriors tainted with the 'plague of the ages' wanders from place to place seeking a good & honorable death. Those who engage them will age 1d20 years & become tainted with the occult power of entropy. Unless a save vs spell is made the weird entropic energies will infect PC's after 1d10 minutes. They will be slightly out of sink with normal reality making it difficult to understand them. These beings will no longer have to eat and food will turn to ash in their mouths.
  3. The Thin Ones there will be 1d8 of these warriors. These strange beings appear as normal cave men but in actuality they are beings whose outer form masks the alien hell worms within. Each one contains a larva as per the Monster Manual AD&D first edition. These things are small enough to force their way into the mouths of their victims. The victim is now under the control of the worm. These beings are damned souls who have escaped from the previous incarnation of the world & now seek to cause mayhem & chaos wherever they go. 
  4. A 7th level Stone Age black wizard who has fallen afoul of the Dark Forces now wanders with 1d8 warriors looking for the demon who has escaped him with his black soul. He is mad & very dangerous, he will promise anything to get the soul back but also is psychotically murderous. 
  5. A cave man whose eyes have been replaced by entropic eye implants he's escaped his master. This being can see into many alternative dimensions & worlds but also eleven possible futures. Once per day the eyes can create a blast with 2d6 points of damage in a twenty foot radius. His black wizard master will do anything to get this poor sap back.
  6. 1d6 undead foot soldiers of a black wizardess that seeks her dead husband. These undead are well preserved & can move around in daylight. They have the abilities of mummies and can lay a minor curse on those who displease them. 
  7. A lone cave man with 1d10 mutations that is caught between realities. The poor fool will infect anyone he comes across should he touch them unless a save vs spell is made. There are 1d6 versions of him that split from the main cave man after 3 rounds. These can be found with a 50 foot radius of the main person. They will reassemble after 5 rounds. This thing mostly whines, screams, & grunts.
  8. A 6th level fighter & hunter killed 1d8 years ago now a brutal undead killing machine that seeks someone but whom is unknown. The thing goes out of its way to slay anyone that crosses its path. The thing can and will regenerate as a troll. Its supernatural agenda is unknown. 
  9. A type III demon bound into the flesh of six cavemen that seeks to make war for eternity. This evil hive mind entity is a chaotic mess of a mercenary that will serve any black wizard able to meet its disgusting price. The cave men each have a small portion of the demon's abilities and are bounty hunters for black wizards of all stripes. These beings are cruel & very murderous. 
  10. A cave man that is actually a supernatural android for some unknown alien intelligence. This being is a cold & cruel hunter able to track anyone across miles of unknown territory. This thing seeks some unknown relic & yet will plunder any dungeon for treasure only to destroy it in frustration. The thing sometimes has 1d10 evil minions it recruits by implanting strange cybernetic occult implants. 
  11. An ancient alien bound into the flesh of a tribe of cave men seeks to find its missing relatives but its having a hard time. The alien takes the form of an infectious yellow mold like life form & its on a one man mission of murder & mayhem. There 1d8 yellow musk zombies that it uses as shock troops & a black alien vegetable wizard whose actually a form of yellow musk plant that works for it. 
  12. A whole tribe of cave people who are actually a fully functional cult of the demon god Orcus on a holy mission. They seek an ancient shrine while they pose as traders & merchants but they can't hide the unholy aura of evil that overhangs them.

Thursday, September 5, 2019

1d10 Random Undead Royalty Wasteland Encounter Table For Your Old School Campaign

They come from across worlds, skittering through cracks in the universe to be a plague upon mankind. They have many names many of which have been forgotten over the eons. These princes of the undead have their very existence cursed & they are nothing more then mockeries of life itself. Across the eons they come sometimes to feed upon life, they devour not only flesh but the very souls of their victims. Often they have retinues of 1d20 minor undead who follow in their wake feeding upon anyone they can. They are often mindless or degenerate undead things of the lowest rank but occasionally they can be 2nd level free willed NPC undead warriors of dangerous aspect. These are in addition to the attendants listed in the entries.

Often these princes & princesses of undead are trying to locate the holdings of their former lives. They might be trying to locate a loved one or lost relative having escaped or crawled from the lowest levels of Hell to escape their fate. There is a 20% chance of these mad damned bastards having some token of Hell or the otherside that a witch or wizard might exploit for some personal gain.

Often these types of encounters end in tears as the wielder of eldritch power is far out classed & the cagey undead royal turns the tables on the fool. These wizards often become fodder demons of the wastelands of Atlantis.

Many of these powerful undead horrors operate during the twilight & darkness months of Accursed Atlantis when they can move across the wastelands with impunity.

1d10 Random Undead Royalty Encounter Table
  1.  Timvor of the House Lithorvor - A ghoul prince & his royal retinue of 1d10 skeleton warriors and attendants is scavenging  the wastelands for relics & artifacts for his Lovecraftian demonic master. He is mounted on a skeletal war horse from Old Earth. 
  2. Devrous The Hungry One - A shadow princess of unusual aspect who moves across the wastelands with her 1d8 ghostly servants upon spectral chariots looking for any souls or treasure to sell at the Great Markets of Death. She is a dangerous wizard of 6th level in her own right. 
  3. Aclus Of The Broken House - A damned soul from the deep Hells whose back to take down the living, he sees himself as a scientist and gentleman torturer of the worst aspect who moves through the wastelands on a hell horse named Asbegor. Aclus takes souls with an enchanted knife that cuts the soul from its still struggling victim. He is dangerous & cruel. 
  4. Hreu of The Blood Hand - A Pict vampire who was a slave in life but has become the leader of a tribe of 1d8 minor reverent undead horrors. He seeks the living for their blood, souls, and valuables. He rides an undead skeleton horse called Nightbleed. He is clever, dangerous, & very greedy. 
  5.  Princess Marhi'ru - A former Atlantis minor royal who was transformed into a wasteland hag by a curse but has come to accept her state of undeath, she is a horror that loves to take the souls of children & the elderly. She uses a combination of magic & tactics to stalk her prey for days taking souls at their most vulnerable. The souls are sold to demons in the Grand Bazaar of the Damned near the ruins of the Lumerian capital. She uses a demonic war mount as her servant.
  6. Thrusi'su The Night One - A wight lord of dark aspect who is served by ten 'faceless ones' who seek pray on the living selling them to a tribe of doppelgangers who use them in vile experiments deep in the wastelands for their demonic lord. The Night One is actually a former mad genius who uses his state to move between planes at will whist serving his dark masters. 
  7. Brus'po The Parts Taker - A former royal of a long forgotten house this ghoul lord takes the best parts and pieces to the Market of Necromancers deep in the wastelands for resale to the 'soul traders'. These necromancer scientists create golems of very dangerous and degenerate aspects. There are 1d10 ghoul warriors of  2nd level working for him that ride alien spectral mounts. 
  8.  Grusi  Princess Of The Forgotten House - A Hyperborean princess who was turned into a ghost by an accident with a teleport device. She has become the head of a house of assassins and holy warriors who use their undead state to take down caravans and other minor merchant houses. She has 1d10 ghostly warriors working for her. 
  9.  Thru's Lu The Desert Walker - A former Atlantis royal turned slave & now undead servant of a demonic horror. This slaver & raider works with thirty intelligent skeleton warriors to take the living for the Market of Necromancers. No flesh or living is spared. He works with 1d20 raiders riding spectral mounts. He is a free willed undead warrior of 5th level with some minor zombie like abilities. 
  10. Thtious The Dark One - An Atlantian royal who uses dark magics to plague caravans & other wasteland travelers for souls, relics, and souls for his council of dark master lichs. He is a 8th level wight wizard whose soul has long vanished from the mortal plane but whose mind seeks the souls of the living. He rides a nightmare of very dangerous aspect called Ashwind.

Wednesday, June 20, 2018

1d12 Random High Level Stone Age Supernatural & Occult Encounter Table For Your Old School Sword & Sorcery Campaigns

Ajax scanned the horizon for a something, he wasn't sure why his palms felt weird. Those strange dreams had started again. There was nothing on the horizon & then suddenly out of the heat they appeared. Haggard, dressed in rags, & surrounded by a buzzing of flies a group of twelve subhuman warriors moved weirdly down the old game trail.
Ajax woke Evin with a start,'They're here about three hours ride away. We've got to get the horses, & break camp quickly'. 

'Right' Evin knew better then to run afoul of his blood brother's hunches. He drank the last of his Traesian cold tea & the ate his rations as he packed.
'Leave nothing behind, not a trace brother, for they belong to something else. I'd swear they were part spirit.', Ajax was nervous which made Evin even more wary. His sword felt heavy by his side for the second time this morning. The first was when his blood brother woke him. The air seemed heavy & pregnant with deadly possibilities. 


Adventurers on the road in Stone Age areas can run into the unexpected & the unexplained. There are those beings who cross the paths of adventurers that can alter their lives forever. These encounters are tinged with destiny & more then some horror. Adventurers should be very wary when encountering these wanderers of the wastelands.



These wanderers are hold outs, possible mutants, & others cast out from their various tribes for taboo reasons. There is more then a little fear surrounding these beings, for animals & monsters of 2 hit dice or less a low level fear spell surrounds these beings. There is a 20% chance when encountering them that this aura is active. Animals, small children, old people, & even other hardened adventurers will try to flee from these beings.


Encounters with such beings often seem to be surrounded by destiny & fate. There is a 10% chance that such encounters may be seen as life altering signs by shamans,wizards, clerics  & other tribal leaders.

1d12 Random High Level Stone Age Supernatural & Occult Encounter Table 

  1. Small cave man warrior has a spirit of hunger bound into his flesh. Anyone who who sees him will try to drive him away! Anyone attacking, pushing, or even taunting him with physical action will release the evil vrock spirit within his flesh.
    This vrock is a nasty spirit of chaos & evil. It has all of the standard powers & three times per day anyone within a 2o yard radius can be sent  into a  berserk state with hunger. Any PC's within the zone of evil must save vs spells or try to consume strangers, friends, or relatives. As they do this horrid act they will chant the dead gods spell of evil which has a 5% chance of summoning more of these horrors. Killing the poor possessed fool has a 60% chance of freeing the spirit to take possession of another. The demon spirit is then free to take on 1d4 more victims of its evil. An 8th level shaman can bind the demon to the flesh of another in a dangerous rite. The demon will be harmlessly bound into the living flesh of such a person.
  2. 1d6 strange tattooed  4th level warriors tainted with the 'plague of the ages' wanders from place to place seeking a good & honorable death. Those who engage them will age 1d20 years & become tainted with the occult power of entropy. Unless a save vs spell is made the weird entropic energies will infect PC's after 1d10 minutes. They will be slightly out of sink with normal reality making it difficult to understand them. These beings will no longer have to eat and food will turn to ash in their mouths.
  3. The Thin Ones there will be 1d8 of these warriors. These strange beings appear as normal cave men but in actuality they are beings whose outer form masks the alien hell worms within. Each one contains a larva as per the Monster Manual AD&D first edition. These things are small enough to force their way into the mouths of their victims. The victim is now under the control of the worm. These beings are damned souls who have escaped from the previous incarnation of the world & now seek to cause mayhem & chaos wherever they go. 
  4. A 7th level Stone Age black wizard who has fallen afoul of the Dark Forces now wanders with 1d8 warriors looking for the demon who has escaped him with his black soul. He is mad & very dangerous, he will promise anything to get the soul back but also is psychotically murderous. 
  5. A cave man whose eyes have been replaced by entropic eye implants he's escaped his master. This being can see into many alternative dimensions & worlds but also eleven possible futures. Once per day the eyes can create a blast with 2d6 points of damage in a twenty foot radius. His black wizard master will do anything to get this poor sap back.
  6. 1d6 undead foot soldiers of a black wizardess that seeks her dead husband. These undead are well preserved & can move around in daylight. They have the abilities of mummies and can lay a minor curse on those who displease them. 
  7. A lone cave man with 1d10 mutations that is caught between realities. The poor fool will infect anyone he comes across should he touch them unless a save vs spell is made. There are 1d6 versions of him that split from the main cave man after 3 rounds. These can be found with a 50 foot radius of the main person. They will reassemble after 5 rounds. This thing mostly whines, screams, & grunts.
  8. A 6th level fighter & hunter killed 1d8 years ago now a brutal undead killing machine that seeks someone but whom is unknown. The thing goes out of its way to slay anyone that crosses its path. The thing can and will regenerate as a troll. Its supernatural agenda is unknown. 
  9. A type III demon bound into the flesh of six cavemen that seeks to make war for eternity. This evil hive mind entity is a chaotic mess of a mercenary that will serve any black wizard able to meet its disgusting price. The cave men each have a small portion of the demon's abilities and are bounty hunters for black wizards of all stripes. These beings are cruel & very murderous. 
  10. A cave man that is actually a supernatural android for some unknown alien intelligence. This being is a cold & cruel hunter able to track anyone across miles of unknown territory. This thing seeks some unknown relic & yet will plunder any dungeon for treasure only to destroy it in frustration. The thing sometimes has 1d10 evil minions it recruits by implanting strange cybernetic occult implants. 
  11. An ancient alien bound into the flesh of a tribe of cave men seeks to find its missing relatives but its having a hard time. The alien takes the form of an infectious yellow mold like life form & its on a one man mission of murder & mayhem. There 1d8 yellow musk zombies that it uses as shock troops & a black alien vegetable wizard whose actually a form of yellow musk plant that works for it. 
  12. A whole tribe of cave people who are actually a fully functional cult of the demon god Orcus on a holy mission. They seek an ancient shrine while they pose as traders & merchants but they can't hide the unholy aura of evil that overhangs them.

Monday, June 18, 2018

1d12 Random Stone Age Gang Encounters Table For Your Old School Sword & Sorcery Campaigns

Evin had seen the sign for 'horns of power' carved into the trees nearly a dozen paces back in the treeline. The subhumans had been trailing him for the better part of four hours now. These cannibals belonged to the witch 'Tarari The Poisonous' but Evin wasn't impressed. Ajax had wronged her back two years ago & the cold Hells hath no fury but a witch's fury was the worst. The subhumans were supposed to kill Evin but they didn't know that Ajax the half caste warrior had flanked them.
'Well we've finally caught up with you Ajax!' the snarling response was the stuff of nightmares for lesser men. 'Evin' the name was dropped from the warrior's lips casually with a lazy Northern drawl.
'Wha?'

The gang of subhuman outlaws were confused & not used to dealing with foul ups.
'My name is 'Evin' & you've been trailing me for two full days.'
"We have no quarrel with you then our mistress only wants the other warrior's head"  

'That might be a problem then!'
That's when the subhuman warriors heard the twin sounds of Ajax's blunderbuss cocking & the gun becoming active. 

The subhuman's brain reacts fast & the words are out before he can think, 'Parley!?!'
'Good choice my friends' Ajax's words were cold as the flint in the weapon.



The game trails between worlds are often fraught danger & peril. Many times adventurers meet others who have strange or downright dangerous agendas. These beings often serve alien god like masters, seek dangerous treasure or even their own fortunes among the myriad realities. However they also pose some of the greatest dangers to others. These visitors from various Stone Age like cultures are some of the most dangerous opponents & NPC's that parties are likely to run across.


These NPC peoples  are advanced enough to have primitive horses or horse like creatures depending upon your home campaign.

1d12 Random Stone Age NPC  Encounters Table
  1.  The Demon Spider Gang
    A group of 1d6 second level cavemen fighters who are also cannibals on a holy raiding mission for their demon goddess. They carry slings, stones, & heavy spears for working large prey. These men also have sharp +2 flint daggers for their mission. 
  2. The Goddess's Claws
    A gang of mercenary women warriors whose men were wiped out by a murderous tyrant. These 3rd level thieves are on the road of Hell & seek to slay their tribe's killers. They ride primitive horses & are armed with war clubs & short bow & arrows. They've become very good at passing themselves off as traders to gauge potential enemies or allies. An aura of doom hangs around them & they are not to be taken lightly. 
  3. The Prey
    A gang of 1d6 half ghoul cavemen & women who are a bit more human & go about the land acting as scouts for their demonic master. They carry knives & arrows but will not attack unless provoked. They seek something of value for their master. 
  4.  The Fortunate Ones
    A group of 1d8 native Americans time lost who have banded together for mutual protection. They are armed with a wide array of weapons & there are 3rd level fighters & thieves among them. These people are seeking a home land for themselves after being stolen from various communities by a wizard. 
  5.  The Departed
    A dangerous tribe of 1d8 2nd level fighters who work for a local undead warlord, they are armed with slings, short bows & arrows, and +2 flint knives. They seek sacrifices for a demonic offering.
  6.  The Horde of the Dove
    A gang of cut throats & thieves 2nd level numbering ten whose outlaw ways have come to them after their tribe was driven from its lands. They have become corrupted by the wealth they have accumulated. They are armed with slings, long bow, and war clubs. 
  7. The Minions
    This gang of 1d6 half demonic cavemen & women travels around murdering & sacrificing others while posing as traders & farmers. They have three wagons filled with trade goods but also war clubs, slings, & spears. No one knows what demonic master they serve. They move from village to village. 
  8. The Vile Ones
    A group of  1st level cave men warriors who have been cursed with leprosy by a vampire. They seek to die in battle against a powerful foe. They have flint war swords & colorful shields marking them for what they are. Originally there were 10 but now they number six.
  9.  Those Who Fight
    A band of women warriors who have been touched by a goddess of war. There is a mix of 1d8 warriors of 2nd & 3rd level. They have spear, pike, bow & arrow, sling, & chariots among their ranks. They are mercenary protectors & skilled fighters. No one is sure of their agenda
  10.  Nuns for Og 
    A group of 1d20 warrior nuns whose convent was ravaged by a wizard. They have become blood thirsty fanatics for the cannibal cult of Og chaos god of death & war. These women have war carts, bows & arrows, spears, pike, and sling shots. They pose as healers, holy travelers, etc all of the while fully intent on murdering & pillaging any they run across. 
  11.  Fuller's Folly
    A band of 1d8 cavemen soldiers taught war by Colonial Joseph Fuller after he slipped through a time warp. The Folly as they are known are professional soldeirs on a mission to recover Fuller's  officer's sword. They move from battle to battle on their mission. They use Iron Age weaponry & equipment making them very advanced. But their numbers & knowledge die with each battle. This group claims it for the money.But many believe they battle because of an odd death wish. 
  12. Those Who Seek
    A group of 1d6 cavemen adventurers who have simply taken to the life of adventurers & they have among their ranks a 3rd level wizard of no small cunning. 

Saturday, June 16, 2018

1d12 Random Mercenaries Encounters Table For Your Old School Sword & Sorcery Campaigns

Evin crossed the field with purpose & watched the two warriors just emerging from the tree line. They had not seen his position yet. The way they held their spears indicated Jackian spearmen but this meant that they were a long way from home. It could also mean they were desperate & very dangerous individuals.
They didn't see Ajax the half caste warrior until he had circled around them. Asking these men for directions to a city the giant of a man already knew the way too.
Everything seemed to go well with them even though they held their spears in the ready position but Evin had expected this.There wasn't a Jackian wizard nearby or their might have been considerable trouble. The wizards ate their victims especially warriors in order consume their souls & their vitality. But these men were looking for work & asked Ajax for any leads. These were indeed strange times when even the enemies of the Northmen were looking for work through their enemies.
Evin put compound bow down as soon as Ajax began the long trot back to his blood brother's position.



The paths of fortune & glory are littered with adventurers, sell swords, & mercenaries of all stripes. These beings travel along a path shod with violence, gore, & danger. Adventurers are always encountering those in their own trade. These adventurers are often mercenaries given over to the life of adventure, danger, & intrigue. It is the perfect breeding ground for professional contacts in a life style that affords true real friends.


1d12 Random Mercenaries Encounters Table

  1. Uma The Bold - This 3rd level Amazon fighter is on a mission to avenge her family of over 30 years. She is brutal & very dangerous but also determined to have her revenge. She also seeks glory and the head of her sister's murder. 
  2. Tas Rel - This barbarian warrior of the 5th level seeks danger and treasure but will fight for a just cause. He often attaches himself to hopeless causes. 
  3. Rebara The Foolhardy -  This former wizard has turned his attention to the warriors ways but he holds onto the occult as he seeks the demon who drained his family dry. 
  4.  Takus - Warrior who loves his bastard sword & bow with his ancient arrows. He is 4the level but its often that he gets in over his head. 
  5. Hrus -  A sell spell that loves black magick so much that this wizard goes into battle trying to catch a glimpse of certain forbidden Hells that contain the greatest forbidden knowledge. 
  6. Gwir - This viking warrior is on the tract of a sect of demon worshipers who murdered  this man's family to their foul god of death.
  7.  Mary Revus -  A young woman taken from her world & thrust into the heart of this chaotic spider's web of lies and deception. She has become inducted into an Amazon tribe of cultists and warriors. She is now a 5th level warrior on a mission to find & slay her manipulator.
  8.  Randel the Wise -  This wizard of 6th level skill has become the terror of tribes of desert dwellers. He seeks the cup of ages and to slay its assassin owners.
  9.  Ava Rera - This Amazon warrior princess has taken to the life of a sell sword with abandoned as she slays those of a demon cult's army. She seeks the treasures of this order for dangerous occult reasons. 
  10. Dr. Tiss - This vile mercenary assassin seeks the soul of a pure & innocent to protect them from men like himself. He is a ruthless mercenary who seeks redemption on the countless lives he's ruined and family's he's destroyed. 
  11. Cardth Ray -This barbarian chief seeks the black magcians who slayed his entire family. He pays in gold and favors for he's services. 
  12.  Chi Gan - This 5th level mercenary fighter/monk seeks the men who murdered his mother. But he has become disillusioned with his chosen profession but seeks to make amends to those he has wronged!

Sunday, April 5, 2015

The Gale Allen Project And The 40th Women's Space Battalion For Your Old School Science Fantasy Campaigns

  Gale Allen was a product of late twenty fourth century bio engineering and cloning technologies, she was the product of a series of military cloning experiments performed by the first Venusian colonists. King Rogert and his family were founding members of the Universal Space Patrol organization. To help fill out the ranks of this budding organization, clones were used based off of  the Rogart family genetic temple as part of the 'Gale Allen' project. These cloned warriors would later go on to form the back bone of the 40th Women's Space Battalion, entirely comprised of female pilots and soldiers. Even today it is not unheard of for parties of adventurers to run into members of the so called Space Battalion. Which is now almost exclusively a mercenary organization selling its skills to the highest bidder.  But this is only one arm of the Universal Space Patrol that operates throughout the multiverse and other planes. 



 The Fortieth Women's Space Battalion's is made up by primarily by fighters of at least the fourth level or better, but there is a mix of 4th level or greater level sky lords, planet troopers, and sister hood acolytes who form the back bone of the Universal Space Patrol. The head quarters of the USP is  in Vanam, the canalized capital of Venus.The Universal Space Patrol had operatives and agents at all levels society scattered across many alternative Earths and other post apocalyptic time trails.This was true especially during the occupation of Earth by the Voltamen and the other super science alien tyrants during the 24th through 28th centuries. The Fortieth specializes in using super science technologies for sabotage and covert missions. They seem to have a preference for heavy weapons and explosives for property destruction and military asset subversion. 




 The Fortieth gain a +2 advantage with any ray guns or energy weapons that they use due to the intensive training in the super sciences that these warriors receive from the time of child hood. They are clever,intuitive and highly capable individuals who are often under estimated by others due to their charismatic looks and alluring demeanor. This is simply an act and these warriors are actually some of the most ruthless and cunning warriors one will meet.  Members of the Gale Allen Project often gain a +6 to charisma and +2 to their constitution scores. 

The Gale Allen Project has many super science facilities and cloning banks scattered throughout the mulitverse and across the scattered time trails of the various alternative universes. 


The Rise of the Martian Wasteland 

War Lords 

BlagaDaru

During the occupation of Earth by the Voltamen Martian gene warriors were brought in that conquer the European post apocalyptic wastelands. These warriors were commanded by Prince Blaga Daru  who was an interplanetary pirate and the product of a mix of Earth and Martian super science cloning arts. 

Headquartered in the ruins of London Daru's petty empire extended throughout the U.K. and into parts of German and Russia. But resistance was fierce especially since the Universal Space Patrol often employed bands of mercenaries and adventurers to assist the World Underground Movement. 
The Daru dynasty also has several super science military temples commanded by the warlord prince Daru, the cloned leader of the military forces of Gormona, a city on Mars.
All PC classes mentioned in this entry are found in the free Fantastic Heroes and Witchery addition  Science-Fantasy Classes and Races found right over HERE