Tap the arquebus on the soft sand with enough force that the ball falls down the barrel. After a couple shots the bore will be fouled enough to require the ram, but if the next volley doesn't break the charging Mantids there won't be need for another.
Strike the earth
Shovel the soft mud aside. By nightfall the sand will crawl and the camp must be completely encircled by the little canal to protect you. Damp earth is a portent of danger where you're from. An incipient flood, already too late to stop. On the plain it's a luxury. Perhaps you could rest a moment until it closes over your head. The water is dark. The water is black.
Strike the earth
Your payday is cornered in its burrow. A fortified tunnel system with a trapped entrance, suicide to take by frontal assault. You stand on the outcrop over the grave and press your ear to the stone. Pound once, twice with a clenched fist. Brush aside the sand. Draw an X with your charcoal stick. Work fast with the pick, leave time for killing before the sun comes up. Brush the grit from your beard.
Strike the earth
These ones have ears. You don't have to stretch them out and work two at a time to take the heads.
Strike the earth
You wanted to be a cheesemaker.
Strike the earth
Aim low to skip the ball off the ground. In the dunes the sand swallows the shot but on rock the bullets track flat surfaces. Into the ankles of the laughing men, beneath their manskin shields with metal plates sewn into the fabric.
Strike the earth
Can the Hammerer punish a man if that man is an inert lump of clay? How many blows will it take?
Strike the earth
The hyena shovels the scrimshaw bone into its mouth. The Caster sees this and lifts a finger to stop it but all the creature has to do is bite down. The cracking sound comes from somewhere inside your body. Inside your head.
If it's your leg they won't take you with them.
Strike the earth.
Encounters on Hogman's Plain are rolled based on the time of day and the proximity to a river. If near a river, use the instructions above the River Table before consulting the time of day. All tables have the potential to send the user to the Local Encounters table.
Hermann David Salomon Corrodi
ENCOUNTERS BY DAY
By day anyone traveling in the open takes one point of damage per hour
of exploration as their lungs sear. Water consumption is tripled and
without adequate water the damage increases to D4. Encounters are checked at 1/3 the usual frequency during the day since few creatures are willing to leave their hiding places.
1: 2D6 White Lizards, running across the Plain (OSE as Gecko, double movement speed, worse morale)
1: 2D6 White Lizards, running across the Plain (OSE as Gecko, double movement speed, worse morale)
2: 5D6 Orcs, moving under cloaks of Lizardskin. One in six has a musket. (OSE)
3: Baradye the Blue, flying over the landscape in search of unlucky travelers to rob.
4: 1D6 Spitting Cobras, sheltered beneath the sand. (OSE)
5: 2D6 Cactus Cats, motionless and pretending to be plants. (CC1)
6: 3D6 Gnolls, sleeping under cover to escape the heat. (OSE Advanced but reference C2)
6: 3D6 Gnolls, sleeping under cover to escape the heat. (OSE Advanced but reference C2)
7: D6 Ankhegs, burrowing beneath the earth in search of surface prey. (OSE Advanced)
8: D8 Trolls, walking in the open and regenerating the damage dealt by the sun (OSE)
9: D4 Rhagodessas, hiding in the shade but willing to chase prey in the sun. (OSE)
8: D8 Trolls, walking in the open and regenerating the damage dealt by the sun (OSE)
9: D4 Rhagodessas, hiding in the shade but willing to chase prey in the sun. (OSE)
10: 2D6 Mantis Men, defending the entrance of a makeshift burrow in shifts. (Mantids in OSE Advanced)
11: Roll on the TWILIGHT table below, they're either hiding or burning while they travel in the open.
11: Roll on the TWILIGHT table below, they're either hiding or burning while they travel in the open.
12: LOCAL ENCOUNTER
ENCOUNTERS BY TWILIGHT
By dawn or dusk normal travel is possible, but this limits adventuring to two three hour blocks as the sun rises/sets. Encounter chance is doubled during this period as creatures emerge for a burst of frenzied activity.
1: 2D6 White Lizards, running across the Plain (OSE as Gecko, double movement speed, worse morale)
2: 10D6 Orcs, moving in the open as a tribe. One in six has a musket. (OSE)
3: Baradye the Blue, flying over the landscape in search of unlucky travelers to rob.
4: 1D6 Spitting Cobras, hunting. (OSE)
5: 1D6 Giant Scorpions, hunting. (OSE)
6: 2D6 Cactus Cats, prowling. (CC1)
7: 3D6 Gnolls, scavenging. (OSE Advanced but reference C2)
7: 3D6 Gnolls, scavenging. (OSE Advanced but reference C2)
8: D6 Ankhegs, burrowing beneath the earth in search of surface prey. (OSE Advanced)
9: D8 Trolls, walking in the open (OSE)
10: D4 Rhagodessas, cartwheeling across the dunes. (OSE)
9: D8 Trolls, walking in the open (OSE)
10: D4 Rhagodessas, cartwheeling across the dunes. (OSE)
11: 2D6 Mantis Men, hunting. (OSE Advanced)
12: 1D6 Crimson Death Worms, buried in the sand but alert to potential prey above. (CC1)
12: 1D6 Crimson Death Worms, buried in the sand but alert to potential prey above. (CC1)
13: Sand Trapper Lizard, buried in the sand but alert to potential prey above. (CC1)
14: 4D10 Red Dwarves, digging up undead to eat or hunting for fresh food. (CC1)
15: Military order from Grain Cult, hunting monsters. Roll up a Cleric party (OSE)
16: Adventurers/Scalphunters. Roll Basic or Expert Adventurers (OSE)
17: 3D6 Jackals, scavenging (OSE Advanced as Wild Dog)
18: ENCOUNTER BY RIVER, wandered into the desert.
19: LOCAL ENCOUNTER
20: LOCAL ENCOUNTER
Edward Lear
ENCOUNTERS BY RIVERS
The bulk of living things in the plain live by rivers. By day it's cool enough that the rules for daytime travel don't apply. By night you can use the shallow water by the bank to hide from the undead.
When an encounter occurs by a river, regardless of time of day, roll a D2. If 1 use the TWILIGHT table, if 2 use this table.
When an encounter occurs by a river, regardless of time of day, roll a D2. If 1 use the TWILIGHT table, if 2 use this table.
1: Adventurer boat. Canoe for a small party or River Boat with hired sailors for Expert Adventurers (OSE).
2: Grain Cult gunboat. Sails, oars, cannons. Often transports supplies, mail and new arrivals to villages. Carries a Cleric party of marines with muskets and crossbows. (OSE)
2: Grain Cult gunboat. Sails, oars, cannons. Often transports supplies, mail and new arrivals to villages. Carries a Cleric party of marines with muskets and crossbows. (OSE)
3: 10D4 Gauchos driving animals (horses, sheep, camels...) along riverbank. May be rustlers with stolen herds (OSE as Nomads)
4: 3D6 Settlers hunting, fishing or gathering plants (dates and onions). Roll 1D6 and reference the Farm section of the Settlement Gazetteer to see who's there. Chance of a Grain Cleric (Level D4).
5: River Pirates. River Boat with 8+2D8 Buccaneers, plus Captain (Fighter Level D4+1) and 25% chance each of Magic-user (level D4) and Cleric (ibid).
6: Party of D6 Dwarves, D6 Bullywugs, a Grain Cleric (Level D4) and 2D6 Veterans surveying a site for new irrigation ditches, navigation canals, river dredging, a fort, a system of locks... (OSE Advanced)
7: River barge. 2D8 Settlers and 2D8 Veterans. Carries cash crops, livestock or rarely ores from resource extraction (OSE)
8: 6D8 Bullywug mercenaries, scouring the river of underwater monsters to make it safe for shipping.(OSE Advanced as Gullygug)
9: D20 Desert Elephants. Lawful Good but wary of humans due to the mass slaughter of their race. (OSE)
10: 2D6 Hippos, not carnivorous but violently territorial (OSE Advanced)5: River Pirates. River Boat with 8+2D8 Buccaneers, plus Captain (Fighter Level D4+1) and 25% chance each of Magic-user (level D4) and Cleric (ibid).
6: Party of D6 Dwarves, D6 Bullywugs, a Grain Cleric (Level D4) and 2D6 Veterans surveying a site for new irrigation ditches, navigation canals, river dredging, a fort, a system of locks... (OSE Advanced)
7: River barge. 2D8 Settlers and 2D8 Veterans. Carries cash crops, livestock or rarely ores from resource extraction (OSE)
8: 6D8 Bullywug mercenaries, scouring the river of underwater monsters to make it safe for shipping.(OSE Advanced as Gullygug)
9: D20 Desert Elephants. Lawful Good but wary of humans due to the mass slaughter of their race. (OSE)
11: 2D4 Wild Camels, grazing on plant life and drinking river water. (OSE)
12: 10D10 Wild Horses, grazing on plant life and drinking river water (OSE)
13: 1D8 Lions, lounging or stalking other river creatures (OSE)
14: 1D8 Crocodiles, lying in ambush for prey to draw near (OSE)
15: 1D5 Lesser DobarchĂș, chasing each other around and looking for food to play with (CC1)
16: D2 Giant Catfish, lurking on the bottom but willing to eat small size creatures on the surface (OSE)
17: 5D6 Rock Baboons, will defend their territory with thrown objects (OSE)
18: 1D6 Warthogs, wallowing in mud and digging up food, (OSE as Boar)
19: LOCAL ENCOUNTER.
20: LOCAL ENCOUNTER.
ENCOUNTERS BY NIGHT
Living creatures on the plain at night attract hordes of Night Creatures. Encounters occur at three times the usual frequency and always result in a monster.
Regardless of their normal game statistics, all Night Creatures on this table are destroyed by Sunlight or Continual Light. When the sun rises, roll a Save vs Breath Weapon for each one still on the surface to see if they burrow beneath the sand or are destroyed. They cannot cross swift flowing water or enter consecrated ground.
Regardless of their normal game statistics, all Night Creatures on this table are destroyed by Sunlight or Continual Light. When the sun rises, roll a Save vs Breath Weapon for each one still on the surface to see if they burrow beneath the sand or are destroyed. They cannot cross swift flowing water or enter consecrated ground.
They can all talk. They babble endlessly, repeating phrases from their life or from the moment of incredulous surprise that accompanied their death.
1: 8D6 Zombies (OSE)
2: 6D10 Skeletons (OSE)
3: 4D8 Ghouls (OSE)
4: 2D6 Ghasts (OSE Advanced)
5: 2D12 Mummies (OSE)
6: 2D4 Leucrocottas (OSE Advanced)
7: 2D4 Jackalweres (OSE Advanced)
5: 2D12 Mummies (OSE)
6: 2D4 Leucrocottas (OSE Advanced)
7: 2D4 Jackalweres (OSE Advanced)
8: Baradye the Blue, flying over the landscape in search of unlucky travelers to rob. (OSE)
9: 2D8 Wights (OSE)
9: 2D8 Wights (OSE)
10: 2D6 Spawn of the Worm (OSE Advanced)
11: LOCAL ENCOUNTER, if possible at night
12: Roll on the TWILIGHT table, fleeing or fighting undead.
11: LOCAL ENCOUNTER, if possible at night
12: Roll on the TWILIGHT table, fleeing or fighting undead.
Jean Leon Gerome
LOCAL ENCOUNTERS
Local encounters are pulled from nearby points of interest. Some local encounters are limited to specific times of day. Some you'll have to eyeball.
Near Baradye the Blue's Mountain
Any Time: Baradye the Blue, entering or leaving her lair in the spire.
By Twilight: 3D10 Red Dwarves, patrolling the area around the mountain.
Near the Flooded ForgeNear Baradye the Blue's Mountain
Any Time: Baradye the Blue, entering or leaving her lair in the spire.
By Twilight: 3D10 Red Dwarves, patrolling the area around the mountain.
By Twilight: 5D4 Cyclorcs looking for slaves, food and plunder.
By Twilight: 2D4 Giant Woodpeckers ground feeding, pulling undead out of the earth and eating them.
By Twilight: The Skinwalker pretending to be a mundane animal.
Any Time: Ten Hsigo and a Sergeant, patrolling and looking for rubes to help them in their quest.
By Night: 5D10 Oxyx, feeding on cactus flowers.
Any Time: The Death Bat, looking for boats to smash and people to eat
By Night: 2D4 Striga, hunting.
Near a Settlement
By a Farm: Settlers digging irrigation canals, planting crops or repairing monster defenses. Armed with bows/muskets, exact force composition determined by settlement type (free, convict, adventurers...)
Near the Marsh on Mogart's Creek
By Twilight: The Skinwalker pretending to be a mundane animal.
Any Time: Ten Hsigo and a Sergeant, patrolling and looking for rubes to help them in their quest.
By Night: 5D10 Oxyx, feeding on cactus flowers.
Near the Palace of the Naga Raja
Any Time: Snjezana the Dragi and her squire Vjosa, flying high on the back of the Griffon Vukodlak in search of tombs and treasure
Any Time: Snjezana the Dragi and her squire Vjosa, flying high on the back of the Griffon Vukodlak in search of tombs and treasure
Any Time: Chengthung the Naga Raja, D6 Giant Spitting Cobras and D6 Giant Rattlesnakes in search of prey and hostages
By Night: 2D4 Striga, hunting.
Near a Settlement
By a Farm: Settlers digging irrigation canals, planting crops or repairing monster defenses. Armed with bows/muskets, exact force composition determined by settlement type (free, convict, adventurers...)
By a Meatcamp: On Water: Potion Addict treasure ship (see below) or Brilg and Spowegg Courier Ship loading up on monster parts.
On Land: Scalphunters. Drunken meatcamp workers. Mutant buzzards, rats and jackals eating heaped waste.
By a Mine: Caravan transporting precious cargo. Merchants and Fighters, potential Magic Users, Dwarves and Golems (Wood, Stone, Bone)
Meteor Field Only: Ghosts, Spectres, Wraiths from space, bound to star metal fragments (OSE Advanced)
Meteor Field Only: Ghosts, Spectres, Wraiths from space, bound to star metal fragments (OSE Advanced)
By a Wizard Lab: Gnolls, Orcs or monster people of choice hired by the mage (OSE Advanced)
Mongrelmen/Mutoids, enslaved or escaped from failed experiments (OSE Advanced)
Patrolling bound undead (Roll on NIGHT table above)
Invisible Stalker defending high level mage lair (OSE)
By the Grange Hall: On Water: Grain
Cult gunboat. Sails, oars, cannons. Often transports supplies, mail and
new arrivals to villages. Carries a Cleric party of marines with
muskets and crossbows. (OSE)
On Land: Military order from Grain Cult. Roll up a Cleric party (OSE) but add the Minotaur Alejandra or the Cleric Smaragdino.
On Land: Military order from Grain Cult. Roll up a Cleric party (OSE) but add the Minotaur Alejandra or the Cleric Smaragdino.
By the Potion Addict Outlet: On Water: Heavily armed Treasure
Ship exporting dungeon loot out of region, or supply ship bringing in essential adventuring gear (scrolls, potions and essentials from the equipment list). Guarded by Expert Adventurers (OSE).
On Land: Adventurers venturing out into the desert, or returning reduced by casualties and laden with loot. Basic or Expert Adventurers (OSE)
On Land: Adventurers venturing out into the desert, or returning reduced by casualties and laden with loot. Basic or Expert Adventurers (OSE)
Near the Unquiet Tomb
By Twilight: 2D4 Rats, scouting, scavenging and stealing.
Any Time: If the snakes succeed in their scheme, 1D4 Snakes in a Flying Chariot, pulled by the Bronze Bull, spreading terror and reestablishing their lost kingdom.
Any Time: If the snakes succeed in their scheme, 1D4 Snakes in a Flying Chariot, pulled by the Bronze Bull, spreading terror and reestablishing their lost kingdom.
Near Widow's Grove
By Twilight: The Maiden, Mother and Crone, riding Wooly Dragonboars and accompanied by four Abysmals and a Qiqirn, raiding or returning from a raid (add captives and treasure).
THE MAKING OF
Like I said last time, if you need personality for adventurers and fighters and farmers you should grab those out of the Monster Overhaul.
The ecology of the Plain is top heavy, with lots of predators and few herbivores (or plants) to prop it all up. It's a place out of a nightmare and doesn't conform to normal physical laws, a "mythic overworld". If you need a mechanistic explanation, assume some of the monsters are in cryptobiosis waiting for prey or survive by digging up and eating the undead. There are also too many adventurers relative to how much treasure there is to go around, but that's a gold rush for you.
Building the Local Encounters section is premature because I might add
more small dungeons. I retroactively added the Flooded Forge to the
Riverboat Gambler series. Instead of being in a big underground highway system just put it in a cave with a river that flows out to the Plain.
When I started this post I worried that I was going into too much torturous detail about things that were better left mysterious in the Meat Points stories. But that's what happens when you take something from a short story and turn it into playable RPG content. Same as in Delta Green and Unknown Armies. You can't leave everything up to the imagination, you need to know how it responds to the actions of the players.
Speaking of ruining an evocative mystery by pinning it down, I still have to make the actual map...
PARKING LOT
Partially rolled over from the Settlement Gazetteer
- A pirate hideout (Buccaneers in OSE spawn in big fleets with high level Fighters, Clerics and Mages)
- Bigger water monster dens, not full dungeons but interesting geomorphs to fight around
- Use more undead from CC1 and CC2? The Monster Overhaul?
- Poleviks as guard labor for convicts and indentured servants
- Scarecrows for magic defense.
- Hermitages and shrines from other religions
- Mummies used as fertilizer/fuel (NOT approved by the Grain Goddess)
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