Mostly writing homebrew rules stuff and several other drafts.
Writing more Chagrinspire again.
Game play sunday
Players now Lv10 and in the domain play phase of the campaign.
Weekly play turns and monthly campaign turns will be more common in play.
A B team of followers has been formed to clean up other jobs
We went over the campaign locations and events and noted on a large map. Marked in roads and players current territory mostly in Hwx 01 and some roads. Sizing up enemies in the region.
Niel the priest has been sent a letter declaring him a bishop and senior order priest is coming to crown him and they should get ready by building a fancy new church. Followeres left all around the wasteland in shrines had given him a large territory various factions couldn't deny.
The man with no name sizing up rival scavengers guilds and the slavers guild which is in league with the mining guilds and the biggest two banks on the continent. He wants to destroy them and anex the slaves as free citizens. "I'm happy to do our part in eradicating the remnants of the slave trade. If that also means we have to annex and benevolently administer the mining town I guess we have to make that sacrifice."
Arsh the Dog man has gone off to the waste to recruit barbarians, dog folk and druids.
Balzac the flesh golem was a big 8 foot tall faceless horror and he had befriended the mimic like they are somehow kindred. They ram the emerging kingdom eating bandits together.
I gave the players week game turns and let them make a new party of their followers to wrap up various petty matters around the wastes that needed work. The party considered forming a state and wanted to start some egalitarian type regime but everyone just looked confused and wanted to know who the king was going to be. So the giant friend who had been building wharfs and walls and houses for the last 4 levels of play (absent player) so they voted him as king and he accepted.
Thuvia the empyrian elf princess from the stars had noted there were aircraft, airships and rockets coming and going from mid and upper Chagrinspire. She was encouraging the party land claims and suggested they take over the gatehouse and use the Master of the World Title as this was a palace of the supposed Black SPhere leader during the apocalypse.
So she and her undead brother in crystal armour were sent off with 5k cash each to work on improving the gatehouse palace they controlled. They also gave money to the Dwarf cleric managing the party interests. They paid to build several rural police stations and some inns. The final name for the Domain was the Gateway Kingdom, named after the region of Hex01.
The party outpost allowed the Turnip cult to thrive and now the growing turnip shrine is 3 stories tall. Scarecrows patrol grounds, the turnip god Bogrump lives inside to fertilise his worshipers who are thriving and growing. Turnip-headed kobold-sized humanoids help tend the fields. Henceforth they are Turniplings. Because the party refused to name their town it is now Turnipton. The village of Flatspur has swollen with failed crusaders and where Niell plans to build a better church. There is also the River Crossing, which has shops and stone piers and walls, thanks to the giant King. Turnipton, Flatspur and the Crossing were in a line of a well worn road and in sight of each other.
There is a road along the river to the Gatehouse Plateau. The other roads go to the Alchemist outpost west and the rival Scavengers guild in Shankheim. The river and lake had become busy highway with lots of foreigners, fishfolk, frogfolk and pirates.
So first week play turn party went to speak to the barbarian leaders with food and gold and convinced 5 tribes to settle along the road between the party Outpost and the Alchemists guild. The B team of followers were sent to inspect an outpost in between the adventurers and the gatehouse who called themselves the Adventurers Guild. They had a rep for being murder hobos.
Second week play turn party heard report the Adventurers guild were a bunch of mercenaries and crooks who were very friendly when the B team bought lots of booze. the A team sent the B team to the gnome train station under the plateau to work out how they could get a trainline operating to the party outposts and others they wanted linked. The A team went to visit the Adventurers Guild.
They brought barrels of cabbage beer and distilled alcohol spirits from an alchemical lab of the Man with no name. There were about 20 mercenaries funded by the mercenary guild Bulwark and two parties of adventurers present. One had become the leaders the other surly looking bunch were just passing through. There were member lists with about a third of the names crossed out. They were stupid greedy sods and the party spent hours drinking and feasting and talking business. The man with no name talked up they should join the gateway kingdom and become aristocrats. The priest worked them how this could make them safe and respectable. Very late when several followers and locals were unconscious, they worked the Guild into being willing to join. The other visiting party and an elf seemed surly about all this. The elf seemed quieter and cynical while his partymates got drunk on booze and offers of power. They did mention they would like the party to get support from the Mercenary Bulwark on the lake.
To celebrate the drunken deal with their new best friends Niell cast a new miracle after extracting an oath from the Adventurers Guild. In a wonderous display a golden glowing throne appeared beneath him lifting him up and it's golden light burned every chaotic evil person in the room. Turned out the surly guest party were 4 out of 6 caotic evil cultists. The dwarf, the thief and two wizards fled out the gate of the outpost screaming. Niell hovered after the wizards and blasted them again with fire from heaven and they were ash. The thief disappeared down a drain and Niell caught the dwarf at a sewer pipe and beat the dwarf unconscious with magic and captured him. Meanwhile there evil party lawful evil knight fought Rat Sonya the man with no names Rat lady bodyguard, The Adventurers guild sat back amazed. Some of the mercenaries became convinced by Niells preaching. The elf turned out to help the party but were alarmed when he pulled out his bow. The other Dark druid was killed by The Man With No Name and some arrows.
The knight surrendered and gave details for a ransom. Niell tried to convert him and it didn't work but headroads were made, In the morning, the dwarf had bent bars and escaped his cell. Turned out the party were murderhobos with the spellcasters being all evil cultists. The dwarf was from some evil underland faction. The elf was here as a spy from the elves and had infiltrated this party to explore certain areas. Some of the guards in the morning went to niel and he magically created a feast for them.
The B team turned up after a few days with a deal that would connect the gatehouse plateau, the Adventurers guild outpost, the Party outpost of Turnipton and the outpost of the Barbarians who used it to plan war with their orc and beast folk allies against Chagrinspire.All these were former Black Sphere forts and connected by underground rail. The gnome rail staff had sent an engineer and the tunnel needed an inspection to approve the request. The B team had inspected half way and come out a local hole. The Adventurer guild outpost had its dungeon and station levels bricked up as haunted by ghosts. they did convince the Adventurers guild that frog folk and orcs and kobolds are not all so bad.
The party keen to open this rail link and cover more of the map with the Yellow of the Gateway Kingdom. Once train working and Mercenary guild bulwark is visited, they will ungulf all the land between Turnipton and the Gatehouse. I did hint that killing the Mad Emperor to the south would help multiple kingdoms. He is a 20th Lv demigod now from 12 years of adventurers ignoring him.
I'm working on more training stuff for some battles. I need to make up more carriage maps and an engine.for train battles. Rumours say a slave army is coming to destroy the party that crippled the slave trade. The Party do have lots of allies but the do need more people.
Factions Support
Dwarves would probably support
Frog folk will aid too with marines and offer settlers and conquest together
Orcs and kobolds will help with money and troops but not together
Druidic people might aid
Could call a mission from the clerical order in the south
The mercenary bulwark is possibly allied to the Alchemists
Barbarian raiders might join you for herds
There are dog abhumans like JB in the waste
Mutants and scavengers guilds probably split locally
Elves and Reptilians have adjacent lands
You do trade with the ancient allied undead already
Stopping the Mad Emperor might free up lots of nations' resources
Everyone needs Titles
Tuesday, 15 July 2025
Team Chagrinspire start the Gateway Kingdom
Monday, 14 July 2025
Revision of background tables for Starting Games
I decided to find some stuff on my blog. Google sometimes helped and blogger search not great either. I'm considering adding background tables to my homebrew game, such as how level ups and how recruited into class. So started to dig and found many, many versions of things relevant to my search. Even found different systems for the same things a few months apart. I have amalgamated several articles into a single work, but often wildly different.
Some stuff I'm earmarking
Some language is dated, so apologies for the flirtation with ai back then (I'm over it)
Yes youth in my setting have mostly a terrible time
I have started parties off as miserable urchins level zero then did a time jump of a few years for 1st Lv. I will be running my next campaign in a mix of Auldwood and but also Exile Island, Anglerslund and Scarford Reef Islands (were used in a tenkars tavern book but I think its been 10 years now)
d12 Please don't make us start in a tavern table
1 Met as street urchin children in a big, filthy city youth gang
2 Grew up in the same village or town or city block as youths
3 Grew up in the same orphanage (many run by the church and involve labour)
4 Had a terrible job as kids together like chimney sweeps, scavengers, mudlarking, gongfarmers, ratters or tooth collectors on a battlefield
6 Grew up in Granny's country house, where she raised abandoned adventurer children
I recommend a bunch of zero-level characters built from rolling on urchin tables, or the party could share one roll or roll on several tables, then roll the career table if your starting at level 1
Some stuff I'm earmarking
Some language is dated, so apologies for the flirtation with ai back then (I'm over it)
Yes youth in my setting have mostly a terrible time
I have started parties off as miserable urchins level zero then did a time jump of a few years for 1st Lv. I will be running my next campaign in a mix of Auldwood and but also Exile Island, Anglerslund and Scarford Reef Islands (were used in a tenkars tavern book but I think its been 10 years now)
d12 Please don't make us start in a tavern table
1 Met as street urchin children in a big, filthy city youth gang
2 Grew up in the same village or town or city block as youths
3 Grew up in the same orphanage (many run by the church and involve labour)
4 Had a terrible job as kids together like chimney sweeps, scavengers, mudlarking, gongfarmers, ratters or tooth collectors on a battlefield
6 Grew up in Granny's country house, where she raised abandoned adventurer children
7 Grew up in rubble after a war with few adults around as feral youths
8 Raised by a criminal family to be guild members or guild agents
9 Went to the same adventurers' preparatory school, all sponsored by wildly different nobles or a mysterious benefactor
10 Grew up living around an isolated castle as youths of various classes
11 Travelling carnival as carnies and exploited labour
12 Raised by a secret society that needs adventurers in a secret fortress
d12 Other character meetups that are not Taverns
11 Travelling carnival as carnies and exploited labour
12 Raised by a secret society that needs adventurers in a secret fortress
d12 Other character meetups that are not Taverns
1 Employed by a noble in need of special agents
2 Met in the adventurers guild gymnasium and were given a treasure map by an old timer
3 Employed by the University to aid scholars' expeditions in dungeons
4 An alchemist grew you as clones in vats to do adventure stuff, don't look into your past you wont like it
3 Employed by the University to aid scholars' expeditions in dungeons
4 An alchemist grew you as clones in vats to do adventure stuff, don't look into your past you wont like it
5 A mysterious ancestor left you each an inheritance to a haunted manor ruin
6 All bastard children in a palace, life is good but could end at any moment
7 Children of minor nobles in hiding, families killed when the current ruler took over
8 Raised by a witch or hag together
9 Frozen or lost in a time portal, everything you remember is long gone
10 Captured as kids and kept in a monster lair for years, but escaped together
11 Kidnapped by fairies as slaves
12 Raised by a dragon to help find it treasure, it rewards its favoured pets
I could probably do a d100 table on this if I haven't done one already
Quite a few of these link to past blog posts
I could probably do a d100 table on this if I haven't done one already
Quite a few of these link to past blog posts
I recommend a bunch of zero-level characters built from rolling on urchin tables, or the party could share one roll or roll on several tables, then roll the career table if your starting at level 1
Childhood by character classes
Things that Happened Growing Up in the Thieves Guild
Things my Master did to me at Clerical School
Things my Master did to Me at Wizard School
Unpleasant Life Events for Fighters
Childhood by social class
Childhood Tragedies for Villager folk
Childhood Tragedies for Urban folk
Childhood Tragedies for the Mercantile Class
Childhood Tragedies for Noble folk
Childhood Tragedies for Savages
Dwarf Juve Dramas
Halfling Hangups
Terrible Times Growing up an Elf
I was an Elf Slave
I need more of these for non humans like gnomes and other classes
Also see all my class and species mission tables
Tragic backgrounds for urchin hirelings
More of finding Oath Givers and Cults
Where did My new spells come from and other off-level up quests
Where Did I Get These Spells From?
More like what Im thinking of building into my classes
Things that Happened Growing Up in the Thieves Guild
Things my Master did to me at Clerical School
Things my Master did to Me at Wizard School
Unpleasant Life Events for Fighters
Childhood by social class
Childhood Tragedies for Villager folk
Childhood Tragedies for Urban folk
Childhood Tragedies for the Mercantile Class
Childhood Tragedies for Noble folk
Childhood Tragedies for Savages
Dwarf Juve Dramas
Halfling Hangups
Terrible Times Growing up an Elf
I was an Elf Slave
I need more of these for non humans like gnomes and other classes
Also see all my class and species mission tables
Tragic backgrounds for urchin hirelings
More of finding Oath Givers and Cults
Where did My new spells come from and other off-level up quests
Where Did I Get These Spells From?
More like what Im thinking of building into my classes
Sunday, 13 July 2025
d100 Gnome Youth Gone Wrong

Realised I had not done ugly background tables and to show all species have sometimes shitty problematic lives, here is a d100 gnome troubles for you to confess to Clerics for decades.
I do have a variety of gnomes, including forest ones, murderous bandits, hillfolk and grey stony skinned psionic technological nihilist ones and especially mean ones. All wear caps are 2-3 foot tall and each species has a magic power.
d10 Quick Gnome Youth Gone Wrong Types
I do have a variety of gnomes, including forest ones, murderous bandits, hillfolk and grey stony skinned psionic technological nihilist ones and especially mean ones. All wear caps are 2-3 foot tall and each species has a magic power.
d10 Quick Gnome Youth Gone Wrong Types
1 Nature Rambles
2 Exploration
3 Persecution
4 Work
5 Vice
6 Tragedy
7 Violence
8 Suffering
9 Bad Luck
10 Supernatural
.
d10 Quick Gnome Youth Gone Wrong Types
01 Caught in a fox trap and had to drag yourself home
02 Got in a nasty fight with a badger
03 Almost drowned in a river
04 Was lost exploring an underground cave
05 Made friends with faeries of the same alignment, others thought you were odd
06 Trapped a beast menacing your burrow d4 1=cat 2=dog 3=giant rat 4=boar
07 Lost in the wilderness alone for years
08 Carried away far from home by a large bird and lost
09 Regularly battled a mean billy goat
10 Chased by hunters dogs
11 Spied on humans and once chased by some to a safe burrow
12 Found an ancient hidden ruin but parents said best to leave alone
13 Lost for several years in a cave complex alone with mushrooms
14 Travelled with a caravan riding d4 1=beetles 2=snails 3=lizards 4=rodents
15 Had to get some children to help you out of a pit
16 Accidently rode a creature a great distance d4 1=hog 2=bat 3=owl 4=goat
17 Explored a ruined level of your family burrow and got chased by spiders
18 Ate a strange mushroom you found and dreamed of other dimensions for days
19 Found an ancient drainpipe leading to a hidden ruin with interesting rubbish
20 Family kept travelling all kinds of secret subterranean roads and mountain passes
21 Hunted by wicked children who tried to smoke you out of a hole
22 Chased by an ogre who wanted to eat you and your friends
23 A wild cat or dog or lizard was a regular enemy in the wilderness
24 A crazed wizard wanted to eat you and tried all kinds of schemes
25 Giant spiders invaded the burrow and it was a terrible fight
26 A daft old farmer used to chase and shoot at you and your siblings
27 Wicked enemy gnomes framed your clan to enrage humans against your kin
28 Evil enemy gnomes always want you to join them by force and you have seen fights
29 A gang of evil faerie creatures tried to bully you to join their misfit gang
30 Took a shortcut through a worm burrow and had to flee your life
31 Worked in a child sweatshop making children toys and candy
32 Had to work with dangerous materials in a tough situation
33 Worked in the mines doing your miserable duty to the clan
34 Had to do chores for humans in return for bread and milk
35 Looked after livestock on a farm
36 Had to protect crops from giant bugs
37 Had to do kind deeds, helping wild creatures who were sometimes ungrateful
38 Had to make hot soup for frogs in winter
39 Had to deliver packages in secret to humans
40 Had to spy on human families from inside walls and under floors to see if they deserved gnome rewards or tricks
41 Family terrible gamblers who lost everything and ran away
42 Parents sold you to a mean gnome who always tried to kidnap human children
43 Parents were terrible pipe weed addicts and the burrow was like living in an ashtray
44 Used to like spying on other species while they make love
45 Used to steal goods from other species
46 Parents sent you to work to buy them drugs
47 Drinking parents used to fight and scream at each other, and you
48 Parents had a room of strange, embarrassing sexual contraptions
02 Got in a nasty fight with a badger
03 Almost drowned in a river
04 Was lost exploring an underground cave
05 Made friends with faeries of the same alignment, others thought you were odd
06 Trapped a beast menacing your burrow d4 1=cat 2=dog 3=giant rat 4=boar
07 Lost in the wilderness alone for years
08 Carried away far from home by a large bird and lost
09 Regularly battled a mean billy goat
10 Chased by hunters dogs
11 Spied on humans and once chased by some to a safe burrow
12 Found an ancient hidden ruin but parents said best to leave alone
13 Lost for several years in a cave complex alone with mushrooms
14 Travelled with a caravan riding d4 1=beetles 2=snails 3=lizards 4=rodents
15 Had to get some children to help you out of a pit
16 Accidently rode a creature a great distance d4 1=hog 2=bat 3=owl 4=goat
17 Explored a ruined level of your family burrow and got chased by spiders
18 Ate a strange mushroom you found and dreamed of other dimensions for days
19 Found an ancient drainpipe leading to a hidden ruin with interesting rubbish
20 Family kept travelling all kinds of secret subterranean roads and mountain passes
21 Hunted by wicked children who tried to smoke you out of a hole
22 Chased by an ogre who wanted to eat you and your friends
23 A wild cat or dog or lizard was a regular enemy in the wilderness
24 A crazed wizard wanted to eat you and tried all kinds of schemes
25 Giant spiders invaded the burrow and it was a terrible fight
26 A daft old farmer used to chase and shoot at you and your siblings
27 Wicked enemy gnomes framed your clan to enrage humans against your kin
28 Evil enemy gnomes always want you to join them by force and you have seen fights
29 A gang of evil faerie creatures tried to bully you to join their misfit gang
30 Took a shortcut through a worm burrow and had to flee your life
31 Worked in a child sweatshop making children toys and candy
32 Had to work with dangerous materials in a tough situation
33 Worked in the mines doing your miserable duty to the clan
34 Had to do chores for humans in return for bread and milk
35 Looked after livestock on a farm
36 Had to protect crops from giant bugs
37 Had to do kind deeds, helping wild creatures who were sometimes ungrateful
38 Had to make hot soup for frogs in winter
39 Had to deliver packages in secret to humans
40 Had to spy on human families from inside walls and under floors to see if they deserved gnome rewards or tricks
41 Family terrible gamblers who lost everything and ran away
42 Parents sold you to a mean gnome who always tried to kidnap human children
43 Parents were terrible pipe weed addicts and the burrow was like living in an ashtray
44 Used to like spying on other species while they make love
45 Used to steal goods from other species
46 Parents sent you to work to buy them drugs
47 Drinking parents used to fight and scream at each other, and you
48 Parents had a room of strange, embarrassing sexual contraptions
49 Friends and siblings died from drugs, drink and vice while young
50 Likes to spy on faeries, especially if bathing
51 Family killed by a monster, leaving you alone
52 Family members killed in a huge mine disaster
53 Survived an attack from a mutant chaos mole in your family burrow
54 Sole survivor of the plague that killed all the family
55 An evil wizard sold your family to greedy wizards who think they will learn new magic by eating them
56 Kin were crushed in an engineering accident
57 Kin were killed in an alchemical explosion
58 kin turned into mutant monstrosities by handling forbidden minerals
59 Clan left this world forever and accidentally left you behind
60 An evil alchemist gassed your family's burrow, and only you escaped
61 Shot by farmers who saw you near your burrow
62 Faught an evil rival, and the clan bunker was badly damaged
63 Attacked on an expedition and separated from family for years
64 Clan had a blood feud with kobolds, but they bred faster
65 Clan had a decimating vendetta with goblins, and both sides rejected peace
66 An evil gnome leader drove your clan away to live in miserable poverty
67 Your clan and another clan battled over underground resources to the death
50 Likes to spy on faeries, especially if bathing
51 Family killed by a monster, leaving you alone
52 Family members killed in a huge mine disaster
53 Survived an attack from a mutant chaos mole in your family burrow
54 Sole survivor of the plague that killed all the family
55 An evil wizard sold your family to greedy wizards who think they will learn new magic by eating them
56 Kin were crushed in an engineering accident
57 Kin were killed in an alchemical explosion
58 kin turned into mutant monstrosities by handling forbidden minerals
59 Clan left this world forever and accidentally left you behind
60 An evil alchemist gassed your family's burrow, and only you escaped
61 Shot by farmers who saw you near your burrow
62 Faught an evil rival, and the clan bunker was badly damaged
63 Attacked on an expedition and separated from family for years
64 Clan had a blood feud with kobolds, but they bred faster
65 Clan had a decimating vendetta with goblins, and both sides rejected peace
66 An evil gnome leader drove your clan away to live in miserable poverty
67 Your clan and another clan battled over underground resources to the death
68 Your clan joined a terrible war that was a hopeless cause, and most died
69 Your clan were eaten by gremlins
70 Ogres persecuted your family for generations
71 Had to steal garbage from a prison for food
72 Tortured while a prisoner for your pot of gold they were sure you had
73 Had a terrible sickness, and your burrow banished you
74 Came from a persecuted minority sect in hiding from the others in your burrow town
75 Had a terrible battle with parasites for years, and worry they might return
76 Swallowed by a monster but escaped
77 Kept in prison by enemy nasty gnomes
78 Trapped in a spider's larder for days, but escaped
79 Kept by a carnival as a freak
80 Had to bury all your family, as you were the youngest
81 Trapped in a cave alone for months
82 Imprisoned by rival kingdom gnomes
83 Cursed and enlsaved by a nighthag or witch
84 Animal friends were killed by hunters
85 Family wealth stolen by the enemy gnome clan
86 Terrible famine wiped out your friends and family
87 Goblinoids or kobolds overran your family burrow, and you've not seen them since
88 Swarms of giant vermin drowned your burrow complex, and you fled with nothing
89 An earthquake crushed your family while you were away
90 Cursed undead invaded your clan burrow and ate everyone
91 Chased by sinister spirits in the wilderness when alone and young
92 Malicious spirit enthralled your home clan, but you escaped
93 Gnome cult used summoned entities to slay your family
71 Had to steal garbage from a prison for food
72 Tortured while a prisoner for your pot of gold they were sure you had
73 Had a terrible sickness, and your burrow banished you
74 Came from a persecuted minority sect in hiding from the others in your burrow town
75 Had a terrible battle with parasites for years, and worry they might return
76 Swallowed by a monster but escaped
77 Kept in prison by enemy nasty gnomes
78 Trapped in a spider's larder for days, but escaped
79 Kept by a carnival as a freak
80 Had to bury all your family, as you were the youngest
81 Trapped in a cave alone for months
82 Imprisoned by rival kingdom gnomes
83 Cursed and enlsaved by a nighthag or witch
84 Animal friends were killed by hunters
85 Family wealth stolen by the enemy gnome clan
86 Terrible famine wiped out your friends and family
87 Goblinoids or kobolds overran your family burrow, and you've not seen them since
88 Swarms of giant vermin drowned your burrow complex, and you fled with nothing
89 An earthquake crushed your family while you were away
90 Cursed undead invaded your clan burrow and ate everyone
91 Chased by sinister spirits in the wilderness when alone and young
92 Malicious spirit enthralled your home clan, but you escaped
93 Gnome cult used summoned entities to slay your family
94 Burrow was haunted by the spirits of the unhappy dead, so the clan scattered
95 Family member was a demon worshiper and summoned a deadly flesh-eating horror from beyond that only you escaped
96 Necromancer in the family awakened dead kin to devour the living, but you escaped
97 Family burrowed into an ancient temple of eldritch terrors from beyond while you were away at the shops
89 Mutant gnomes from the elder deep invaded your home to incorporate the young into their tribe and eat all the elderly. You slipped free
89 Mutant gnomes from the elder deep invaded your home to incorporate the young into their tribe and eat all the elderly. You slipped free
99 An elder demon took control of your clan through their dreams, but you escaped due to some brain damage you luckily received at school
100 Used to test dangerous equipment, weapons and vehichles
100 Used to test dangerous equipment, weapons and vehichles
Thursday, 10 July 2025
Advanced Train Trauma in Chagrinspire

Last stab at trains got some basic stuff down, and now is the time for more. Players found the working station in the gnome town under the plateau. The Train goes to Trancentral Terminal on the ground floor of Chagrinspire. The Underland loop also passes through.
The Underland Loop goes through the three great caverns (including a gnome city) and back to Trancentral.
The Upper and lower corkscrew spiral lines coil around the outside of Chagrin and spiral through all levels. It may have more military and automated cars. These lines the trains have an engine both ends.
The Wasteland Routes, more infrequent and radiate like a cobweb from the Chagrinspire, connecting the old outpost forts and the next two lines. Most go outward and return. Each side of no man's land has trench trains in the underground hill forts. that loop Chagrinspire. These are the Outer Black Sphere Line and the Allied Barrier Line.
There are rumours that automated systems are digging a new far outer circle line around the wasteland borders. Below Transcentral, there is a vast automated golem factory sending out golem trains and tunnel-expanding crews.
The Underland Loop - Visit the three great caverns
Upper Corkscrew Spiral Line - Visit Upper Chagrinspire
Lower Corkscrew Spiral Line - Visit Lower Chagrinspire
Wasteland Routes - Your Local Wasteland Service connecting outposts
Outer Black Sphere Line - Trench to Trench Fort Fast
Allied Barrier Line - Contain & Destroy Operation Service
These routes appear on posters, magazines, newspapers, signs and other printed items.
The previous posts on tunnels apply, but are more about tunnels outside Chagrinspire.
Previous Train posts apply, but inside Chagrinspire is more likely to be militarised.
Chagrinspire is not as dead as people think. Many mid and upper levels and automated levels are all functional. There may be intact pre-apocalypse levels operating and using aircraft.
d12 Train Types in Wasteland or the Deep
1 Automated short commuter line with bare benches and standing cars
2 Passenger Trains with various classes of car types
3 Mixed passenger and freight cars
4 Cargo train with a variety of freight cars
5 Automaton repair crew and engine, often with a crane and work machines
6 Engineers to work on something needing more precision than automatons
7 Handcar with d4 1=kobolds 2=adventurers 3=orcs 4=scavengers
8 Humanoid warlords out to raid or battle
9 Humanoid warlords transporting goods or people for money
10 Humanoid warlords are moving workers to a dig site for scrap
11 Cultist temple train with supernatural servitors like Diablo Express
12 Supernatural haunted trains, often with ghosts or necromancers
d12 Train Types inside Chagrinspire
(most require 2 engines for the gradient slopes or braking)
d12 Train Types inside Chagrinspire
(most require 2 engines for the gradient slopes or braking)
1 Automated short commuter line with bare benches and standing cars
2 Passenger Trains with various classes of car types
3 Cargo trains with a variety of freight cars for goods
4 Prison transport d4 1=rebels 2=petty criminals 3=suspicious travellers 4=cloned slaves, sometimes prisoners are moved around constantly to drive people crazy
5 Automaton repair crew and engine, often with a crane and work machines
6 Engineers to work on something needing more precision than automatons
7 VIP Train with rich passengers of gnomish aristocracy with exotic guards
8 Livestock Train carries cave cows, giant bugs, worms, frogs and grubs
9 Black Sphere Troop transport (often use commuter or cattle cars), carries armoury and 100 soldiers
10 Black Sphere Secret Police Train with gnome, human clones and automaton troops
11 Black Sphere Wizard Train a special transport for large groups of spellcasters
12 Black Sphere Battle Train with artillery and machineguns and armour on both ends
The Underland Loop
Passes the three great caverns of the deep.
d12 Passengers
1 Gnome Scrappers to or from garbage caverns
The Underland Loop
Passes the three great caverns of the deep.
d12 Passengers
1 Gnome Scrappers to or from garbage caverns
2 Gnome Merchants to or from the city
3 Gnome students to or from school
4 Gnome Fungus Farmers to or from markets
5 Gnome Ticket Inspector looking for fare evasion
6 Gnome Rail Police Squad looking for criminals
7 Gnome engineers on their way to the worksite or station
8 Gnome criminal d4 1=pick pocket 2=con artist 3=gambler 4=prostitute
9 Goblinoids from a goblintown to a work site
10 Orcs from underland civilisation migrating
11 Kobolds, may pretend to be children for cheap fares
12 Dwarves on way from home to a mine
d12 Problems
1 Rail line needs repair (possible ambush)
d12 Problems
1 Rail line needs repair (possible ambush)
2 Train breaks down (may attract trouble)
3 Boiler leak needs repair and water
4 Fire breaks out and is delayed without help
5 Lost a car and needs to go find it
6 Murder most horrid among passengers
7 Automaton or golem engine, out of control or off-course
8 Gunfight or duel among passengers
9 Holdup by a masked gang robbing passengers
10 Monsters loose on a train
11 Cultists on the train
12 Hostile train and crew attack
Upper Corkscrew Spiral Line
People going up tend to go to work or visit somewhere
d12 Passengers
1 Business and bureaucrat gnomes to or from work
Upper Corkscrew Spiral Line
People going up tend to go to work or visit somewhere
d12 Passengers
1 Business and bureaucrat gnomes to or from work
2 Gnome family heading to the airport & airship levels
3 Scholar magicians to or from education and research facilities
4 Black sphere secret police gnomes with automatons
5 Automaton labourers on the way to work
6 Robed gnome wizards & sorcerers on the way to a think tank
7 Gnomes with Arctic survival clothes and air masks
8 Clerks and scribes off to work
9 Cloned human police and stewards patrol train
10 Cultist spies seeking secrets
11 Gnome detective and automaton sidekick
12 Gnome tourists from the Underland
d12 Problems
1 One of two engines was failing, so the train slowed
2 Train stops to allow the priority train through
3 Police search for illegal performance-enhancing potions
d12 Problem
1 Speed gets too high and breaks are squealing
Wasteland Lines
Radiate from Transcentral and connect each outpost. Most routes connect several to the outer edge of the wasteland. Many connect to the Trench Lines. Most are not active as the outposts are mostly controlled by enemies. The lines run weekly, and the tracks and lighting are of poorer quality. These lines also connect to drains and service tunnels and roaming pedestrians may be in these lines.
d12 Problems
1 One of two engines was failing, so the train slowed
2 Train stops to allow the priority train through
3 Police search for illegal performance-enhancing potions
4 Poltergeists from long-dead youths harass passengers
5 Surly kobolds vandalising seats and drawing on walls
6 Air quality is poor due to the smoke of poor air
7 Track allocation error, heads back to start or wait
8 Delay for special passengers
9 Rogue train on the line, proceed with caution
10 Giant worms or centipedes on track require extermination
11 Giant spiders boarded the rain for food
12 Gnomish saboteur suicide raiders from the black sphere cult
Lower Corkscrew Spiral Line
People going down tend to go home after work or be deployed somewhere. Sometimes goods or creatures from anywhere in the world could be taken from the airship port on the upper levels.
d12 Passengers
1 Workers returning to their homes
2 Clerks and scribes returning home
Lower Corkscrew Spiral Line
People going down tend to go home after work or be deployed somewhere. Sometimes goods or creatures from anywhere in the world could be taken from the airship port on the upper levels.
d12 Passengers
1 Workers returning to their homes
2 Clerks and scribes returning home
3 Black sphere secret police gnomes with automatons
4 Gnome troubleshooter on a mission outside the tower
5 Tourists on the way home
6 Gnomish celebrities swarmed by fans
7 Trained ape porters with baggage in little suits and caps
8 Mechanic crew on the way to the project
9 Black sphere secret police squad with gnomes, humans and automatons
10 Millitary cadets on an excursion
11 Gnomish Widows Association outing
12 Captives arrived by air, being taken to the underworld to be sold with guards
d12 Problem
1 Speed gets too high and breaks are squealing
2 Hobos board a train and roam for food and crime
3 Salesmen posters for nicknacks or scams
4 Prostitutes looking for lonely travellers
5 Striking workers singing songs loudly
6 Monsters from far, far away land escape a crate
7 Drunken tourists shouting and want to party
8 Schoolchildren returning from boarding school are very excited
9 Deranged automaton
10 Shapeshifter eats someone
11 Some feuding passengers want a duel with a gun or a sword
12 Train searched for spies by Secret police
4 Prostitutes looking for lonely travellers
5 Striking workers singing songs loudly
6 Monsters from far, far away land escape a crate
7 Drunken tourists shouting and want to party
8 Schoolchildren returning from boarding school are very excited
9 Deranged automaton
10 Shapeshifter eats someone
11 Some feuding passengers want a duel with a gun or a sword
12 Train searched for spies by Secret police
Wasteland Lines
Radiate from Transcentral and connect each outpost. Most routes connect several to the outer edge of the wasteland. Many connect to the Trench Lines. Most are not active as the outposts are mostly controlled by enemies. The lines run weekly, and the tracks and lighting are of poorer quality. These lines also connect to drains and service tunnels and roaming pedestrians may be in these lines.
d12 Passengers
1 Mercenaries
1 Mercenaries
2 Scavenger gangs 1in4 are mutants
3 Kobolds graffitiing
4 Orcs clan migrating
5 Adventurers
6 Slavers with prisoners
7 Undead, possibly a haunted car
8 Ticket Inspector & automatons
8 Ticket Inspector & automatons
9 Rail police flexing their control
10 Cultists in robes with a prisoner
11 Rail Police Automatons
12 Black Sphere Secret police
d12 Problem
1 Bandit train attack
d12 Problem
1 Bandit train attack
2 Humanoid warlord borders
3 Track sabotaged for an ambush
4 Cultists board to convert unbelievers
5 Swarm of vermin invade the train
6 Tunnel blocked or bridge down
7 Fungus overgrown
8 Partially flooded tunnel, so go slow
9 Monsters board for food
10 Rogue automaton or golem
11 Train redirected into a strange tunnel
12 Alternate route due to accident ahead
Outer Black Sphere Line - Trench to Trench Fort Fast
Allied Barrier Line - Contain & Destroy Operation Service
Outer Black Sphere Line - Trench to Trench Fort Fast
Outer Black Sphere Line - Trench to Trench Fort Fast
Allied Barrier Line - Contain & Destroy Operation Service
Outer Black Sphere Line - Trench to Trench Fort Fast
Goes in a loop through the hillforts inside the great trench lands. Has connections to outpost fortresses and the waste lines.
d12 Passengers
1 Undead soldier (forts hill forts are full of undead)
1 Undead soldier (forts hill forts are full of undead)
2 Scavengers 1in4 mutants
3 Frog or Fish folk marines hunting gnomes and humans
4 Adventurers
5 Orcs 1in6 clones troopers gone feral
6 Mutant chaos cultists
7 Beast folk abhuman war bands
8 Repair Crew of mechanics or engineers
9 Black Sphere Secret Police
10 Black Sphere troopers
11 Black Sphere human cloned soldiers
12 Black Sphere Death Squads
d12 Problems
1 Magnetic mines on track need clearing
d12 Problems
1 Magnetic mines on track need clearing
2 Aggressive undead soldiers attack
3 Spirits of dead soldiers screaming and moaning
4 Ambush on blocked tracks
5 Tracks fitted with explosives by Orc raiders for an ambush
6 Hostile train tries to chase and the crew aboard
7 Rogue flesh golems from the waste boards to kill and eat
8 Wight trench fighters attack to slay the living
9 Raiders use gas or smoke bombs and board trains in masks
10 Predatory slime monsters boarded the train
11 Swarms of vermin board and move through carriages
12 Guard rang the emergency stop bell
d12 Allied Barrier Line - Contain & Destroy Operation Service
d12 Allied Barrier Line - Contain & Destroy Operation Service
This is the outer hill fort line overlooking no-mans-land, built by allies against Chagrinspire. It does get maintained by undead but the Black Sphere seem to repair stuff unless shot at.
d12 Passengers
1 Allied soldier cult in ancient uniform from long lost bunker people
1 Allied soldier cult in ancient uniform from long lost bunker people
2 Crusaders of the remnants of the Empire, lost but survived by riding trains
3 Dwarven heroes off to destroy Chagrinspire
4 Barbarians on the way to kill wizards and works of literate people
5 Scavenger clan 1in6 mutants
6 Cultists seeking long-lost occult secrets and sacrifices
7 Wasteland farmers taking food to market by this secret route
8 Alchemist guild agents exploring the rail lines
9 Slavers guild transporting prisoners or slave assassins hunting adventurers
10 Surprised pilgrims crossing the wasteland for the church by this miraculous chariot
11 Tourists from the underworld gnome city
12 Subterranean humans d4 1=migrating 2=lost 3=escaped slaves 4=hunting meat
d12 Problems
1 Rogue flesh golem just wants to kill and eat and rampage with other golems
d12 Problems
1 Rogue flesh golem just wants to kill and eat and rampage with other golems
2 Ghoul soldiers kill a team boarding the train, hunting the living
3 Food car shortage and many passengers are complaining and irritated
4 Rogue automaton soldiers board and attack
5 Black Sphere clone orc troops raid the train
6 Warlords train in pursuit
7 Supernatural train in pursuit
8 Cultists seek to take over the train for a new temple by anointing it in blood
9 Undead soldiers using a train to move forces, smelly and cramped
10 Lost gnomish school child up to pranks
11 Train attacked by giant insects
12 Beast folk abhuman horde attack and try to board train
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For when you need the party to do something
d12 Living Hazards of Underground Trains
1 Gigantic carnivorous grey worm (was once a corrupt wizard)
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For when you need the party to do something
d12 Living Hazards of Underground Trains
1 Gigantic carnivorous grey worm (was once a corrupt wizard)
2 Gigantic carrion worm or tunnel worm
3 Gigantic centipede or millipede with occult demon tatoos
4 Gigantic fungus needs clearing off the tracks, attracting giant bugs and flies
5 Tunnel Wyrm, a wingless dragon adapted to tunnels or a giant snake
6 Gigantic tunnel slime or jelly blocks passage, and hungry
7 Gigantic tunnel rats with 10HD and know tunnels well
8 Train wreck on the track is really a house mimic
9 Many swarms of one vermin type flood the tunnel
10 Giant vermin all over the slimy tunnel service
10 Giant vermin all over the slimy tunnel service
11 Huge monster dead (possibly with wrecked train), blocking tracks
12 Possibly thousands of foot-tall gremlins swarming over the area with pet rats
d20 Lost Line Discoveries
1 Abandoned train, requires fuel and service to awaken the golem engine
2 Bunker door of an isolated faction in hiding since the Apocalypse War
3 Bunker door opens to a haunted ruin with undead
4 Bunker of degenerate cannibal bunker people
5 Handcar (Kalamazoo) operated by zombies or kobolds
6 Station is now part of a hidden colony of humanoids
7 Station is now a cult temple
8 Depot for automated train servicing, automated workers turn hostile if their work is bothered
9 Secret tunnel into an abandoned secret police station, often with automaton guards
10 Underground stations connected to the surface
d20 Lost Line Discoveries
1 Abandoned train, requires fuel and service to awaken the golem engine
2 Bunker door of an isolated faction in hiding since the Apocalypse War
3 Bunker door opens to a haunted ruin with undead
4 Bunker of degenerate cannibal bunker people
5 Handcar (Kalamazoo) operated by zombies or kobolds
6 Station is now part of a hidden colony of humanoids
7 Station is now a cult temple
8 Depot for automated train servicing, automated workers turn hostile if their work is bothered
9 Secret tunnel into an abandoned secret police station, often with automaton guards
10 Underground stations connected to the surface
11 Large stations with abandoned shops and d4+1 lines d4+1
12 Tribal cave folk live in a station and come here to paint monsters they fight
13 Workers complex for tunnel construction with tools, junk and canned food
14 Tracks were blocked with a concrete buffer recently, the tunnel continues onwards
15 Wrecked armoured train torn into several parts, remains of gun turret in the mess
16 Flooded station occupied by frog or fish folk
17 Station overgrown with fungi, giant bugs, goblins and faeries
18 Tunnel is filled with the meat of some vast subterranean horror or perhaps a manifestation of Xor, the meat god. Some hungry mouths and tentacles might awaken if bothered
19 Sinkhole to the underground vault of reptilian civilisation with domestic dinosaurs
20 Mutant hero can no longer move and is protected by its cult
d20 Wasteland Station Decor
1 Ornate staircase
12 Tribal cave folk live in a station and come here to paint monsters they fight
13 Workers complex for tunnel construction with tools, junk and canned food
14 Tracks were blocked with a concrete buffer recently, the tunnel continues onwards
15 Wrecked armoured train torn into several parts, remains of gun turret in the mess
16 Flooded station occupied by frog or fish folk
17 Station overgrown with fungi, giant bugs, goblins and faeries
18 Tunnel is filled with the meat of some vast subterranean horror or perhaps a manifestation of Xor, the meat god. Some hungry mouths and tentacles might awaken if bothered
19 Sinkhole to the underground vault of reptilian civilisation with domestic dinosaurs
20 Mutant hero can no longer move and is protected by its cult
d20 Wasteland Station Decor
1 Ornate staircase
2 Wooden escalators
3 Elevators, 1in4 functional, shaft reachers upper and lower levels
4 Murals of the ancient faction that lived here
5 Used as a military camp. Some ammo and rations can be found. 1in6 are still close
6 Rest Room with nice chairs, magazines and newspapers, and dust
7 Unisex bathrooms with d4 1=giant spider 2=goblin attendant 3=skeleton with bag of 3d6gp 4=automaton attendant also for coins cuts hair and shaves guests
8 Baggage Locker with barred gate and trolley for bags inside. Outside the gate door are several banks of smaller lockers
9 Vending machine golem or one-armed bandit golem
10 Cafeteria, possibly occupied by monsters or some plucky local, with a dozen outside tables
11 Prison cell, possibly with bones or occupants if the station is still used
12 Merchant caravans stop and camp here
13 Guard Room now occupied by d6 1=guard automaton 2=ghouls & a ghast 3=orc family 4=trolls 5=ogres 6=minotaur
14 Kiosk stall operated by d6 1=mutant selling alchemist potions 2=scavenger selling scrap 3=goblin selling food 4=kobold selling tiny weapons 5=gnome selling guns 6=cult wizard selling petty magic items and scrolls
15 Humanoid warlords operate the station and charge trains to stop and for supplies
16 Faction or monsters booby-trapped the station with traps and spells
17 Haunted by spirits or corporeal undead, but there will be treasure on some
18 Graffiti over every surface and wheel marks from a kobold scooter gang. 1in6
19 Gnome station attendants care for and operate the station. They have a telegraph machine to call trains and for help. They keep giant bats to carry packages, ride around tunnels and milk. A squad guards station, d4 1=clone orcs 2=clone humans 3=automatons 4=goblinoids
20 Cultist shrine, possibly a crude assemblage or something more impressive for pilgrims, may have cultists in attendance and killing them will make the cult your enemies (they use divination)
d20 Other Train Types
1 Dwarf Train of miners or scavengers has adapted a dwarf steam train to Chagrinspire gauge with a fire salamander boiler.
2 Gnome Postal Train from the Underland City deliver parcels and letters and some freight. Creatures even post their children and livestock. May also have passenger cars and take long meandering journeys over the wastes
3 Fungoid Train a living mushroom train with mushroom folk, sporelings, giant bugs, vermin swarms and goblins. Some have fungoid zombies
4 Hospital Train with nurses, stewards and soldiers off to some accident clean up
5 Mechanics train off to fix something with their automaton vassals
6 Engineers train with construction automatons, a crane car and loads of building materials
7 Gnome Anarchist Revolutionaries on a rampage for anarchy and destroying the machine! But they do like trains and zooming around the wasteland, murdering and robbing Black Sphere forces. They will ally with mutual enemies and preach lawlessness for freedom
8 Scavengers Train operated by a clan of scavengers 1in4 are also mutants with a car of toxic alchemical waste. They raid easy targets and plunder the garbage of the ancients, and are ruthless unless you save them
9 Alchemist Train with guild agents and musket men, led by a d4 alchemist, seeking magic secrets. They deal with slavers and mining guilds in the wasteland and move chemicals and slaves. They also release exploratory teams
10 Magician Train - with a lab, library and temple cars, all decorated in occult signs and severe angular streamlining. These serve the Black Sphere, providing mobile magical education and
11 Slavers Train - used as part of a global slave trade, even when the surface is unsafe for them, their train knowledge is superior. As nations close borders for slavers, their rail network lets them reach local human traffickers
12 Meat Train - the alien spirit of flesh Xor, has overcome a Train Golem, and now this living fleshy train is occupied by slimes and worms and lice. Canibalistic savages wearing human leather clothes and covered in tattoos, often have filed teeth and piercings. They seem to raid for prisoners, whom they infect with Xorian mutations or send to their home dimension for absorption
13 Underland Circus train a bit lost with exotic dungeon monsters and clown abhumans and mutants
14 Feral Golem Train with automaton servants, rails for fuel and parts. Wants to liberate magical machines and recruit automatons
15 Death Guard Flesh Golem War Train, some home flesh golems have gone psychotic and learned to operate the train, which soothes them somewhat. They love the bells and whistles and raid for fuel for their train, killing and eating any opposition; Horns on the train signal for golems to disembark and plunder or return. They have become conditioned by the train. Some control centre somewhere might actually direct them
16 Water train is often used by frog and fish folk to invade the inner rail network. They started with water cars and then flooded other cars and brought pond weed and bugs and worms. They deliver water to outposts, some used to breed sleeper armies for future expansion
17 Bug Train inhabited by bug abhumans, and the train is a gargantuan caterpillar or centipede or worm. Some humans, scavengers and mutants have joined them and ride worms to battle. Frog and Fish folk have united to battle and enslave bugs and worms
18 Necrogolem Train made by necromancers from fused flesh of mostly humanoids and crewed by evil wizards and their mobile school. They want to uncover the secrets of annihilation from the Black Sphere. They question corpses before processing into train flesh and keep skulls of useful corpses to question later
d20 Other Train Types
1 Dwarf Train of miners or scavengers has adapted a dwarf steam train to Chagrinspire gauge with a fire salamander boiler.
2 Gnome Postal Train from the Underland City deliver parcels and letters and some freight. Creatures even post their children and livestock. May also have passenger cars and take long meandering journeys over the wastes
3 Fungoid Train a living mushroom train with mushroom folk, sporelings, giant bugs, vermin swarms and goblins. Some have fungoid zombies
4 Hospital Train with nurses, stewards and soldiers off to some accident clean up
5 Mechanics train off to fix something with their automaton vassals
6 Engineers train with construction automatons, a crane car and loads of building materials
7 Gnome Anarchist Revolutionaries on a rampage for anarchy and destroying the machine! But they do like trains and zooming around the wasteland, murdering and robbing Black Sphere forces. They will ally with mutual enemies and preach lawlessness for freedom
8 Scavengers Train operated by a clan of scavengers 1in4 are also mutants with a car of toxic alchemical waste. They raid easy targets and plunder the garbage of the ancients, and are ruthless unless you save them
9 Alchemist Train with guild agents and musket men, led by a d4 alchemist, seeking magic secrets. They deal with slavers and mining guilds in the wasteland and move chemicals and slaves. They also release exploratory teams
10 Magician Train - with a lab, library and temple cars, all decorated in occult signs and severe angular streamlining. These serve the Black Sphere, providing mobile magical education and
11 Slavers Train - used as part of a global slave trade, even when the surface is unsafe for them, their train knowledge is superior. As nations close borders for slavers, their rail network lets them reach local human traffickers
12 Meat Train - the alien spirit of flesh Xor, has overcome a Train Golem, and now this living fleshy train is occupied by slimes and worms and lice. Canibalistic savages wearing human leather clothes and covered in tattoos, often have filed teeth and piercings. They seem to raid for prisoners, whom they infect with Xorian mutations or send to their home dimension for absorption
13 Underland Circus train a bit lost with exotic dungeon monsters and clown abhumans and mutants
14 Feral Golem Train with automaton servants, rails for fuel and parts. Wants to liberate magical machines and recruit automatons
15 Death Guard Flesh Golem War Train, some home flesh golems have gone psychotic and learned to operate the train, which soothes them somewhat. They love the bells and whistles and raid for fuel for their train, killing and eating any opposition; Horns on the train signal for golems to disembark and plunder or return. They have become conditioned by the train. Some control centre somewhere might actually direct them
16 Water train is often used by frog and fish folk to invade the inner rail network. They started with water cars and then flooded other cars and brought pond weed and bugs and worms. They deliver water to outposts, some used to breed sleeper armies for future expansion
17 Bug Train inhabited by bug abhumans, and the train is a gargantuan caterpillar or centipede or worm. Some humans, scavengers and mutants have joined them and ride worms to battle. Frog and Fish folk have united to battle and enslave bugs and worms
18 Necrogolem Train made by necromancers from fused flesh of mostly humanoids and crewed by evil wizards and their mobile school. They want to uncover the secrets of annihilation from the Black Sphere. They question corpses before processing into train flesh and keep skulls of useful corpses to question later
19 Experimental Golem Train - metallic frame and shell surrounding cloned golem flesh. Operated by science gnomes. The train screams and sobs for death
20 Monster Train is mostly automated, with caged monsters taken to points for release. Some gnome alchemists supervise the unloading and keep monsters alive. Also have automaton guards and a car with a crane for unloading huge creatures. Sometimes they collect monsters for study in the deep
--------------------------------------
I will probably merge these tables with some prior ones in the future.
Im trying to make some maps like rail maps and logos.
HD & AC of golem trains?
Maybe do a slaver train and detail slaver units at same time
20 Monster Train is mostly automated, with caged monsters taken to points for release. Some gnome alchemists supervise the unloading and keep monsters alive. Also have automaton guards and a car with a crane for unloading huge creatures. Sometimes they collect monsters for study in the deep
--------------------------------------
I will probably merge these tables with some prior ones in the future.
Im trying to make some maps like rail maps and logos.
HD & AC of golem trains?
Maybe do a slaver train and detail slaver units at same time
Monday, 7 July 2025
A funny thing happened on our Shrine Pilgrimage
Pilgrimages are holy treks, for some a form of tourism to get out to see the world, others are more serious, dangerous and long.
A minor Pilgrimage has a 2d4 days with an ordained stop each night.
A major Pilgrimage can take 2d4 months
(consider exploding dice on these rolls)
Generate a shrine as per the previous two blog posts on shrines for oaths.
Each day and stop will also have a drama.
Some pilgrim bands are made of individuals who work together and are self-funded. Some groups may be taken care of by a leader and possibly an organisation or council. The more hierarchical ones centralise their money and spending. They buy in bulk and give chores to members and may even punish or fine members. Church groups might go on tour together or families.
Some are more of a mob and more likely to be clueless, lost and hungry. They might also rampage fan fan-attack foreigners they have never seen before, or some old people who might have food. A leader who provides food will have a devout and dangerous influence. Cultists may recruit from the most desperate pilgrims who just hope everything will turn around and be ok.
d12 Why is this guy on a pilgrimage?
1 Raising money for charity
2 See beyond home to experience the world
3 Pennance for some sin or crime
4 In return for healing from the church
12 Famous witch or heretics in disguise to cause trouble
d10 Quick Funny Thing Types
1 Mission drama
2 Host drama
3 Strange customs
A minor Pilgrimage has a 2d4 days with an ordained stop each night.
A major Pilgrimage can take 2d4 months
(consider exploding dice on these rolls)
Generate a shrine as per the previous two blog posts on shrines for oaths.
Each day and stop will also have a drama.
Some pilgrim bands are made of individuals who work together and are self-funded. Some groups may be taken care of by a leader and possibly an organisation or council. The more hierarchical ones centralise their money and spending. They buy in bulk and give chores to members and may even punish or fine members. Church groups might go on tour together or families.
Some are more of a mob and more likely to be clueless, lost and hungry. They might also rampage fan fan-attack foreigners they have never seen before, or some old people who might have food. A leader who provides food will have a devout and dangerous influence. Cultists may recruit from the most desperate pilgrims who just hope everything will turn around and be ok.
d12 Why is this guy on a pilgrimage?
1 Raising money for charity
2 See beyond home to experience the world
3 Pennance for some sin or crime
4 In return for healing from the church
5 Considering entering the clergy
6 To aid the soul of a departed person
7 Feels bad after traumatic warfare
8 Punishment for slight against the faith
9 Transporting a body
10 Transporting relics or scriptures
11 Earning good credit with the cosmic powers
12 Evil cultist (possibly just travelling or intending sabotage or crime)
d12 Pilgrim merch
1 Official pilgrim robes with hoods 4sp (second-hand pilgrim robes d3sp)
2 Official pilgrim skull cap 1sp doubles as a begging bowl
d12 Pilgrim merch
1 Official pilgrim robes with hoods 4sp (second-hand pilgrim robes d3sp)
2 Official pilgrim skull cap 1sp doubles as a begging bowl
3 Silver holy symbol dedicated to a trail shrine 20gp
4 Wooden holy symbols carved by a local folk artist 1sp
5 Prayer beads including wood 12cp clay 4sp ivory 10gp
6 Holy pamphlet 5gp or holy prayer book 30gp or illuminated book 300gp
7 Portable Idols, including wooden 10cp, clay 4sp, ivory 12gp, silver 30gp, gold 300gp
8 Church passport where you get stamps to show you went on the trail 4sp
9 Walking Stick (d4) 4sp club (d6) 10sp, pilgrim staff (d6) 1gp
10 Pilgrim Ration baskets, common 1cp/day, posh nosh 1sp/day
11 Water 1cp per 6L or Beer 4cp per 1L bottle (2cp deposit) or wine 2sp per 1L bottle (2cp bottle return) Holy water
4 Wooden holy symbols carved by a local folk artist 1sp
5 Prayer beads including wood 12cp clay 4sp ivory 10gp
6 Holy pamphlet 5gp or holy prayer book 30gp or illuminated book 300gp
7 Portable Idols, including wooden 10cp, clay 4sp, ivory 12gp, silver 30gp, gold 300gp
8 Church passport where you get stamps to show you went on the trail 4sp
9 Walking Stick (d4) 4sp club (d6) 10sp, pilgrim staff (d6) 1gp
10 Pilgrim Ration baskets, common 1cp/day, posh nosh 1sp/day
11 Water 1cp per 6L or Beer 4cp per 1L bottle (2cp deposit) or wine 2sp per 1L bottle (2cp bottle return) Holy water
12 Candles 1cp and clay lanterns 4sp tin lantern 20gp, Lamp Oil 1sp
d12 Stops of minor pilgrimage
1 Urban cathedral
d12 Wilderness camp dramas
d12 Major Pilgrimage
1 See a wonderous sight from mythological events in the scriptures
d12 Pilgrim Groups
1 Scrawny youths and children singing devoutly but hungry
2 Wretched poor with begging bowls
3 Flagellants on tour like a rock band, often drinking and recruiting local youths
4 Diseased or mutants ringing a bell, so people are warned to avoid them
5 Desperate villagers seek a blessing for a local problem
1 Scrawny youths and children singing devoutly but hungry
2 Wretched poor with begging bowls
3 Flagellants on tour like a rock band, often drinking and recruiting local youths
4 Diseased or mutants ringing a bell, so people are warned to avoid them
5 Desperate villagers seek a blessing for a local problem
6 Poorer townsfolk, but some are former veterans
7 Clerical students seeking a life in the church
8 Crusaders d4 1=need healing 2=traumatised vets 3= 4=make mischief all the way
9 Guards with merchant-class family pilgrims
10 Guards with a church official in a palanquin or a coach
11 Guards with an entourage of servants with a noble in a palanquin or a coach
12 Specialist order d4 1=Inquisitors 2=templars 3=hospitalars 4=excorcists
d12 Common pilgrim band feature
1 Musicians or a choir, some play bells or chant
2 Bring farm animals to bless them
d12 Common pilgrim band feature
1 Musicians or a choir, some play bells or chant
2 Bring farm animals to bless them
3 Wagon of supplies and donations
4 Accompanied by a 5th Lv priest and four acolytes
5 Accompanied by a knight
6 Carry a local petty relic in a reliquary to be blessed
7 Raising money for a holy crusade or inquisition
8 Elderly holy hermits of great wisdom teaching pilgrims
9 Drunks up for rampaging against anything they don't like on the way
10 Sworn conduct for pilgrimage d4 1=silent 2=flagellation 3=fasting 4=drunk
11 Criminal guild agents among pilgrims carrying secret messages or smuggling
12 Evil cultists among them seek to corrupt and sabotage pilgrims
d12 Stops of minor pilgrimage
1 Urban cathedral
2 Urban temple
3 Urban shrine
4 Rural village church
5 Rural monastery
6 Rural village shrine
7 Wilderness Pilgrims' shelter
8 Wilderness pilgrims' shelter
9 Wilderness Pilgrims' Campsite
10 Wilderness ruined church
11 Wilderness cave
12 Wilderness shrine
d12 Indoor dramas by night
1 Someone stealing
d12 Indoor dramas by night
1 Someone stealing
2 Fire breaks out
3 Meet a potential follower or patron
4 Locals need help with repairs
5 Hear a story or a rumour about a possible adventure
6 Meet a friendly priest
7 Romantic encounter d4 1=scandalous 2=pleasant 3=demands marriage 4=supernatural
8 Leaders of the pilgrimage quarrel and possibly split
9 Someone offends local custom, starting an angry mob
10 Rival pilgrims boast about how holy and modest they are
12 Murder! d4 1=Shapeshifter 2=local beef 3=criminals 4=mad killer 5=cults 6=undead
12 Corrupt and heretical cultists
d12 Wilderness camp dramas
1 Wolves or jackals howling
2 Animal or creature tries to steal something
3 Wild animal encounters
4 Other pilgrims or hermits hogging best camp
5 Food for d3 days has spoiled or been ruined by vermin
6 Forest monster d4 1=unatural hybrid 2=mutant 3=giant 4=elemental
7 Humanoids or wild folk drawn to the camp are considered kidnapped
8 Seductive nature spirit, or wild person, lures victims
9 Forest spirits, faerie, talking animals or wild folk curious about travellers
10 Were beasts sniffing around camp, looking for sleeping victims
11 Undead or spirits menace the camp by night
12 Weather turns horrible
d12 Rural pilgrimage encounter
1 Bandits with a prepared ambush
d12 Rural pilgrimage encounter
1 Bandits with a prepared ambush
2 Sick people abandoned by the roadside
3 Another party of pilgrims d6 1=snooty 2=heretic cultists 3=sick 4=hungry 5=poor 6=war vets
4 Wolf packs or wild dogs stalk pilgrims
5 Slavers looking for easy targets
6 Tax collectors or other officials and guards sniffing for paperwork evaders
7 Cackling old person laughs or taunts or yells wild stuff
8 Commoner needs help on the roadside
9 Wild folk at the forest edge
10 Wild animals or farm herd
11 Wild fruit to nuts or berries worth two meals
12 Dark Heretic Templar on horseback to bully pilgrims
Long pilgrimages will have greater significance.
The travels on the journey can help the various problems wherever they go.
Possibly, hero pilgrims can help change the places they visit. By helping kingdoms, the travellers are improving international travel and trade.
The pilgrimage will have dangers for months in the journey.
Often at the end there is a task to complete the quest.
Heroic pilgrims might become official saints.
Long pilgrimages will have greater significance.
The travels on the journey can help the various problems wherever they go.
Possibly, hero pilgrims can help change the places they visit. By helping kingdoms, the travellers are improving international travel and trade.
The pilgrimage will have dangers for months in the journey.
Often at the end there is a task to complete the quest.
Heroic pilgrims might become official saints.
d12 Major Pilgrimage
1 See a wonderous sight from mythological events in the scriptures
2 See a wonderous vast temple complex, a wonder of the world
3 Go to a distant holy place now occupied by hostile peoples
4 Go to famous heretic regions and provoke fights with the heretical doctrines and cults
5 Visit a kingdom imperilled by plague and cults that needs help
6 Visit a faraway kingdom where our faith has not yet reached, and establish a church
7 Protect commoner or noble pilgrims through a hostile land
8 Build a mission to help heal and convert people in a new land or for crusaders
9 Build a cathedral or other stone wonder to encourage the faithful in the region
10 Visit a faraway land to help a devout ruler battle their cultist enemies
11 Destroy a fearsome monster and take its hoard for the faith, then build a church
12 Visit the Crusader lands and build a fortification for the next holy slaughter
d12 Major pilgrimage perils
1 An evil wizard seeks cosmic evil to recognise them by killing pilgrims
d12 Major pilgrimage perils
1 An evil wizard seeks cosmic evil to recognise them by killing pilgrims
2 Local cult wants to impress the supernatural master by killing pilgrims
3 Local evil cult or rival church sees pilgrims as a threat
4 Supernatural beings seek to tempt heroes with love and vice
5 Enemies cause trouble for relatives or friends while pilgrims are away
6 Rival pilgrims are highly competitive and possibly of a rival sect (or secret heretics)
7 Intelligent, paranoid monster or spirit sure pilgrims must fail and are a threat
8 Enemy cult sends out an agent to cause trouble for the party with fraudulent documents
9 Petty godling feels pilgrims have it too easy, so meddles in their journey
10 A heretical antihero and their band of maniacs have sworn to stop pilgrims
10 A heretical antihero and their band of maniacs have sworn to stop pilgrims
11 Local demon or devil assumes the guise of a noble mortal and stirs up trouble for pilgrims
12 Cosmic beings wage bets over pilgrims and then meddle to win
12 Cosmic beings wage bets over pilgrims and then meddle to win
Major Pilgrimage Adventure
1 Pass through a strange kingdom with weird customs and possibly non-human
1 Pass through a strange kingdom with weird customs and possibly non-human
2 A shortcut is blocked by a dungeon or a dangerous monster
3 Come across a kingdom in civil war where the pilgrim's intervention will last
4 Kingdom of cruel cultists, but many are willing to listen to true faith
5 Region plagued by evil cults who act like bandits
6 A local religion has suddenly become hostile to your pilgrims and church growth
7 An influential merchant or noble has been stirring up trouble for the pilgrims' faith
8 A rival religion has sent inquisitors to hunt your pilgrims and accuse them of witchcraft
9 Discover that the monster coming for you all comes from a planar portal or a hell gate
10 Undead evil heroes raised from death to hunt pilgrims, sent by an evil god
11 An evil outer planar being sends a lesser servitor to make trouble
12 A monster or planar being living in area was here to stop a certain pilgrimage and some have spent centuries preparing
d12 Rare pilgrim band feature
1 Includes a 5th Lv monk and 2d4 students
2 Includes a holy saint and retinue
d12 Rare pilgrim band feature
1 Includes a 5th Lv monk and 2d4 students
2 Includes a holy saint and retinue
3 Guarded by a squad of crusaders or templars
4 Includes a true relic in a reliquary with 5th Lv priest and four acolytes
5 Famous knight and servants are guardians
6 Carry the body of a saint to be buried at a shrine
7 Carry holy scriptures to the distant lands
8 Carry a holy idol found in ruins and being relocated
9 Some wear strange costumes, and possibly several share a monster costume
10 Mysterious non-human converts
11 Secret divine changeling spirits or creatures among them12 Famous witch or heretics in disguise to cause trouble
d10 Quick Funny Thing Types
1 Mission drama
2 Host drama
3 Strange customs
4 Obstacles
5 Hostile Cult
6 Famous Monsters
7 Sidequest
8 Lost Paths
9 Strange Paths
10 Miracle
d100 Funny things happened on the pilgrimage
01 Members of the mission quarrel
02 Mission splits into feeding factions
03 Several pilgrims were a bit slow and struggling
04 Pilgrim lost money or valuables
05 Vermin ruin travel rations
06 Pilgrims fleeced with fake trinkets or gambling
07 bad food made everyone flatulent and sick
08 Drama-loving pilgrim looking for a mate
09 Lazy bully pilgrim makes others do chores
10 Creepy cultist hides vice and depravities
11 Host household has diabolical cultist
12 Host household has a murderous maniac
13 Householder tries to frame guests for murder or theft
14 Householder is a murderous shapeshifter
15 Householder slanders the pilgrims with lies
16 Householder informs the inquisitors of the pilgrims
17 Householder questions visitors' credentials
18 Householder pest finds a pilgrim attractive
19 household up in arms about a missing person
20 Household up in arms about recent crime
21 Local festival with drinking and creepy costumes
22 Whicker idol of the old faith burnt during a party
d100 Funny things happened on the pilgrimage
01 Members of the mission quarrel
02 Mission splits into feeding factions
03 Several pilgrims were a bit slow and struggling
04 Pilgrim lost money or valuables
05 Vermin ruin travel rations
06 Pilgrims fleeced with fake trinkets or gambling
07 bad food made everyone flatulent and sick
08 Drama-loving pilgrim looking for a mate
09 Lazy bully pilgrim makes others do chores
10 Creepy cultist hides vice and depravities
11 Host household has diabolical cultist
12 Host household has a murderous maniac
13 Householder tries to frame guests for murder or theft
14 Householder is a murderous shapeshifter
15 Householder slanders the pilgrims with lies
16 Householder informs the inquisitors of the pilgrims
17 Householder questions visitors' credentials
18 Householder pest finds a pilgrim attractive
19 household up in arms about a missing person
20 Household up in arms about recent crime
21 Local festival with drinking and creepy costumes
22 Whicker idol of the old faith burnt during a party
23 Commoners exalt sacred carrots from Shankeye hill
24 Violent sporting event in progress with drink and gambling
24 Violent sporting event in progress with drink and gambling
25 Maypole dancing with a drinking mob and music
26 Locals perform a strange dance of the old ways
27 Locals make vegetal harvest figures and leave them watching the fields
28 Locals play pranks on strangers
29 Locals sacrifice an animal for a feast, wearing range costumes and chanting
30 Locals in a monster costume, escorted by clowns with sticks, demand coins
31 Road or bridge damaged and risky
32 Bandits lurk at a road crossing
33 Haunted road crossing
34 Highway gang menaces travellers
35 Local combat in the area between factions
36 Terrible weather
37 Road blocked by disaster
38 Vermin-infested area
39 Wolves or wild dogs infest the area
40 Sinister fog
30 Locals in a monster costume, escorted by clowns with sticks, demand coins
31 Road or bridge damaged and risky
32 Bandits lurk at a road crossing
33 Haunted road crossing
34 Highway gang menaces travellers
35 Local combat in the area between factions
36 Terrible weather
37 Road blocked by disaster
38 Vermin-infested area
39 Wolves or wild dogs infest the area
40 Sinister fog
41 Witch sends her sons to menace pilgrims
42 High-status cult hires assassins for pilgrims
43 Evil templars hunting pilgrims in area
44 Witch hunter or inquisitor searching pilgrims
45 Berserker bullies turn up for drinks
46 Cannibals think a pilgrim looks exotic & delicious
47 Cultists try and menace pilgrims with spells without being caught
48 Cultists try and frame pilgrims
49 Someone swore to an evil power and in return must sabotage pilgrims
50 Witch seduces pilgrims and humiliates them
51 Famous horned demon changeling loves to eat pilgrims
52 Famous werewolf swore to devour pilgrims' hearts
53 Local vampire preys on passing pilgrims and hates the church
54 Chaos champion bandit leads a violent gang of mutants
55 Evil templar cult leader has a secret base in the area
56 Demonic changeling likes to seduce and eat pilgrims
57 Notorious snake folk wizard is paranoid about increasing pilgrims
58 Slaver captain who preys on pilgrims and might try and infiltrate them
59 Robber knight leads a band from a secret cave and robs pilgrims
60 Orc raider boss thinks pilgrims are easy pickings
61 Sunken church has an intact bell or idol
62 Ruined temple occupied by evil cult
63 Locals ask the holy to exorcise a haunted house
64 Other pilgrims need help, as several were kidnapped for ransom
65 See a haunted ruin shunned by locals
66 Dungeon monsters attack, and a dead raider leaves a dungeon map
67 Evil dragon, wizard or other threat bothering the local region
68 Local tells a tale of a lost treasure in a local dungeon
69 Bandits have a valuable item, and a rich reward from local nobles is on offer for it
70 Monsters took an innocent or a pilgrim
51 Famous horned demon changeling loves to eat pilgrims
52 Famous werewolf swore to devour pilgrims' hearts
53 Local vampire preys on passing pilgrims and hates the church
54 Chaos champion bandit leads a violent gang of mutants
55 Evil templar cult leader has a secret base in the area
56 Demonic changeling likes to seduce and eat pilgrims
57 Notorious snake folk wizard is paranoid about increasing pilgrims
58 Slaver captain who preys on pilgrims and might try and infiltrate them
59 Robber knight leads a band from a secret cave and robs pilgrims
60 Orc raider boss thinks pilgrims are easy pickings
61 Sunken church has an intact bell or idol
62 Ruined temple occupied by evil cult
63 Locals ask the holy to exorcise a haunted house
64 Other pilgrims need help, as several were kidnapped for ransom
65 See a haunted ruin shunned by locals
66 Dungeon monsters attack, and a dead raider leaves a dungeon map
67 Evil dragon, wizard or other threat bothering the local region
68 Local tells a tale of a lost treasure in a local dungeon
69 Bandits have a valuable item, and a rich reward from local nobles is on offer for it
70 Monsters took an innocent or a pilgrim
71 Find the trail to a monster lair
72 Lost off course d3 days
73 Find the trail to an ancient ruined complex
74 Trail to an abandoned, creepy village
75 Secret village of chaos cultist farmer clan
76 Trail to a secret camp or homes of non-humans
77 Find the robbers' cave headquarters of the local bandits
78 Find an aquatic cave grotto with treasure guarded by a spirit
79 Find a trail to an ancient graveyard
80 Find a grove to a satyr and/or dryad dancing place
81 Find a secret faerie trail with otherworldly sylvan beings are encountered
82 Find a haunted road where ancient battles left scores of dead
83 Find a strange carnival camp
84 Find a path in the fog to a mysterious haunted manor house
85 Find a path where the spirits of murdered pilgrims warn travellers to go back; if bodies or spirits are put to rest, the haunting stops
86 Find a primal path trail with prehistoric plants and vegetation, and ancient spirits, some ancient humanoids hide here from time
87 Find a strange cave in a temporal labyrinth
88 Find a path back in time centuries where the old religion was dominant, and fewer people
89 Find a secret path to a changeling village
90 Find a path to Black Stump Village, a trap to send people to hell
91 Find a path where evil spirits test pilgrims
92 Find a path to possibly recover a lost relic, might get visions or dreams or see some sign, enhanced hypereal and strange omens invite pilgrims to try
93 Vision of a saint or servitor of a deity
94 See a favourable star or constellation - blessed for 24 hours
95 Given a vision of an alternative path from the map
96 Several large animals fall to their deaths against rocks and are worth days of food and valuable hides, perhaps find a fresh dead beast like a whale on the beach or a pig stuck in a hole
97 Find wonderous berry bushes or fruit trees worth a d3 meals
98 The kindly merchant gives pilgrims some wine and food, to commemorate a family member killed on a pilgrim trail
99 A Famous priest or even a saint meets you on the road and will offer some divination
100 Angel comes and heals everyone with holy breast milk and lights, all exhaustion gone, no need to eat for a day
81 Find a secret faerie trail with otherworldly sylvan beings are encountered
82 Find a haunted road where ancient battles left scores of dead
83 Find a strange carnival camp
84 Find a path in the fog to a mysterious haunted manor house
85 Find a path where the spirits of murdered pilgrims warn travellers to go back; if bodies or spirits are put to rest, the haunting stops
86 Find a primal path trail with prehistoric plants and vegetation, and ancient spirits, some ancient humanoids hide here from time
87 Find a strange cave in a temporal labyrinth
88 Find a path back in time centuries where the old religion was dominant, and fewer people
89 Find a secret path to a changeling village
90 Find a path to Black Stump Village, a trap to send people to hell
91 Find a path where evil spirits test pilgrims
92 Find a path to possibly recover a lost relic, might get visions or dreams or see some sign, enhanced hypereal and strange omens invite pilgrims to try
93 Vision of a saint or servitor of a deity
94 See a favourable star or constellation - blessed for 24 hours
95 Given a vision of an alternative path from the map
96 Several large animals fall to their deaths against rocks and are worth days of food and valuable hides, perhaps find a fresh dead beast like a whale on the beach or a pig stuck in a hole
97 Find wonderous berry bushes or fruit trees worth a d3 meals
98 The kindly merchant gives pilgrims some wine and food, to commemorate a family member killed on a pilgrim trail
99 A Famous priest or even a saint meets you on the road and will offer some divination
100 Angel comes and heals everyone with holy breast milk and lights, all exhaustion gone, no need to eat for a day
Sunday, 6 July 2025
Ethyria & Chagrinspire Logs Jun/Jul 25 + Clan updates
Updated Ethyria/Theros map with red marking where player characters have visited.
Updating family info here too.
Omiros Firehair, the satyr, priest of Heliod, descendant of a heroic sidekick Silenas, died in battle defending the polis and has a statue of them in markets near a wine shop. There is a tragic play about it performed yearly.
Kiren an elemental Monk, monk of Heliod, the family were mercenaries killed defending the polis and adopted by city.
Aias the rogue sailor, initiate of the sea goddess. With a villainous family with many kindred in the temple of the Sea goddess. He is a well-known musician too.
Xi the satyr warlock, initiate of Kruphix, family of scribes and scholar weirdoes of Kruphix
------------------------------------------------
Aella Clan
Omros & Kiren are adopted by a farming family devoted to Heliod
They are hungry for status and influence and all grandparents and parents generations lost in daring ventures and missing. The Lads have poured money into the farm and siblings, all treating them better. Farmhouse has fences, a new barn, hogs, sheep and cattle
💢 Aella a 3rd lv Fighter who is the family head and she serves in the militia, she is patronising but treats the boys ok
💢 Klieio a 2nd lv fighter and second in line, dislikes the adoptees
💢 Erebos a farmer 1st Lv Fighter, loves the adoptees, and he longs to get away from farm life
💢 Magara who partly works on the farm but is indifferent and a bit mysterious
Kekyra clan
Aias family are big in the local temple to Thassa, God of the sea, and the Limáni village port of.
Updating family info here too.
Omiros Firehair, the satyr, priest of Heliod, descendant of a heroic sidekick Silenas, died in battle defending the polis and has a statue of them in markets near a wine shop. There is a tragic play about it performed yearly.
Kiren an elemental Monk, monk of Heliod, the family were mercenaries killed defending the polis and adopted by city.
Aias the rogue sailor, initiate of the sea goddess. With a villainous family with many kindred in the temple of the Sea goddess. He is a well-known musician too.
Xi the satyr warlock, initiate of Kruphix, family of scribes and scholar weirdoes of Kruphix
------------------------------------------------
Aella Clan
Omros & Kiren are adopted by a farming family devoted to Heliod
They are hungry for status and influence and all grandparents and parents generations lost in daring ventures and missing. The Lads have poured money into the farm and siblings, all treating them better. Farmhouse has fences, a new barn, hogs, sheep and cattle
💢 Aella a 3rd lv Fighter who is the family head and she serves in the militia, she is patronising but treats the boys ok
💢 Klieio a 2nd lv fighter and second in line, dislikes the adoptees
💢 Erebos a farmer 1st Lv Fighter, loves the adoptees, and he longs to get away from farm life
💢 Magara who partly works on the farm but is indifferent and a bit mysterious
Kekyra clan
Aias family are big in the local temple to Thassa, God of the sea, and the Limáni village port of.
Own a harbour house, a bireme ship named the Wave Eater, own a tomb in the necropolis of Kástro. Family numbers reduced by infighting and petty rivalry.
💢 Erebos, grandfather - family patriarch Lv3 warrior - sits on the assembly of Limáni, mean to Aias but expects him to be the future
💢 Iole, grandmother - family matriarch Lv2 priest - retired priestess, competitive to Aias, just ran off with 1500gp of family money
💢 Ianthe Grand aunt - has 3 children Lv3 priest, works in temple, competitive to Aias
-Dione daughter Lv2 Priest, works in temple, hateful to Aias
-Kadmos son Lv1 Warrior, ship crew on family ship), mean to Aias
-Pallas son Lv1 Warrior, ship crew on a family ship), loving to Aias, has a child
💢 Parents (Kreios Father & Ariadne mother) vanished on a sea voyage with uncles Pyros and Xanthos
💢 Older brother, 5th Lv Warrior who captains family ship, hates Aias, died and buried in necropolis
Dymanes clan
Dedicated to Kruphix, God of horizons. Own a house in Kástro and a book stall in the market. Famous for being kind & wise. A famous family ancestor, the hero Dymas, had a satyr sidekick, killed by the Chimaera in the mountains. Xi was adopted by the clan and taught by a famous family scholar in the Polis Plaza. Famous family of scholars and patrons of knowledge. Many secretly warlocks dedicated to Kruphix. Widley travelled around the island and other islands.
💢Koios, grandfather - family patriarch merchant Warrior Lv1 - patron of the school, Respects Xi
💢Magera, grandmother - family matriarch & poet warlock Lv3 - revered poet & writer, Indifferent to Xi
💢Laios Grand uncle has 3 children, Scribe, Warrior Lv3, worships Xi
-Eundros son, Warrior Lv1, Loyal to Xi
-Krios son, scribe has 2 children, Admires Xi
-Leto daughter, merchant and Warlock Lv3, Patronising but admires Xi
💢 Okeanos, Father, teacher Warlock Lv2, Patronising but admires Xi
💢 Semele, Mother, teacher Warlock Lv2, Patronising but admires Xi
-Older brother, Klorax 6th Lv Warrior and officer of city army, Deeply loves Xi, has 3 young children married to arena family
-Older Sister, Semele a teacher and 2nd Lv Warlock, Respects Xi, has a young child married into a theatre family
------------------------------------------------
Current adventure locations found/heard of/visited
1Apollon's Bridge (pass to the east now open with two shrines and traders using)
2 Sphynx Canyon (pass to west)
3 Chimaera Pit (pass to north where various ancestors died)
4 Maidens Rock - strange temple cave cult of blind maidens
5White Skull - moving frozen island of frost giants and wizards
6 Geryon Fields - a primordial giant keeps herds of cattle and has two-headed underworld dogs. Has various servants who serve him.
7Cursed Labyrinth - full of minotaurs and monsters
8Cave to the underworld - guarded by a rotating roster of beings sent by the gods
9 Hydra Rock - dangerous shipping hazard
10 Harpy Peak - the mountain top where harpies breed
11Haunted Barrows - graves of ancients cursed by gods
12Mysterious Towers - ruined towers of an ancient period, have a door to underworld
------------------------------------------------
So we had Aias and Kiren this session (hoping we get at least 4 next game and a bit more stable here in. Im using Dungeon Magazine 32, Hermes Bridge (I changed statue and made another identical complex in the second bridge structure).
Both met from locals at the port who had heard of both men's heroic and similar deeds, capturing the monster underworld dogs of Geryon. Aias had just had his brothers funeral with lots of wailing. They chatted in tavern and discussed various adventure hot spots and agreed the bridge of Apollon to open trade to the east might be worth a look. People had tried before but were distracted.
They met in the morning on the polis and asked at the temple of Heliod but didn't want to pay for scholar or blessings, so they just headed off to the east down the beach road. In mid-afternoon when uphill, they saw the ancient bridge shunned as haunted.
Walked to the first pylon structure shrine, and a troll stepped out, demanding cash. Wow, trolls are like triple as scary in 5th ed. They attacked it of course, with arrows and a hail of elemental punches. The troll was about a third burned, so it jumped the 50 foot drop into water (falling into water rules seem pretty harsh in 5th ed so I fudged it). Aias threw some cold spell zaps and made some ice but the troll duck dived and was gone. The first bridge shrine was for Apollon, the other for Phenax.
Up top, they came to the shrine and saw the troll's purse of coins. And a stone pot of coins in front of the statue. They saw the archaic statue of the light god and a panel in the floor. Kiren tried prayer with a holy symbol,l and the panel opened. The statue moved, a 16-foot-tall stone golem in a gods likeness. Aias threw some coins into the pot and the statue stopped. There was a drop, and the centaur climbed down into a shrine. They found a priests shrine with an ancient cult rod 1000gp and 300gp helmet (fragile relics) and a shiny magic heroic shield +1 +2 for Heliod worshipers. Kiren thought his brother would like it. They opened an old vault door where the money in the stone urn above would fall into and grabbed some drinking money.
The next level down they found a wet slimey landing and stairs into a flooded room. the troll attacked. As the party had taken quite a bit of time to get down here and were recovered they gave the troll a good beating and burned it with fiery punches. They did keep a burned arm in a sack to sell to the arena. Found more troll money and pearls.
the next pylon they knocked over some broken shrine structure to make it safer and found a urn if fine stone with pure water. Aias identified with a ritual it was healing waters, but if anyone defiled it or stole coins, not a priest, then a waterweird would form. Well, the guys made an offering and looked for an entryway. They had no knowledge of the right prayer, but the shrine was damaged and the magic was broken. They spent 30 minutes with partially improvised tools to open. Inside, they found a golden disguise magic mask (1 cast of disguise a day, but needs attunement. In the vault, they found a glass orb with purple swirling fog inside that is a lesser demon imprisoned by the god Phenax (wtf?). The bridge was cleansed and a magnificent red sunset covered the sky, a good omen.
Too late to go home, they visited the village of Psaras, where fishers and farmers lived. poorer than home, and the temple was smaller. In the tavern that evening, they got a room and heard eerie sea shanties in a strange language. The language of the undersea folk. The songs were about calling the sea friends to trade. They heard of a missing fishing boat and a sea monster, but rushed home in the morning. Sold a bunch of loot like the troll arm and relics of the light god. The priests of Heliod bought the evil orb to destroy, and so no other temples would buy them (maybe they would have to pay more).
A good outing. Im glad we tend to get home each session easily.
------------------------------------------------
Chagrinspire Session
Mostly concluding the Crystal crazed tomb robbing fun in "Tomb robbers of the crystal frontier".The main gist of this is an orc baggage handler of dead enemies followed party home. Also they Man-with-no-name brought home an ancient sky people sorceress princess bitch named Thuvia.
She saw Chagrinspire and seen how going home will be hard so she and her brother are living with the party and learning humility. Thuvia does want the party to move into the ground-floor of Chagrinspire into the palace of the ancient Master of The World from the apocalypse era. She is very supportive of the party conquering an empire for her to benefit from while in this dump of a sphere.
The party now very rich and into "name-level" adventurers, power will follow glory. The party priest is declared to be a Bishop and has dominion over the wasteland. His followers operate shrines all over the lands and even deal with dwarves. The-man-with-no-name is one of the top 3 guildmasters in the region and already wants to finish off all slaver linked guilds. Arsh the dog-man druid has been pushing for more fortifications. Players all considering mercenaries or freeing the region's slaves and absorbing into a new territory. The party have lots of non-human allies to call including Kobolds, Orcs and Frog folk. They have met plenty of gnomes who are not Black Spherists.
The turnip cult have a small force of protective turnip-kobolds and have called their god to live in their giant turnip temple. The cult thrived and killed a few yeti over the winter with their scarecrows and turnip-based plant creatures. The area around the party fortress is now called Turnipton.
The party have used the rail lines into the gnome city in the deep and back, but still needs to try the internal Chagrinspire the two corcscrew lines up and down, and the wasteland lines, which have continued to expand like a spider web since the apocalypse. There may be sealed and secret lines lost centuries ago or even before the war.
Local factions and several border kingdoms know of the party and their civilising influence in the wastes. Rival scavenger guilds and the slavers guild hate the party and have bounties on the party for 50.000gp. The slavers have an army they might bring into the region. The alchemist guild could turn hostile which would lead to outright war.
Dymanes clan
Dedicated to Kruphix, God of horizons. Own a house in Kástro and a book stall in the market. Famous for being kind & wise. A famous family ancestor, the hero Dymas, had a satyr sidekick, killed by the Chimaera in the mountains. Xi was adopted by the clan and taught by a famous family scholar in the Polis Plaza. Famous family of scholars and patrons of knowledge. Many secretly warlocks dedicated to Kruphix. Widley travelled around the island and other islands.
💢Koios, grandfather - family patriarch merchant Warrior Lv1 - patron of the school, Respects Xi
💢Magera, grandmother - family matriarch & poet warlock Lv3 - revered poet & writer, Indifferent to Xi
💢Laios Grand uncle has 3 children, Scribe, Warrior Lv3, worships Xi
-Eundros son, Warrior Lv1, Loyal to Xi
-Krios son, scribe has 2 children, Admires Xi
-Leto daughter, merchant and Warlock Lv3, Patronising but admires Xi
💢 Okeanos, Father, teacher Warlock Lv2, Patronising but admires Xi
💢 Semele, Mother, teacher Warlock Lv2, Patronising but admires Xi
-Older brother, Klorax 6th Lv Warrior and officer of city army, Deeply loves Xi, has 3 young children married to arena family
-Older Sister, Semele a teacher and 2nd Lv Warlock, Respects Xi, has a young child married into a theatre family
------------------------------------------------
Current adventure locations found/heard of/visited
1
2 Sphynx Canyon (pass to west)
3 Chimaera Pit (pass to north where various ancestors died)
4 Maidens Rock - strange temple cave cult of blind maidens
5
6 Geryon Fields - a primordial giant keeps herds of cattle and has two-headed underworld dogs. Has various servants who serve him.
7
8
9 Hydra Rock - dangerous shipping hazard
10 Harpy Peak - the mountain top where harpies breed
11
12
------------------------------------------------
So we had Aias and Kiren this session (hoping we get at least 4 next game and a bit more stable here in. Im using Dungeon Magazine 32, Hermes Bridge (I changed statue and made another identical complex in the second bridge structure).
Both met from locals at the port who had heard of both men's heroic and similar deeds, capturing the monster underworld dogs of Geryon. Aias had just had his brothers funeral with lots of wailing. They chatted in tavern and discussed various adventure hot spots and agreed the bridge of Apollon to open trade to the east might be worth a look. People had tried before but were distracted.
They met in the morning on the polis and asked at the temple of Heliod but didn't want to pay for scholar or blessings, so they just headed off to the east down the beach road. In mid-afternoon when uphill, they saw the ancient bridge shunned as haunted.
Walked to the first pylon structure shrine, and a troll stepped out, demanding cash. Wow, trolls are like triple as scary in 5th ed. They attacked it of course, with arrows and a hail of elemental punches. The troll was about a third burned, so it jumped the 50 foot drop into water (falling into water rules seem pretty harsh in 5th ed so I fudged it). Aias threw some cold spell zaps and made some ice but the troll duck dived and was gone. The first bridge shrine was for Apollon, the other for Phenax.
Up top, they came to the shrine and saw the troll's purse of coins. And a stone pot of coins in front of the statue. They saw the archaic statue of the light god and a panel in the floor. Kiren tried prayer with a holy symbol,l and the panel opened. The statue moved, a 16-foot-tall stone golem in a gods likeness. Aias threw some coins into the pot and the statue stopped. There was a drop, and the centaur climbed down into a shrine. They found a priests shrine with an ancient cult rod 1000gp and 300gp helmet (fragile relics) and a shiny magic heroic shield +1 +2 for Heliod worshipers. Kiren thought his brother would like it. They opened an old vault door where the money in the stone urn above would fall into and grabbed some drinking money.
The next level down they found a wet slimey landing and stairs into a flooded room. the troll attacked. As the party had taken quite a bit of time to get down here and were recovered they gave the troll a good beating and burned it with fiery punches. They did keep a burned arm in a sack to sell to the arena. Found more troll money and pearls.
the next pylon they knocked over some broken shrine structure to make it safer and found a urn if fine stone with pure water. Aias identified with a ritual it was healing waters, but if anyone defiled it or stole coins, not a priest, then a waterweird would form. Well, the guys made an offering and looked for an entryway. They had no knowledge of the right prayer, but the shrine was damaged and the magic was broken. They spent 30 minutes with partially improvised tools to open. Inside, they found a golden disguise magic mask (1 cast of disguise a day, but needs attunement. In the vault, they found a glass orb with purple swirling fog inside that is a lesser demon imprisoned by the god Phenax (wtf?). The bridge was cleansed and a magnificent red sunset covered the sky, a good omen.
Too late to go home, they visited the village of Psaras, where fishers and farmers lived. poorer than home, and the temple was smaller. In the tavern that evening, they got a room and heard eerie sea shanties in a strange language. The language of the undersea folk. The songs were about calling the sea friends to trade. They heard of a missing fishing boat and a sea monster, but rushed home in the morning. Sold a bunch of loot like the troll arm and relics of the light god. The priests of Heliod bought the evil orb to destroy, and so no other temples would buy them (maybe they would have to pay more).
A good outing. Im glad we tend to get home each session easily.
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Chagrinspire Session
Mostly concluding the Crystal crazed tomb robbing fun in "Tomb robbers of the crystal frontier".The main gist of this is an orc baggage handler of dead enemies followed party home. Also they Man-with-no-name brought home an ancient sky people sorceress princess bitch named Thuvia.
She saw Chagrinspire and seen how going home will be hard so she and her brother are living with the party and learning humility. Thuvia does want the party to move into the ground-floor of Chagrinspire into the palace of the ancient Master of The World from the apocalypse era. She is very supportive of the party conquering an empire for her to benefit from while in this dump of a sphere.
The party now very rich and into "name-level" adventurers, power will follow glory. The party priest is declared to be a Bishop and has dominion over the wasteland. His followers operate shrines all over the lands and even deal with dwarves. The-man-with-no-name is one of the top 3 guildmasters in the region and already wants to finish off all slaver linked guilds. Arsh the dog-man druid has been pushing for more fortifications. Players all considering mercenaries or freeing the region's slaves and absorbing into a new territory. The party have lots of non-human allies to call including Kobolds, Orcs and Frog folk. They have met plenty of gnomes who are not Black Spherists.
The turnip cult have a small force of protective turnip-kobolds and have called their god to live in their giant turnip temple. The cult thrived and killed a few yeti over the winter with their scarecrows and turnip-based plant creatures. The area around the party fortress is now called Turnipton.
The party have used the rail lines into the gnome city in the deep and back, but still needs to try the internal Chagrinspire the two corcscrew lines up and down, and the wasteland lines, which have continued to expand like a spider web since the apocalypse. There may be sealed and secret lines lost centuries ago or even before the war.
Local factions and several border kingdoms know of the party and their civilising influence in the wastes. Rival scavenger guilds and the slavers guild hate the party and have bounties on the party for 50.000gp. The slavers have an army they might bring into the region. The alchemist guild could turn hostile which would lead to outright war.
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