Friday, 3 May 2024

Factions for Chagrinspire For a Prison Adventure





































Making sandbox tools for prison complex ruins. This is for those who will occupy a ruin.

The ancients sure built lots of prisons that also were used as forts and barracks at various times. These ruins are common and easy to find.

I will compile all this with previous prison stuff shortly

d12 Condition
1 Roof missing with only a few intact locked doors
2 Burn damage from fire
3 Damaged in earthquake
4 Damaged in the siege, many doors smashed
5 Damaged by artillery fire some intact doors
6 Mostly crumbling foundations and remains of wall waist-high
7 Damaged but repaired with trash
8 Covered in mud
9 Battered with light damage all over
10 Bullet holes in the walls and front doors were crudely repaired
11 Partly flooded
12 Eerilie untouched just covered in dust

d12 Wicked factions in control
1 Crime Guilds - d4 slavers guild 2=theives guild 3=assasins guild 4=smugglers guild 
2 Bandit gangs - d4 1=mutant robber gang 2=deserters from the black sphere 3=former freedom fighter fugitives 4=bandits on run from civilisation
3 Chaos Fiends - d4 1=mutant cult 2=chaos templars 3=chaos cult with pet shoggoth 4=chaos sorcerer cult
4 Giants - d4 1=chaos formation patrol serving Baalor 2=hill giant and pet manticores pr mutant cave bears 3=stone giant and pet gargoyles 4=fire giant and pet salamanders or hellhounds
5 Alchemist Guild - d41=mercenaries legionnaires with musketeers led by alchemist relic looter 2=grenadier scouts looking for ruins to mark on maps for exploration and holding this one for reinforcements for a guild base 3=alchemist with automaton troops and a golem 4=alchemist and clone troops with muskets (green morale) 4=alchemist with homunculi growing monsters in vats and clone orcs 
6 Mutants - d8 1=desperate scavengers 2=insane cultists 3=doppelgangers 4=psionic dominators 5=cave abhumans 6=ogres 7=morlocks 8=derro
7 Undead - d4 1=remnants of ancient soldiers and inmates 2=undead necromancer & minions 3=death templars 4=captured by undead clan led by evil undead priest
8 Cults - worship beings of evil d4 1=darstardly demonic 2=diabilic devilry 3=duplitious daemonic 4=outer void entities
9  Beast Folk - d12 1=Swine 2=badger 3=rabbit 4=dog 5=hyena 6=frog 7=panther 8=wolf 9=bear 10=stag 11=cattle 12=fish
10 Grey Gnomes - d4 1=mole machine squad with muskets 2=patol airship with paratroopers with muskets 3=tank and crew with a section of d6+6 musket infantry 4=grey gnome mentalist prefer powers of the mind with automaton steam-powered soldiers  
11 Automaton - d4 1=golems patrol guarding cells of undead 2=clockwork soldiers with muskets 3=machine mutants escaped from the great machine works of Chagrinspire 4=mechanical knights of law 
12 Black Sphere - 1=mounted grenadiers with flintlocks and black powder grenades and supply wagon 2=infantry with muskets and steam-powered armoured car with swivel gun 3=

d12 Ambivilent Factions
1 Crusaders - d4 1=childrens crusade led by charismatic teen saint all hungry and scared and dependant on magical food provided by the saint 2=templar knights with crossbow troops from the churches of the south 3=wealthy knights of auldwood with levy soldiers from estates 4=Knights of the western Dukes with vassal troops
2 The Empire - d4 1=foot lancers holding outpost for empire 2=knight lord and legionnaires 3=adventurer agents of the emperor with followers 4=wizard of the empire with soldiers and adventurer specialists in looting dungeons
3 Druids - d4 1=druidic order leader with bards and guardian warriors 2=druid lord with chariot and sworn bodyguard berserks 3=beastmaster druid with lots of animal friends and beast folk 4=druid priest teaching magic and skills to rangers who are planning to set up an observation station
4 Dwarves - d4 1=mountain dwarf raiders here for metal and to stip improved technology becoming more available 2=dwarf crusaders here to destroy the null machine of Chagrinspire and need a base
Elemental - d4 1=elementalist sorcerer with cult and summoned elemental beings 2=elemental guardians of a cache 3=elemental cult 4=elemantal abhuman barbarians 
Orc Clans - d4 1=barbarian warriors 2=cyclops smiths & prospectors 3=black sphere musket infantry 4=serving a wizard or alchemist who made them
7 Goblinoids - d4 1=goblin bat or wolf riders 2=bugbear scouts led by famous headhunter 3=hobgoblin troops led by dark elf with a pet troll 4=goblin magician and whole clan with women and children and elderly growing mushrooms and giant guard insects and trading potions and drugs
8 Faerie 1 d8 1=elven scouts led by noble 2=elven griffon cavalry 3=elven unicorn maiden mounted archers 4=stag rider cavalry (megaloceros) 4=combat sprites 4=brownie sappers and engineers 5=plant spirit folk changelings possibly pretending to be trees 6=elves with hunting werewolves
9 Beast Folk - d12 1=Swine 2=badger 3=rabbit 4=dog 5=hyena 6=frog 7=panther 8=wolf 9=bear 10=stag 11=cattle 12=fish
10 Dragon Orders - 1=draconian abhumans and a dragon rider boss 2=lone young dumb dragon with cultists 3=dragon thralls possibly charmed 4=wyvern riding draconic cult wizards and mercenary newt folk abhuman foot scouts
11 Orders of Law - d4 1=clockwork knights from Box castle 2=wizard monks of law from their crystal monastery in the celestial night sky 3=hooded crusaders of law with templar priests with mace and crossbows 4=nuns of law with flintlocks and swords and automaton warriors
12 Orders of Light - d4 1=paladins seek to slay evil 2=exorcists fighting spirits, undead and evil planar beings 3=wizards of light riding griffons with d6+6 scouts 4=star faerie changelings

d12 Structural Defences
1 Trenches & dugout
2 Trenches flooded with mud and corpses
3 Trenches with water and hostile creatures 
4 Pit with sharp poisoned stakes
Sandbag barrier
6 Concrete tank traps
7 Wooden stakes to stop cavalry
Barbed wire barriers
9 Wire fence with razor wire
10 Landmines 
11 Wall of rubble and wrecked vehicles
12 Tripline and door alarms

d12 Biological Security
1 Thorn bush maze
2 Killer plants (giant trapper plants, vines, ambulant trifronds)
3 Screaming fungus or screaming mutant geese 
4 Razor grass or 
Tangle vine
5 Zombies with vegetation or fungus growing in them
6 Sleep Poppies or yellow musk flowers
7 Ambulant mushrooms or tri-frond plants
8 Mould patches or puffballs
9 Pits of flesh-eating maggots hives of 
dangerous insects
10 Killer trees (pod flingers, grapplers, 
11 Eyes and mouths and arms growing in the ground, sometimes hands with eyes and mouths
12 Monsters penned inside 20 for high wire fence around complex

d12 Special Tower Security 
1 Balistia or mangonel 
2 Swivel guns (buckshot or ball)
3 Sniper with longbow or heavy crossbow  
4 Arquebus matchlock crew of two with lit brazier
5 Heavy repeating crossbow on mount
6 Fire Arrows and archer or crossbowman
7 Blackpowder grenades, smoke bombs, lit brazier and a grenadier
8 Blackpowder mortar can fire incendiary, irritant, smoke or explosive siege mine 
9 Has two extra guards  
10 Spotlights 
11 Light machine gun and 100+d100 rounds each
12 Low-level magicians on duty

d12 Gate Security 
1 Two extra gatekeepers
2 Four extra gatekeepers
3 Six extra gatekeepers and a sergeant
4 Murderholes ready to pour d4 hot 1=boiling water 2=burning oil 3=molten lead 4=wasp nests
5 Extra strong bar or several
6 Huge lock with large key
7 Drawbridge over pit or moat
8 Portcullis gate
9 Slits with fire arc in front of the door for extra archers or gunners
10 Caselated bastion above gatehouse with tower features 
11 Inside the gate is a small black powder cannon or wagon with six muskets that can fire each gun at once either with 3 crew
12 Alarm beacon informs personnel of red alert and all armour up and go to positions

d12 Magical Security
1 Shadow or spectral soldiers patrol secretly
2 Ghouls or zombies fenced off or in cells and can be released or used as a barrier
3 Magical wards around walls
4 Explosive or flaming runes
5 Magic mouth alarms at chokepoints and weak points with conditions
6 Spirit patrols the outer wall and has a heroic grave inside the walls
7 Invisible imp or faerie being helps keep watch 
8 Gremlins or giant bigs infest air vents, roof spaces, drains and the well
9 Sewers under structure with telepathic tentacled sewer horrors that prevent transit through water or sewers
10 Magical circle can call a bound elemental to defend and can be activated or use
12 Monsters hidden in architecture like gargoyles, trappers, golems, living statues or mimics

d12 Uses for building
1 Prison
2 Barracks
3 Madhouse
4 Orphanage
5 Hospital
6 Work house
7 Fort
8 Monster barn
9 Settlers
10 Faction base
11 Cult rituals
12 Monastery

d12 Secrets
Storage cellar
2 Extra prison cell basement
3 Celler of oubliette caged pits 
4 Secret escape tunnel made by a prisoner
5 Caves underneath
6 Crypt and shrine level
7 Secret escape tunnel for governor for emergencies
8 Basement laboratory making d4 1=booze 2=drugs 3=potions 4=clones or orcs
Basement library
10 Dungeon level 
11 Secret spy base of a faction 
12 Hidden monster lair unknown to occupants it may even hide among inhabitants

d12 Whats on the podium?
The stage area in the courtyard
Large boxes they lock bad prisoners in for days
2 Locked trapdoors for semi flooded rat infested pits for prisoners
3 Executioners block for beheading prisoner
4 Gallows for hanging a prisoner
5 Auctioneers block where slaves chained to poles are sold
6 Cage for prisoner fights or for temporary holding prisoners 
7 Monster or guard beasts released in the courtyard at night as for security
8 Outdoor oven and firepit where prisoners served food
9 Shrine to some motivational god of justice or a more recent addition from a cult
10 Pulpit where the priest could read holy prayers to inmates day and night
11 Smith forge where chains fitted to prisoners and iron balls
12 A frame post for whipping and torturing prisoners 

d12 What is in the Cells
Roll once for all or per cell
1 Zombie or ghoul (could open as a trap or defence)
2 Skeletal remains of d4 prisoners 1in6 they arise as undead
3 Stored crates of stolen loot crates and trapped
Equipment cache with crates and trapped
5 Barrels for storage
6 Empty bottles and broken fragments
7 pots of sewerage
8 Treasure chest 1in6 chance of being a mimic
9 Bait for a trap like fake loot, food or cursed item
10 Starving prisoner d6 1=sacrifice 2=hostage 3=adventurer 4=scavenger 5=mutant 6=troll
11 Converted to personal or shared quarters with d4 beds
12 Animal pen d10 1=terror bird 2=hellhound 3=dire wolf 4=riding lizard 5=horse or donkey 6=pig 7=goat 8=cow 9=messenger pigeons 10=giant rats

Will include with past prison tables from the blog
Will follow up with return to weird chaos cult farms in a similar work of old and new stuff

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