Saturday, 29 June 2024

Chagrinspire Side View &





































Chagrinspire cutaway was different to my sketches

The second chagrinspire volume is on my patreon up now - its a draft and bigger than I wanted but I knew it wasn't going to be finished but it's bigger than I expected at 110 pages.

Will update the book this week after some other commitments with some more format work and art. 

Happy having a giant aqueduct in middle helped maps for a book fold but a bit to adjust to move words out the way.

The Gatehouse dungeon has about 240 rooms and in progress.

The plan is to finish this volume at the end of July and it will have maps of the gate house finished and more detail on the plateau map which has text now. 

I hope to have more work on my alchemy system 
Part of me likes it as a class or a wizard sub type

Robot class now the Automaton class i have notes on
Mutant class revision is needed too

As I stupidly do all my classes in lots of 4, this batch will be projects like Mutant, Automaton, Alchemist & X. I do like some of the splits in priests/monks/paladins in some of the rule sets. I liked the Shukenja in ad&d OA asa less violent priest who seems better suited to non-fighting orders. I've made it possible for some classes to choose an alt spell list so a sorcerer could use priest miracles and make a good soft priest as they could have specialists with divination, healing and other specialities in a temple that would be useless in a fight.

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Reading all the work on D&D 5 has been inspiring and current debates on improved mechanics or presentation of basic data is all up for grabs. Also many ppl started their own clones in response to game corp moral cringe and are starting to appear so its a golden age on the basics of what the game is about.

Seeing ppl flex ideas on what oldshool means and I think I was probably tangential to it rather than part of it. Ive never been into TPKs unless specific games like my Long Stairs or my fling with Lamentations where I killed a player in the first room of a dungeon and invoked the rare "your twin comes looking for you" rule. I always have one player who hates rolling characters and does not want to play a DCC kill-funnel but I quite like. Im only interested in the theatre of creating fear of a TPK rather than actually killing any players. I guess I could detail this more but part of good sandboxing is reading the room, improvising on the fly and have lots of statblocks and tables on the fly to help you BS quickly. Maybe its like being a DJ.

I have a 6-page character sheet (more for 5th lv + characters - one sheet fine for a 1st level person. I'm looking over it for stuff to remove forever. Like Non-Weapon penalties different for each class might be an easy thing to replace with just -4 cos you know fight classes get more plusses to hit anyway. I hope to make some spreads to show in future. 

Tuesday, 25 June 2024

Alignment Quests





































What is this for?
When you break an oath as an act of atonement
When you want to impress a religion to get access to oaths or join up
When you owe a religion for raising dead or other healing or divination
To earn credit for future medical bills and funeral expences
To impress a ruler or noble court

People who do quests for a church get documented and their names spread along the ecclesiastical pilgrim routes. 

Are You a Wicked Spell Caster?
In my world all practitioners of magic in civilisation are documented and using magic on other citizens of the area is witchcraft. A witch is an unauthorised illegal spellcaster who uses abilities on persons or property of the community. Its mostly a slur to get people killed by mobs of fanatics. Those orcs will call good adventurers clerics witches. Id say in many cases witches happen to be sorcerers bound by oath or blood to otherworldly beings but druids get caused lots also. Wizards have guilds and priests have churches to regulate spell casters who don't charge rates or swap spells with rival organisations.

d12 Law Quests
1 Bring a traitor to public justice
2 Bring order to a frontier settlement
3 Build a school for philosophy, arts or literacy
4 Commission production of a book, instrument or artwork
5 Find who murdered a significant person and capture the killer
Hunt a famous dangerous beast on the frontier
7 Aid the lawful hunt for bandits, criminals and wicked spell casters 
8 Help a community build a temple, monument, wall or communal structure
9 Help resolve a difficult legal dispute with the best outcome for all
10 Recover a long-lost relic
11 Destroy an outpost of chaos, secret cult or nest of wicked spell casters
12 Join a crusade against chaos on the borderlands or beyond

d12 Balance Quests
1 Stop the local ascending prevalence of law or chaos in area
Aid a community facing oppression of extremists
3 Discredit a popular zealot before the mob
4 Out a secret cult hiding in the community
5 Aid the underdog in the struggle of law vs chaos
6 Stop conflicts between law and chaos harming a community
7 Aid refugees from cosmic struggle find sanctuary
8 Trick law & chaos into wasting their resources
9 Convince a faction to change sides
10 Stop conflict swinging between law and chaos
11 Silence a demegogue causing conflict
12 Stop a group of dangerous fanatics

d12 
Chaos Quests 
1 Take treasure from a faction
2 Help prisoners escape the law
3 Start a vendetta with law officers
4 Hold a lavish feast for a community
5 Vandalise all the road signs in the region
6 Destroy buildings, walls or roads of the kingdom
7 Place these baby monsters in several locations
8 Rob a payroll or tax collector
9 Kill an enemy leader
10 Cause conflict between two factions
11 Live a month of out-of-control vice
12 Steal a prized weapon of a leader

d12 
Good Quests 
1 Help feed the hungry 
2 Help travellers in need
3 Help heal the sick
4 Aid widows and orphans
5 Help build homes for the poor
6 Make peace with an enamy
7 Escort pilgrims to a holy place
8 Protect the sanctity of a holy place
9 Help victims of a disaster
10 Protect inocents from raiders
11 Stop an evil magician
12 Exterminate a supernatural evil

d12 
Neutral Quests 
1 Find a valuable lost treasure 
2 Build defences for your comunity
3 Take revenge on a enemy 
4 Protect sacred wilderness resources
5 Take this message to a person
6 Help this clan escape the region
7 Transport this cargo to this far away place
8 Collect debts from this person
9 Recover kidnapped locals
10 Protect this merchant caravan
11 Find safe passage through a wild place
12 Explore a wilderness area

d12 Evil Quests 
1 Burn a building full of people
2 Kidnap and torture an innocent for a month
3 Maim seven innocents
4 Eat the flesh of a specific person or good creature
5 Aid a secret evil cult in trouble
6 Massacre a small comunity
7 Exhort dungeon dwellers to perform acts of evil 
8 Capture victims and sell them
9 Kill a victim, mutilate their corpse and display it in public
10 Steal from the desperate and needy
11 SIlence someone who risks secrets of an evil cult
12 Sell a soul contract to planar being for a cut

Saturday, 22 June 2024

Mail call Roundup



So I do like work by this writer but I think I followed them about an hour before changing my mind. In many ways this is a great mashup of BX and AD&D streamlines, sometimes simplified with some other tweaks, It has lots of spells, character classes and monsters and treasure and many of these are tweaked in new ways. A few descriptions I struggled with. It is certainly a large book and has great artwork. Some interesting tweaks to character spell casters in that you cant normally memorise the same spell twice which could be interesting and make you think harder but as a wizard you might struggle to get enough spell slots to match the number of spells you get. The classes are interesting especially the Monk one of several new "old style" retroclone monk varients trying to make them more western recently. Monsters are good and I love BX golems and AD&D types together but only 2 out of 5 sphynxes. Lammasu seems to be not Iraqui and no Shedu. Some creatures bundled together like lizards and beetles but birds could have been. War dogs seem basically as bad as wolves. Some grouping monsters to save space but a bit inconsistently applied. A few things changed for IP reasons like spells and monster names. I have many reasons to like this product and like most of the content.

The advice and various justifications I disliked. The idea the DM is your enemy trying to kill you is over the top as are many advice items which seem to be making some non-gaming points. It has a bit of Gygax worship I find a bit cringy and quoting him on the game is not storytelling. It is also very focused on dungeon crawl with mentions of creating a dungeon and managing wilderness between some village and the dungeon. I basically run all games like horror and players always believe they are suffering, having close calls and afraid of failing even if they barely get to half HP. You just need to make players fear death you don't have to kill them to be OSR. Also for modern and old-school players - raising dead is easy. Even if you can't afford to raise dead your party will have to do a quest to pay the fee. That's a great outcome for players and DM.




This extra adventure by the Creator of Gunderholfen and has 10 small adventures using pre-existing maps. There is map to locate them all in Gunderholfen setting/ A good variety or dungeons for various levels and sizes. Its a good value entertaining product that fits in with others or could be dropped anywhere.



I really enjoy the setting of this and might use the game one day. I think it is like the feel of early 80s  Brit fantasy like Fighting Fantasy, Dragon Warriors and like Warhammer light. It is a large print digest and I can read them without glasses. Some of the line of Warlock are a bit committed to the mechanics but the Kingdom book and Rebeck are all setting and lore. Its a fantastic setting light enough to do your own thing without too much density. The system is light too and I may try one day. Illustrations are of the period. The feel of the setting has a fantastic set-up. After a terrible civil war vs a traitor, the kingdom is a mess, in decline, breaking up and worse. Since the traitor's army failed and he vanished the king has been rarely seen. Gloomy with some sense of humour. The city's details and style fit with Dolemnwood and Midderlands.

Chagrinspire Mega Nega Dungeon pt4: Kobolds

 

Kobolds & Traps In Chagrinspire
Kobolds were a minor species of goblinoid-like people who come in a variety of species. The type in chagrin spire are small scaly canines that like mining, crafting and alchemy. Used as assistants, guards, workers and more for the Lords of Chagrinspire the kopbolds now believe they own it.

Kobolds here use black powder, complex mechanisms and ancestral spirits.
Various clans have specialities and use different magic.
Even dead kobolds can have rolls as skeletons or zombies or poltergeist spirits

Kobolds use small bows that do only a d4 but might have poison
Humans use small bows too as a bow can fit in quiver on a belt easily 

Common poisons are to weaken foes and on higher and lower levels are more severe

d6 Possible Triggers
1 Tripwire line
2 False floor - break through to activate
3 Pressure-activated floor - set to human weight range
4 Baited with food or treasure or trinkets
5 Concealed kobold observer with lever
6 Petty dungeon spirits activate 

d20 Kobold Traps
1 Greased floor near something dangerous
 Alarm bell triggered in kobold barracks 
3 Spikes on floor, save or d3 1in4 with poison (heavy boots ok)
4 Foot trap - grips foot and delays to remove
5 Jaw trap - crushes 2d4 foot and traps 
6 Swinging scythe blade or spiked rod d6
7 Crossbow 1in4 with poison
8 Musket or pistol 
9 Incendiary bomb 2d4 3m area
10 Caste iron black powder landmine 2d4 3m area
11 Smoke bomb - expands 3m 
 for 3d4 rounds, can alert enemies
12 Sleep gas - expands 3m for 3d4 rounds
13 Deadfall drop a d6 stone from roof
14 Shrieking giant mushroom screams if strangers near 
15 Trapdoor to 3m pit of spikes 2d6 save halves 
16 Trapdoor to 3m pit of d4 1=snakes 2=scorpions 4=giant rats 4=giant spider
17 Trapdoor pops up d6 1=kobold skeletons 2=kobold zombies 3=kobolds 4=rat swarms 5=angry berserker
18 Trapdoor pops up monster d4 1=ghoul 2=gelatinous cube 3=mutant bear 4=rust monster 5=carrion crawler 6=dire wolf
19 Portcullis gate slams down 1in4 a second gate closes victims inside
20 Poltergiest - often with noisy items to rattle and objects to hurl

A rare trap mostly used by knockers is to cover the floor in koboldium which heats when touched and burs feed a d6 per round, save for half every 3m crossed. Salamander skin moccasins or boots make it crossable. Some versions just explode. It also is poison to touch d3 if fail save, and can be consumed as fuel by magic machines and can be used to make explosives and smokeless powder for cartridges and shells. The waste products are very toxic and cause mutagens. Koboldium grenade does 2d4 damage and save or lose a d3 CON points which recover one per month if no koboldium touches you. 

d6 Basic Kobold poisons
1 Sewerstank save or +1 damage one hour later 
2 Hellsap save or take d4 damage d6 hours later 
3 Numb juice save or -d3 Mov for d4 hours
4 Sting venom save or take 1 damage per round for d4 rounds, save neg 
5 Bloodrot save for 1HP damage or take d3 damage if fail
6 Vile broth infests victim with disease save or in 10 minutes -2 all rolls for d6 hours of fever

d8 Exotic Kobold poisons
1 Koboldium powder is good for contact poison burns 1hp damage needs to be scraped and brushed off items, water ignites it often damaging objects. Put on trinkets, doorknobs and treasure. Even kobolds wear gloves to handle and they keep in bottles of oil. Eating a dose burns a round per level for 2d4 rounds plus save vs poison or take 2d6 extra damage and lose your hair 
2 Koboldium ash if ingested save or gain a minor mutation after the next full sleep
3 Slomo reduces Mov by d4+1 Mov and -2 all actions for an hour, save halves. Duration hour and cumulative not effect don't. Quick old bath reduces effect time by half
4 Somnabulum causes grogginess -2 all rolls and unconsciousness after a d4 rounds if fail a save. Effects last a d3 hours and are good for darts and arrows or edible but ten minutes for onset. From a tiny poison dungeon frog but a Herbalist can be an antidote heals 2d4 damage from this 
5 Snake Slime brewed from snakes 2d4 damage poison for blades and traps, save halves. A Herbalist can be an antidote heals 2d4 damage from this 
6 Dragon Blood extracted from dragons 2d6 damage poison for blades and traps, save halves and no known easy antidote
7 Mummy Dust used in arrowheads or weapons causes disease if save fails to prevent natural healing for a 3d4 days. Quick first aid can remove infection at loss of 1HP
8 Blood Bane save or in a d4 rounds start to bleed 1HP a round from eyes and any body orafices for 2d4 rounds. Users often carry a dose of antidote

1 Key Clan (Gatehouse) Morale 10
Traps & Defensive engineering specialists
Sacred duty to defend the gatehouse to the death for the king
Guard Archers use 
daggers, bows and 20 arrows
Gatekeeper warriors use 2 javelins, dagger, chain & shield
Magicians are 
ancestor shaman priests who make poltergeists from dying kobolds

2 Red Quill Clan (Level 1) Morale 6
Operate a Bat & Pigeons post service, advanced accounting, rapid-fire archers
Prefer dialogue and legal action to fight, collecting taxes for the king
Red Fletch Archers use bows 40 arrows and daggers
Crimson Elite Archers have speciality marksmen skills and carry fire and poison arrows
Crimson Bailifs use studded leather, whip, club 
Magicians are wizards who like making scrolls

3 Black Bag Clan (Level 1) Morale 10
Specialise in intelligence, torture, prisons and dogs
Secretive hooded spies and killers for the king
Black Snipers carry an arquebus and each is accompanied by a scout as a spotter
Black Scouts carry a poison blowpipe, a small crossbow and a poisoned knife
Black Assassins use two poison daggers and carry six poison-throwing knives
Black Goons wear studded leather and use clubs, flails, whips and chains
Dogs include small yappy ratters to tracking guard dogs to huge ward dogs sometimes ridden by scouts  
Suicide Bomber carries a black powder cast iron grenade or incendiary bomb
Magicians are diabolic hell cultist priests who dream of serving hell in the next world

4 Bog Clan (Plateau Swamp) Morale 6
Degenerant inbred mutants, survival, poison, domestic flies
Swamp clan mostly avoid standing fights to death, wear moss and mud
Hunters use poison darts d3 from an atlatl +1 damage double range and a hatchet
Headhunter warriors use leather & shields, spiked war clubs, bow with 20 arrows
Plague Riders - ride a giant fly and use leather, 2 javelins, dagger, a shortbow & 20 arrows
Magicians are priests of Nergal who use undead zombies and skeletons, and breed swarms of carnivorous flies and giant ones as pets

5 Cliff Clan (Western Plateau) Morale 6
Flint uses hunters, giant geckos, hang gliders and giant kites to deploy kobolds
They guard the western path and mostly live in cliffs peacefully
Cliff Hunters use a shortbow and 20 arrows and a stone knife
Gecko Riders use leather, shield, hatchet, 3 javelins and a spear
Skydivers use a hang glider and drop smoke bombs and darts
Magicians are druids worshipping sky and stone with lots of pet geckos

6 Fire Clan (?) Morale 8
Alchemists specialising in fire and pyrotechnics, domestic fire toads
Pyromaniacs in bronze, live in magma chambers and the great Chagrinspire forges 
Fire Archers use daggers, bows & 20 arrows,10 fire arrows
Fire Slingers hurl incendiary bombs or grenades with staff slings (doubled as a club)
Fire Warriors use plate, spear, small sword and a small d6 flintlock pistol
Toad Riders carry 2 javelins and a mace and ride a fire toad or handle several
Magicians are Alchemists who carry braces of pistols and various potions 
 
7 Hell Hole Clans (?) Morale 9
Devil worshipers who love guns
Wear elaborate uniforms with diabolic insignia, weapons are decorated with devil features
Hell Musketeers use plate and use muskets with bayonets or small sword and d6 pistol
Hell Grenadiers carry a short sword, a small pistol d6 and d4 grenades or incendiaries
Hell Knights use plate, spear, shortsword, a small pistol d6 and one grenade or incendiary
Magicians are Diabolic priests who gain imps after years of service and a hellhound if leaders of their cult

8 Tunnel Clan (Under Plateau and lower levels) Morale 8
Experts with digging and rats
Guard the lower tunnels from invaders or vermin
Scouts use poison blowpipe, 2 daggers and have a d4 giant rats
Tunnel Fighters use leather armour and carry two hatchets or war clubs, elite are berserks
Magicians are 
plague priests of a demon rat god who delight in filth and keep a swarm of rats on them, they swing braziers of burning filth to create plague miasmas

9 Sky Clan (Upper Chagrinspire surface and top levels) Morale 7
Winged clan who work on construction and aerial bombardment
Little is known of them, most witnesses were far away
Wing Scout use 2 javelins, a net and a dagger 
Wing Raiders use javelin, shortsword and lassos
Wing Defiler carry 10 iron darts, a dagger, whip, 1 grenaide and 1 incendiary
Magicians are air elementalist sorcerers who claim the blood of dragons

10 Knocker Clan (Lower levels) Morale 7
Mining and trap building, alchemy, automatons, koboldium metal, cartridge ammo firearms
Workers in the depths studying ancient technology
Miner uses a pick or hammer and carries a knife, will throw rocks d3
Knocker Trooper uses a chain, heavy helmet, shield, spiked mace, trench dagger
Knocker Gunner uses a bolt action rifle with a bayonet and an incendiary 
Knocker Special Weapons use either a light smg or a flamethrower or use artillery rockets
Knocker Battlerider use leather, dagger, light pistol d4 20 shots, operate from vehicles or walking machines which may have mounted heavy weapons they can operate and usually have other troops
Magician are alchemists preferring explosions and make automaton guards

11 Blood Berry Clan (Chagrinspire Hills) Morale 6
Farmers, hunters herders, nature worshipers, hedonists
Mostly naked and adapted for outdoors and sunlight, 
Gatherer use a sling, knife and a hatchet
Goat Rider uses leather, bow & 20 arrows, small sword 
 
Magicians are druids and they often have animal friends like goats but also may have brownies and sprites stay with them and don't even hate gnomes. They love drinking and orgies and have no shame when it comes to self-pleasure

12 King Kobold (Level 1) Morale 9
Elitist advanced kobold monarchy who love gold and luxury
They all wear gold jewellery like nose rings, lip plugs, rings and armbands
Golden Skirmishers use light d6 flintlock pistol, whip, dagger, d4 dogs
Royal Guards use chainmail, shield, shortsword and a light d6 flintlock pistol
Royal Knights use plate, shield, spear and shortsword
Magicians are wizards who wear fancy gold robes and big hats


Kobold Kill Carts 
Based on the golem carts used by the old mastrs of Chagrinspire. You might think them too silly and exclude them. Like golf carts and those buggies bond villain secret bases use. You might like to play kobold kill carts as a mini-game.

Kobold rollerskates or skateboards
AC+0 HP 5 Mov 12 Morale 6

kobold youths often carry knives, sticks, machetes or hurl rocks or grenaides or incendiaries and flee. With a skill roll they can +50% to their Mov (Dex 13 or less on d20, unskilled ppl half chance) but a failure results in an accident. They have most outlandish kobold fahion

Kobold scooter
AC+1 HP 5 Mov 15 Morale 7

2 wheel push toys carry a driver and a passenger to board other vehicles. The driver might throw a grenade, incendiaries, smoke bombs or throw chains into the wheels.

Kobold battle cart
AC+2 HP 10 Mov 12 1m wide Morale 6
has one or more kobolds pulling the cart while one rides with a repeating crossbow, sometimes a pup kobold helps reload the bolt hopper on the crossbow

Kobold pedal cart 
AC +3 HP 12 Mov 12+ 1m wide d4 Ram Morale 7
driver pedals while a passenger rides with a repeating crossbow, the driver may carry a grenade or small pistol. Better models amplify kobold pedal power for 15 Mov

Kobold spirit wagon
AC+4 HP 15 Move 15 1m wide d6 ram Morale 8
driver pedals, one passenger uses a repeating crossbow and other defends the vehichle and hurls javelins and possibly carries grenade or small pistol. This is powered by a form of kobold poltergeist by a shaman and is an ancestor of the crew. The cart and kobolds are very loyal. Priests can turn them.

Kobold Heavy Kill Wagon
AC+6 HP 24 Mov 9 2m wide 2d6 ram Morale 11
commander orders crew 
and has a small sword  & pistol, may throw grenades and incendiaries from the top hatch and a shaman apprentice controls the cart spirit, a main gunner cranks a handle and fires a poison dart launcher fires three darts per round, and two crew fire repeating crossbows. The shaman also enhances the crew with spells and four spearmen protect the wagon and may ride on top
  
Golem Scooter
AC+4 HP 20 Mov 24 Jump 2 1m wide 2d4 ram Morale 10
Intelligent Cycle can carry a passenger but some models have a sidecar and a gunner but only Mov 18. Cycles love speed, thrills and danger

Golem Cart
AC+5 HP 30 Mov 9 1m wide d6 ram Morale 12
intelligent cart won't act to harm humans but colliding with carts is ok. Often have a front seat with a steering position which is more often just a valet with a truncheon and small pistol. They come in 2 or 4 or 6 or 8 seat versions. Some are articulated and have single-file seating. They will drive you to places within Chagrinspire if you carry a high-level clearance passport papers or ranking uniform. They might drive you into a trap or to ambush by security automatons.

Chaos Cart
AC+7 HP 50 Mov 6  Burrow 3 2m wide  2d10 
ram or trample d8 limbsx2 Morale 10
chaos kobolds hacked a golem and corrupted it and now it is a savage boring machine. It does not need them but usually it is crewed by 8 kobold chaos cultist sappers, a champion and a chaos wizard. The front is a screw to bore through stone with an angry face. It is armed with a harpoon cannon, one repeating heavy crossbow and a normal light repeating crossbow facing each direction. It has two limbs that are 4m long usually tentacles or lobster pincers. Mutant organic metal tumours with eyes and mouths grow over the surface. It can produce a 9m radius smoke cloud that grows 3m per round once activated. The koboldinium fuel is chaos charged and the crew are constantly exposed to chaos vapours and glow in the dark. There are many varients including flamer armed, dungeon trap sweepers with a rotating drum covered in chain lengths to set off and destroy devices, mines or enemies, crew have lots of smoke inside so crossbows or smokeless koboldium cartridge propelled ammo works better than black powder.


Drive Roll required?

Easy - no roll for a skilled driver
turn once under 30 degrees requires no roll
park neatly in a parking bay or garage
driving on a road or floor
break to reduce Mov by 3

Hard - require roll for skilled driver
turn a second time up to 30 more degrees turn 
Making a jump 
improved stop break to reduce Move 6
regain control
go down steep slopes or stairs 
don't get stuck in rough terrain
bootleg turn 60-180 degrees and stop
vehichle takes 50% damage and above half speed

Impossible - require roll for skilled driver under bonus score
drive on 2 wheels through a narrow gap
drive up a wall and make a jump
jump on top of another vehichle
jump over several other carts or a dozen nuns

d6 Lost Control roll?
1 Car skids,  sliding half Mov to a stop
2 Car skids,  sliding half Mov to a stop + change facing 90 degrees
3 Car skids to a halt colliding with something if possible or as 1
4 Wheel comes off possibly causing skid as 2 in many cases
5 Roll body over d6 times and stop
6 Flips in the air make a hard-driving test to land without the catastrophic crash and only 2d6

Crash causes 2d6 damage to vehichle and crew, half if strapped in fancy crash seats. 4d6 if falls down a cliff or multiple vehichle crashes, Heavy war versions may have these and are more solid than light versions. Faster bigger vehicles need more dice damage for ram speed. 

Thursday, 20 June 2024

Marvel 1955 Mysterious Alien Encounters





































Recently players in my campaign have become leading alien fighters and privy to super secret global talks about plans for three orbital nuclear battleships and a moonbase by 1966. Several players have astronaut training and are on the shortlist Ace of Aces is the operator of a 4.7 billion dollar alien interceptor fighter. Gov did try to re-fit alien UFO players recovered to save cash but players said alien tech was a security risk.

Players even used their captured saucer to infiltrate the Galactic Treaty base under the ocean and bought and sold scrap on the black market for arms and information. One player bought an alien survivor as a contact and another got a shift black market alien. The Hero Digger has been appearing as the Current Captain Australia. Players had air support from Ave of ACes with his Canberra bomber (fitted with cannons) and a BAC electric Lightning test model fighter.

This is a bunch of stuff to make my life easier in my current game.

Many aliens in my game will get one use as they learn to piss off or are wiped out.

The International Space Agency - ISA helps coordinate global alien tracking efforts and the space race and operates agents and superhumans. Will evolve into SHADO in 1060s

---------------------------------------------------------
Classified Projects
---------------------------------------------------------

1955 Current Game Year
- A suborbital 4.7 billion dollar nuclear interceptor is being built to fight aliens
1956 Russia & America plan capsules in orbit, 
1957 Launch first part of three space stations planned
1959 Operational station and moon landing
1966 USA & USSR Moon bases (France, Great Britain & China land on Moon)
1970 Man lands on Mars
1974 Project Orion Saturn Mission 
1979 First of three Project Orion space battleships launched
1980 SHADO earth defence forces operational
---------------------------------------------------------
Adventurers have been to space including the Moon, Mars, Venus
Information on these is poor but archaeology part of moon and mars missions
Alien invaders have actually made nations cooperate more behind the scenes

Old alien encounter series for Psychon D&D seems good in marvel also
https://elfmaidsandoctopi.blogspot.com/2013/11/aliens-saucer-men-and-space-gods-of.html
https://elfmaidsandoctopi.blogspot.com/2013/11/aliens-saucer-men-and-space-gods-of_4111.html
https://elfmaidsandoctopi.blogspot.com/2013/11/aliens-saucer-men-and-space-gods-of_8.html
https://elfmaidsandoctopi.blogspot.com/2013/11/aliens-saucer-men-and-space-gods-of_9.html
https://elfmaidsandoctopi.blogspot.com/2013/11/aliens-saucer-men-and-space-gods-of_11.html

Recent Marvel UFO stuff 
https://elfmaidsandoctopi.blogspot.com/2024/06/why-have-space-humanoids-visited-us.html
https://elfmaidsandoctopi.blogspot.com/2024/06/marvel-1954-aliens-seen-so-far.html

these are for when you discover aliens on Earth in hiding among humans or in a secret base

Note Addendum: A comment suggested vivisection isn't ambivalent but more evil which is a worthwhile point. Nice aliens are altruistic and look out for others or consider their welfare. Ambivalent are bad and good and might be pacified. Nasty aliens love to be thoughtless bastards.

Nice Aliens...
Try not to kill anyone and shun violence
Try not to interfere unless to help
Don't like to kidnap people and apologise
Dont do unethical science on humans
Humans show great potential and must be preserved
Prefer humans to control their own destiny and didn't start ww3
Can be patronising, 
colonialist or holier-than-thou jerks
Humans will one day join the galactic treaty aliens in friendship if they survive
Galactic treaty AI bureaucracy is slow to act in response to violations
Most parts of the Galactic Treaty or try to abide by it

Ambivllant Aliens...
Selfish often believe they are the only species that matter or have any say 
Scientific curiosity for its own sake above the welfare of lower life
More likely to be independent self-interested civilisations with some trade
Might change if convinced by reason or force
Force is acceptable against humans but avoided
Humans are lower animals life who live awful lives of squalor and ignorance
Exploit lower beings for cash or data or sell junk to them
Think humans might be a threat and require watching
There are plenty of humans snatching a few hundred  is fine they won't notice
Its not personal what they are doing to you
Will consider treaties and deals if humans react badly
Not part of the galactic treaty but wary of antagonising them

Nasty Aliens...
Sadistic bastards and don't want to stop it because they like it
Militaristic, despotic, dogmatic civilisations predicated on cruelty
Despise human scum who are cattle at best
Want to enslave, invade or replace all humans
Delight in their displays of superiority and power
Enjoy personal combat for the pleasure of killing face-to-face
Take pleasure in vivisection, mind control and vapourising people
Eating humans or harvesting them as protoplasm is pleasurable
Enemies of the galactic treaty instead work with the galactic syndicate

d12 What are those benevolent aliens doing here?
1 Trying to help humans advance civilisation to the next level
2 Hunting evil shapeshifter aliens among humans with death rays and scanner
3 Preparing humans to defend themselves from a threat
4 Stranded and lives with a family in disguise or attic or basement
5 Interested in seeing an untouched civilisation so close to nature and so spiritual
6 Scholar studying humans before extinction and one wants to stay even though humans will be extinct by 1979 say computers 
7 Alien is in disguise and sometimes acts as a superhero
8 Alien secretly helping heroes or some benevolent cause
9 Alien wanders in hiding helping people and moving on when alien hunters come
10 Families of aliens lie low awaiting rescue and they are pacifists but have psionic powers
11 Scout here to document what other aliens on Earth and will warn humans of evil species
12 Lone aliens looking for ancient relics left on Earth that might be threats

d12 What are those ambivalent aliens doing here?
1 In hiding from enemies and not really worried about humans 
2 Study local life forms and culture before the extinction event comes, don't interfere but some kidnapping occasionally of specimens to study who are left mind wiped
3 Cosplay roleplaying shapeshifters living as humans as the doomsday clock ticks. Bonus status if you flee just before the apocalypse. They stick to their roles and are here for roleplaying not shooting. Who escapes the apocalypse last wins
4 Collecting DNA from humans and life from Earth for the Galactic Arc or for trade value in secret 
5 Testing some human animals with bizarre experiments for mental and biological studies 
6 Vivesection expeditions to take brains away or replace them or harvest superbeing organs. Humans are just dumb wild animals who still live on filthy planets
7 Kidnapping for sale to zoos, museums and scholars
8 Used for hybridisation program for a secret colony to hide not take over
9 Steal original artworks and samples of human culture to sell when humans become extinct soon 
10 Testing human technology and ability to see if they are threats to themselves who need to be annexed for their own good within the sphere of alien patrons and protectors 
11 Experimenting on human weapons or soldiers possibly a hero oragin
12 Slowly altering human culture and life on earth for alien corporate interests, helping humans develop TV, fast food, shopping malls and other sinister developments

d12 What are those nasty aliens doing here?
1 Terraforming Earth with alien life to become a new alien colony or homeworld
2 Infecting human beings to turn them into hybrid thralls
3 Planning to help human overpopulation with a plague weapon or sterilisation
4 Scouting for invasion plans seeking threats to invaders
5 Here to accelerate nuclear war so they can move in to replace humans
6 Building a gate or beacon for invasion
7 Criminal aliens here to trick humans into dealing with syndicates and corrupt human leaders, infiltrate local criminals and use them to spread
8 Changing human culture to embrace technology like computers, television, radio, space travel and nuclear weapons to develop Earth into a future thrall production centre
9 Here to butcher, devour or use humans as hosts and prefer free range to clones 
10 Live lives as wandering serial killers having fun and wild parties. Here for a visit or slumming for centuries. Abusive bored sadistic bastards  who infiltrate fandoms and cults 
11 Enslave humans by violence, drugs, debt, whatever it takes for an alien corporation
12 Relocate Earth to another dimension or solar system or into a mining gigastructure























d12 What benevolent alien is that? Galactic Treaty Members
1 Aurans - bulb-headed pacifist mystics here for peace and tranquillity on a backward simple quaint planet to meditate, occasionally heal, give prophecies. Some aliens persecute them so they might need help
2 Galadorian space cyborg knights here to exterminate Dire Wraiths and recruit superheroes and humans to help (Marvel ROM comic). At fist it seems frightening when the banish wraiths in disguise until humans communicate and discover the threat
3 Planarians - human-like scholar species from advanced utopia, many willing to fight evil aliens and guard planets against evil aliens. Awaken every few thousand years to study human progress. Use robot Bigfoots and holograms to protect their hidden bases. Have several hidden islands they have kept off the map for centuries. Long-lived but try to not interfere with humans. Keep ancient treasures in their museums (70s Bionic shows)
4 Vulthoomians - the children of Vulthoom, who worshipped their alien god who destroyed most life on Mars twice. There are freed or awakened Vulthoomians on earth but others are used as food by the Masters or the Swarm. Mostly they thank humans for saving them and are helpful but as ex-slaves have little useful knowledge, tech or powers. Their God on Mars who drained life twice has been awakening and those who know of its name expand its psychic reach (Clark Ashton Smith). They have no technology of their own usually as they are mostly food or soul vessels 
5 Suulian - grey alien elderly turtle like space police, hunting alien criminals hiding out on earth, covering up alien involvement, seizing tech and wiping minds. Can use shape-shifting or replicant Android agents, energy sphere drones, robot humanoids and keep an alien prison in hyperspace (Laserbalst in part)
6 Ameboids - gelatinous with biological tech here to sample the DNA of heroes to help fight their former masters the great old ones. Observe in human form or merge with a human to gather samples from heroes (In my hero games since 91 and had many players use in backgrounds)
7 Bactrians - slimy space frogs battle to save humans but nobody believes they are nice guys vs pretty shapeshifters and androids. They are poor communicators and also bitter grumps (Lost In Space). Humans deserve a chance to mature beyond this solar egg and spread to the stars. If only humans didn't scream and shoot at them when they try to contact isolated people
8 Starlons - energy beings in containment suits, usually here by accident or a trick, emit heat and radiation. They have trouble communicating but if safely contained and helped they can cure cancer and drain nuclear waste of radiation. At least one bonded with a human; some have been teleported to Earth in accidents or encounters in space. (DrWho)
9 Xithian peace lovers here to help aliens cooperate and obey the treaty on primitive planets. Operate the alien galactic treaty embassy under the sea. 
Humanoids with bulbous heads with black eyes adapted for naked space travel. Hope to guide humans away from nuclear war and ecocide. Other jerk aliens sabotage these utopian dreams. They have two smaller castes one like a preteen and a smaller toddler size who carry tools on belts. Only the leader caste is Psionic 
10 Echos - three have arrived in our system, one alive in a UK airforce base since WW2, one rescued from other aliens by heroes. UK has one damaged interstellar ship and one other one was destroyed by Tiamat. Claim to probably be the last of species here to warn humanity to flee from incoming Invasion by Tiamat spawn who may already be on Earth! (there are already superhumans linked to Tiamat and monsters on Earth aim to take over in the late 80s). Appear quite human and not too advanced. The human-looking last survivor claims most of the species committed suicide to avoid being absorbed by Tiamat (Invasion Earth Brit TV Series) 
 11 
Venusians - a colony of pathogenic amazons made by aliens in the bronze age on a ruined city of a mysterious alien race (other cities ruined and occupied by aliens). They live lives of learning and leisure in their citadel of sapphic super science. Mostly they shun Earth except for some criminals. They are quite Haughty and matriarchal authoritarians who aid several earth heroines they admire (Pure pulp for all the amazon cat women in space fans also contact of a player). They have used their tech to help women brought to them by Earth friends 
12 Sirians a species long shed bodies in our universe and some reach into our world through relics. They are reliant on servitors and vehicles to carry them. These ultraterrestrials are influential for their great age and wisdom and some species such as the Masters encourage Siran to manifest in great temples in their cities. The Sirans do not rule or obey the Masters just offer advice and knowledge. Some have possessed people and even spoken to humans. Some have visited Earth to study it before WW3 kills all life. One wanted to wipe out humanity and was imprisoned

d12 What ambivilant alien is that? Abide by treaty mostly but non-members  
1 Goblinoids - from tau ceti small big-eared species but they have speciality caste subspecies and some of their colonies became new subspecies. They vary greatly but most are not especially into murder or conquest
2 Piceans - fish aliens with ancient hybrid colonies on earth, serve ultra terrestrial old ones who brought them to earth but now have their own saucers
3 Reptilians - an alliance of various reptilians some who had colonies on earth in dinosaur times. Claim they own Earth and often fight other aliens and humanoids. Some keep dinosaurs, others prefer tech and some enjoy sorcerous pacts with extraterrestrials. Some can disguise themselves or hybridize with humans. One group is on a long-term social engineering project on humans
4 Doomlord - here to kill humanity with human weapons like germ labs but changed mind now fights own kind here to finish the job. Has shapeshifting, psionics and a horrible death touch (Eagle Comics). Other similar Doomlords come to Earth but mostly fight each other
5 Martians - shape-shifting psionic aliens whose various castes have split ruining their civilisation. Some have been tainted by Earth radio. White=war caste, Green=philosopher caste. Red=resource caste Yellow=religious
6 Slaan - the ancient amphibians who were dominant over the galaxy millions of years ago, Now most have fallen to stoneage. Some still wander looking to unite their lost kind or recover technology. Operate psionic weapons and mostly indifferent humans. Like being called space gods and younger alien species find this tiresome as some fell for this once
7 Xanthi - ant-like aliens who send their criminals to earth because they can't kill their own kind but know humans will (outer limits). If humans object they will cut a deal
8 Ebonites - pointy-headed beings running psyche and mind control experiments on humans. They work for other species that are less ethical than themselves or even human governments and corporations (outer limits). A government or villain might enslave a crew for their superior gaming brains
9 Ikarns - large-eyed, bald-headed aliens with pointed ears and flaps for a face. Psionic caste-based hive mind with a large stupid thug caste for taking specimens from the earth (outer limits)
10 Metulans - here to run a company to obtain materials and recruit scientists to help them cure mutations on their war-ravaged planet. Mutants hamper their efforts (This Island Earth)
11 Andarans - bored advanced humanoid species here to pit alien species and humans in battle for fun 
 (outer limits, also a bit like dark Eldar)
12 Watchers - ultra terrestrial humanoids spying on humans for millennia l, like faeries who can walk through walls and cover up strange phenomena. They seem to aid various evil aliens but their purpose actually is unclear really and they are thousands of years old (Vector 13 comic in 2000AD)

d12 What nasty alien is that? Enemies of the Treaty
1 Betalgese - hairy goblinoids from the high G world who enjoy brawling and fighting lesser species, including human children whose faces they scratched. They are smugglers and goons for alien crime cartels
2 Skrulls are a goblinoid shapeshifter civilisation that grew by taking over lesser species with infiltration. They may use robots, and alien monsters and even have some of their own superheroes who are keen to battle Earth heroes and might try replacing them
3 Altarans - humans appearing and discovering they were humans separated in the ice age. This shattered their society and some wished to conquer Earth with a campaign of kidnapping, hybrids, vivisection, plages, mind control and killing other saucer people. Often use alien mercenaries. A colony called Atlantis has been hidden awaiting human technology to evolve to the point they can build,star drives so the Atlanteans can leave. They have been secret patrons of the Nazis and others to "help" humans. Ruthless and elitist and made modified human monsters hybridized with animals, mutated or made aquatic  
4 Derro - subterranean alien saucer people utterly malicious and drive humans to torment each other with mind control. Their whole purpose is to evilly torment humans and empathically enjoy fear. They keep underground labs and torture camps and some specialise in psionic assault on the surface (Shaver Mystery)
Mechanimen - cyborg alien servitors studying if humans are suitable to become cyborgs and join with them. Fight other aliens contaminating Earthlings and use implant-based mind control. Use various machines, sentient vehicles and robot drones. Want humans to develop microchips, robotics and supercomputers so a few decades off assimilation, perhaps early 80s
The Swarm - small psionic tripod insectoids who once lived on Mars and some occasionally revive and try to influence humans or tap human psionic power to call their overmind to this world 
7 Masters - tentacled despots with tripod walkers and flyers with heat rays, once ruled Mars and were feeding off the last hibernating white tiny humanoid worshipers of Vulthoom. The invasion of Earth in 1890 was foiled by mystery men using germ warfare
8 Mi-go - fungoid space dwellers serve ultra terrestrials and harvest human brains, create their own synthetic servitors to deal with humans or can turn human skin into a kind of biological camouflage for infiltration. Keep human cults also 
9 Tiamat - a biological swarm that terraforms worlds to replicate it and can even open wormholes to spread. Has created humanoid biological servitors and monsters to infiltrate and invade living ecologies. (see War vs Chtorr, Wildcards, Brit Invasion TV series, Tyranids) 
10 Kronos - a machine to harvest energy from planets sends robot humanoid scouts inspired by extinct builders long ago. Drops self-replicating robots to mine and reproduce on planets. Some humans can be controlled by remote to at as saboteurs or heralds 
11 Dire Wraiths - species hoping to make Earth their new home and have it the heart of a new homeworld partly in phase with their alien space gods. Males are scouts who use robots, tech, and mimicry. If they fail conquest the female sorcerers come with various servitors and they destroy bodies and turn them to ash when they absorb the souls of victims they duplicate with all the victim's memories. They have many enemies (Marvel Rom Comic series Villains)
12 Many Angled Ones - ultra terrestrial planar beings who delight in devouring the life experiences of mere 4-dimensional beings. Superhumans are often durable enough for a god to possess while most humans explode. High air pressure and cold is a sign of their coming. They control cults and servitor species through dreams (HP Lovecraft/Grant Morrison's Zenith)

d12 Alien Base Locations
1 Underwater
2 Island
3 Mountain top
4 Jungle ruins
5 Hostile Desert 
6 Frozen wastes
7 Under a city
8 Rustic community
9 Deep underground
10 Upper atmosphere or in orbit
11 On the moon or an asteroid base
12 Another dimension or pocket universe

d12 Regular Servitors for aliens
1 Humanoid chrome robot who aids and defends aliens
2 Floating drone AI assistant with holograms and forcefield
3 Alien monster pet seems frightening to humans
Android pseudo-biological machines, often non-human like Bigfoot
Alien mercenaries possibly several species
Biological weapon beast for warfare requires testing
7 Mutant humans promised a cure for their freak condition
8 Thrall species of alien brutes for manual labour and goons
9 Organisms for Terraforming Planet including plants, fungi, diseases
10 Earth animals made intelligent and psionic for spies
11 Small grey alien thralls adapted for life in space, used for labour and kidnapping
12 Psionic hivemind aids the ship and crew

d12 Infiltration Servitors for aliens
1 Cultists willingly serving aliens
2 Psionic thralls contacted in dreams
3 Humans cloned by aliens as agents
4 Implant-controlled human operatives 
5 Android pseudo-biological machines copy human form
6 Replicant synthetic humanoid, melt when exposed
7 Cyborg human super soldiers
8 Zombies, reanimated human corpses
9 Hybrid human-alien colonists
10 Alien specialist can wear a living human skin suit
11 Human possessed by alien spirit, psionic alien or ultraterestrial being
12 Superheroes gifted with alien powers or just aliens in costumes

Servitors are often encountered rather than actual aliens
A villain or government might try to fake aliens
Many saucers built on Earth

Just to be clear this is all fiction



Monday, 17 June 2024

Chagrinspire Mega Nega Dungeon pt3 Gatehouse &


The Watercourse
Ruined Aquaduct - once a huge structure carried water to the low lands, the last intact part is where the water exits the mountain. There are stone pillars and rubble piles in a line south and occasionally there are intact sections. In the war, enemies tried to flood out the underground parts of Chagrinspire and fish folk invaded the underground areas.
Chagrin Falls - a 30m drop waterfall behind it lives the White Dragon Khallran who has killed many dragon slayers
Slurry River - famous for magic fish and huge biting mutant fish

Western Palace
Western Gate - a rough entrance Key Clan Kobolds guard, there is an inner gateway with ornate kobold carvings and magnificent bronze gates they operated since the original was removed by invaders
The Court of Null - once a courtyard with parade-dressed Black Sphere troops who guarded the courts used for serious cases of the common cultists. Now the Key clan Kobolds use it as a barracks and gauntlet vs intruders
The Court of Final Justice - once where crowds watched executions with a grandmaster would judge heretics, traitors and enemy prisoners. They were sentenced to destruction, recycling or reconditioning but commoners were beheaded by a hooded brutish executioner and depicted in art here. Kobolds women children and the elderly live here processing food, making bricks and making traditional kobold folk art like booby traps
Hall of Misery - cells for high-ranking prisoners and a rebel juve kobold gang The Slags hang out here to harass anyone using it with their tiny knives
Court of Pain - former torture area with niches for chained victims where 
The Slags keep some prisoners and a minotaur they worship. They feed him the corpses of their enemies and keep enemies away. The area is heavily graffitied. Most gang members end up joining the Key Clan guard
Court of SIn - murals depict the black sphere, heroic soldiers and workers and mighty machines but also show slackers, trouble makers and saboteurs being rounded up. A warren of court offices is mostly abandoned and full of trash and a few undead

Eastern Palace
Master Gate - rough entrance until reach the original building where relief carvings cover every surface. Kobolds barely hold it and don't mind taking it back later. Was used by the Black Sphere Grandmasters to enter the palace and relief art depicts visitors bringing raw materials and workers to the mills of Chagrinspire. Kobolds built a new gate
Eastern Gate - rough entrance until original citadel gates where orcs have fortified. Where  once trades workers and servants of the palace used this and workers going to work inside Chagrinspire
Court of Scribes - where palace scribes kept books and records and issued travel permits for inside Chagrinspire now a barracks for Cyclops orcs who watch the gates and try to keep monsters and enemies out
Court of the Master - former palace of the grandmaster where servants worked now kobold use as a recreation area and marketplace. Other clans from outside and inside meet here to trade and enjoy kobold luxuries like food
Nobles Court - cyclops orcs and kobolds skirmish and swear and taunt each other and occasionally someone gets injured and both sides break off for a few days 
Court of Diplomacy - once for diplomats now cyclops orc like here making metalwork and recycling scrap with great industriousness with the whole family helping
Secret Hall of Torment - a secret prison kept by the master who could visit in secret and was a controlled path to the Ministry of Information. Now overrun by undead

d10 Quick types of fancy
1 Artwork
2 Documents
3 Apparatus
4 Instruments
5 Museum curio
6 Emergency
7 Coin Arcade 
Counter
9 Vehicles
10 Golems

d100 Fancy Loot from Chagrinspire Interior
01 Statue or painting of founders of Nullism d4 1=gnome king 2=alchemist guild master 3=ex outer gods cult leader 4=all three holding hands
02 Engigmatic stone or bronze face set into wall 1in6 is capable of giving simple directions
03 Painting of a disaster with terrified people and animals
04 Gallery of paintings about terrible suffering the Nullites claim will end soon
05 War scene painting of soldiers fighting for nullification 
06 Alchemical drawings eerily realistic primitive photographs
07 Portrait of the last master of Chagrinspire giving a heroic speech to a crowd, magical and the masters gaze looks hypnotically into viewer's soul wherever you look at it from
08 Fountain statue for drinking or refreshment has a bound water elemental inside
09 Sacred Idol was brought here from exotic land plundered in the Black Sphere imperialist era 1in4 magical
10 Statue of a soldier or guard 1in6 are living statues
11 Passport for the Black Sphere Order
12 Newspaper about a thrilling victory for Null forces, reality will be over shortly, keep fighting 
13 Stamp album with ancient Black Sphere postal stamps
14 Book on the lives of pioneering Nullist philosophers and how they died pointlessly without realising their dream of universal termination for eternal peace
15 Newspaper war death toll section with various personal notices for the dead and advertisements for memorial souvenirs, war bonds, wedding rings and cigarettes
16 Book for children on amazing war machines of the Black Sphere crushing enemies
17 Souvenir postcard of Chagrinspire before covered in ash and dirt from battlefields in the thousand-year-long apocalypse war
18 Biography of a pilot of a wonder war machine, tails of sadly stomping on heretics and enemies of Null 
19 History of the Black Sphere Creed from obscure gnome heretic banished to the surface world where together with a former cult leader of the outer ones and the alchemy Guildmaster of the 1st empire conceived of a new order and the unmaking of everything
20 Peoples of the World yearbook with airship explorers accounts of plundering people across the globe and how all this robbery helps the world end faster
21 Doomsday clock (broken or not moving)
22 Clock set into the wall with calendar and seasons animated features
23 Ornate clock with d12 animated golems inside perform a bit every hour, usually something cheerful about the progress to the apocalypse
24 Punchcard clock for worker shifts, in some cases in use by monsters
25 Sirens speakers sound alarm if attacks or heretics are detected
26 Magic mirror able to be used to view the room from a master mirror in level security room 1in6 can be used to speak through the mirror if the control mirror user wills it
27 Pneumatic message tubes 3d4 separate numbered tubes and a box of message pods that sometimes 1in20 have interesting items 
28 Pigeonholes full of processed forms and some actual pigeons or rats
29 Small printing press with lead plates for forms 1in6 can send and receive documents from other linked machines often to print daily policy documents or heretic wanted posters
30 Chart of the world showing where Black Sphere invaded for alchemy supplies
31 Remains of scales and weights from desktop to wagon size
32 Telescope 1in4 in working condition
33 Fire extinguisher with pressurised foam to cover 3m circle
34 Wax cylinder recorder and a box of cylinders each 10 minute of letters to be typed up
35 Telephone or telegraph machine
36 Toolbox with basic handyman tool
37 Filing cabinet with lock mostly full of papers
38 Astrolabe shows positions of stars plotting evil omens stars and comets in the sky, desk size to room size
39 Tickertape printer printing financial news for commodity prices
40  Gramaphone record with majestic copper trumpet and a d100 highly flammable records
41 Mummified agonised head of ancient ruler with a crude gold crown, encased in a crystal block
42 Banner on a lance of one of the ancient factions +3 command radius and +1 morale to faction members and mentioned in legends
43 Stuffed and mounted monster head
44 Cabinet of curiosities d4 1=insects 2=tribal figurines from the world 3=miniture soldiers and vehicles of the armed forces and enemies 4=brains in jars of the world species
45 Display rack of shrunken heads from a faraway land
46 Billiard table with balls made from monster ivory
47 Dragonfoot umbrella stand with d6 fancy umbrellas and carved walking sticks 1in4 chance one is magical
48 Rack of 2d4 weapons 1=swords 2=exotic wooden clubs 3=blackpowder guns 4=weird foreign weapons 1in6 chance is magical animated sort 
49 Suit of Armour 1in6 chance is magically animated sort with a weapon
50 Display case or crystal coffin holding person trapped in stasis - it can be deactivated
51 Locker with a megaphone, fire axe, manual, logbook, lantern & fire helmet
52 Wall locker with first aid kit including a d4 healing potion save vs addiction each use
53 Wall locker with a 2d4 revolver with 24 rounds of ammo and a manual and log book
54 Metal buckets of sand on hooks for fires
55 Metal case with asbestos blankets for fires
56 Gas heaters of various sizes (the null sphere sure is cold)
57 Firehose in the case in wall non-functional
58 Eye washing or emergency shower station to remove contamination
59 Box in break open case wall holds a scroll of dispel magic 1in4 times its fake
60 Alarm device usually a lever and loud but sometimes hidden button on a counter and silent but alerts guards or automatons
61 Vending machine for alchemical synthetic food 1cp a can holds d100 x3
62 One armed bandit gambling machine that talks and plays annoying tunes
63 What the butler saw machine with 1 minute film, hand cranked d4 1=the horrors of war 2=bifricated girls in trousers while daddy away 3=machine turns dogs into sausages and reversed 4=train robbery
64 Automatic alchemists portrait booth makes 4 photochemical prints for passports for 1gp
65 Coin-operated robot will smoke a cigarette and sing a sad war song for 1cp
66 Booth where for a sp a cognitive engine will write something classy for you if you give it name, subjects, etc. Results are typed by machine into one page. Actually, it has a scribe poltergiest bound inside that protects the booth and will make noises to get help
67 Love tester machine 1cp and squeeze handles, prints a card and flashes lights after ticking wildly for 30 seconds to answer. Cards have nice romance tips like buying a new shirt, take a bath, what have you got to offer, what effort have you made lately, don't lock love interests in a dungeon and other hot tips and thoughts. Depiction of Tammuz and Ishtar on glass panel
68. Electric sex machine booth, the wonder of age, take off your boots and put feet in salt water bath and grasp the electrodes while strapped in and bite this rubber bar. Save or take a d4 damage and stop breathing for one round, some people like it
69 Hair washing and styling machine and chair, a helmet of cables and pipes connect to the ceiling. Might look like some more impressive-sounding device. Only 1sp and may have manuals of styles you can dial but they got stolen often. Has a dial with 999 styles of the world. Defective models might set hair alight or dye it an odd colour or only do one style. Army and prison versions shave it all off
70 Nightsoil Golem Booth These move slowly and carry a booth with hands and tonks, funnels and syringes for even difficult royal movements. They make light conversation in any language and use the waste as fuel. If they need food they may follow people offering services. Only rarely does a mimic or other monster get inside works and ruin things
71 Shuttered window booth in wall where clerk automaton offers to stamp passports and sell tickets to the Chagrinspire train line 
72 Cart rental booth with a d3 golem carts 1pp an hour to the cart or kobold kill carts 1sp per hour plus 1sp for guards
73 Security post with box for the guard to stand in even with tall fancy hats. Often occupied by something as they hold a choke point or watch a crossing or open area. May have levers or keys for locked doors or an alarm pull chain 
74 Desk with scribe station and piles of documents. 1in4 have a locked draw with something cool like d4 1=abacus 2=small chess set 3=silver stylus 4=gold pocket watch
75 Checkpoint armoured window security booth controlling a doorway with d4 1=portcullis 2=iron bar gate 3=turnstyle gate 4=ancient wooden sign : stop!
76 Niche with desk and janitorial equipment first aid kit, 
77 Cupboard with scribe supplies like ink, paper, quills, manacles first aid kit, 
78 Kitchen nook with tea, army hard biscuits, a hot water heater, mugs and teapots and 
79 Exercise niche with weights, treadmill, rubber mats and walls, electric belt, addictive health tonics 
80 Kiosk counter selling d4 1=cofee & cake 2=ciggarettes & newspapers 3=candy & sandwiches 4=icecreame & soda, 1in6 are functional golem operated and keen for serving customers (sorry no samples) 
81 A shattered golem cart 
82 Battlefield remains of kobold carts 
83 Intact golem cart 1pp per hour or kobold cart 1sp for an hour  
84 Kobold cart taxi rank with neutral kobold driver sp per hour, powered by a poltergeist
85 Train timetable display board with rotating text, occasionally show some trains still running
86 Shattered mole machine burrowed in here during a fierce battle, usually burned out with dead scattered about
87 Articulated golem wagon for armoured security troop parked here and the golem awaiting to collect its security gunner crew for centuries
88 Really cool coloured golem scooted keen to have a thrilling race. Some form dangerous gangs
89 Golem wheelchair with skeleton, wandering sadly seeks purpose and burial for friend
90 Golem chair has legs to move around office, follow instructions and only talk to clarify directions. Fancy thrones are faster and protect the seated person and worship them in a cringy and pathetic manner
91 Regeneration machine, golem-controlled steel sarcophagi used to heal d4 damage every hour as long as it is supplied 100gp gem per ten minutes (it won't give change). Some models 1in12 are better and chatty and can also alter your species or cosmetic features if humanoid with 8 hours of work. They will point out your flaws and offer to make your dreams come true with surgery
92 Golem stasis tube on wheels can drive itself like a bed or coffin with the lid open or closed and can be stacked or stored upright if the lid is closed. Preserves a humanoid d4 1=awaiting resurrection 2=to be raised tortured and executed again 3=political prisoner 4=imprisoned heretic 
93 Golem resurrection machine once per day and requires souls or gems to fuel the process. A metal coffin bench with sparking crystal machines was built into the complex. The machine explains costs and limitations
94 Console with large bronze map, once indicated where forces were in the war. Some of the bigger war bands and bandit gangs show up as scouts or skirmishers on the system. Bigger units show up better
95 Console with a large bronze screen showing train lines in Chagrinspire indicating system failures and repairs needed. A control golem advises on required materials and tasks to repair trains and power the tunnel and platform lights 
96 Screen with blurry B&W images of the war in an 8-hour loop scholars would be amazed by. Most find it depressing. Makes your head and eyes hurt and after a long session fail a save or you now know the Black Sphere War Anthem by heart. Its an earworm
97 Telephone operator booth with golem built-in plugging in and moving plugs on the local switchboard. Offers to call help if required. Maybe the seemingly dead system has a phone ring as explorers approach
98 Clone booth golem - creates clones for bureaucrats, labourers but mostly now soldiers. A golem cart is supposed to bring them clothes guns and orders. Lots of dead naked clones around 
99 War Table Golem is a game table where tiny metal soldiers battle and players can battle each other or the golem from the control panel. The golem can't walk but will defend itself with arms and tiny soldiers which are parts of it. 2-6 player console versions exist and the golem has arms to operate its own console. The tiny golem soldiers are gloomy about their eternal lives of war, Their souls were plucked from actual ancient war veterans in the better models
100 Cabinet with cutaway display model of Chagrinspire showing train lines, 20 upper levels and 6 sub-levels including the Black Sphere and the vent shaft from it to the top of the tower (no caves levels or subterranean river and lakes shown but known to exist)