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Thursday 6 June 2024

Chagrinspire Mega Nega Dungeon pt1


The immediate mountain of Chagrinspire is covered in strange magic-warping fields and magic-draining zones. Beings cannot be summoned from other planes but illusionary spectral beings or others can be created. Some areas prevent links to gods so priests cannot renew spells or powers in these zones. The megadungeon has a ground level accessible from a plateau and then levels up and sub levels.

There are strange auroras around the mountain and last d12 hours
1in12 chance per night of magical event on the mountain slopes of Chagrinspire

d12 Strange Auraras around the Mountain
1 Crimson aura makes anyone in combat save or go berserk
2 Magenta aura makes violence impossible, drains hate and anger, everyone feels content
3 Cyan aura cures disease or poison and heals 1hp per hour
4 Aqua aura can freeze people in time until the event ends or sometimes until the next event
5 Yellow aura increases fungus growths and mobility and nightmares
6 Tangerine aura causes mutations, most temporary but longer exposure permanent
7 Emerald aura makes people jealous and greedy which starts fights
8 Citron aura makes vegetation grow and even become ambulant and hostile after hours
9 Violet aura makes spells likely to unleash chaotic magic events
10 Turquoise aura makes magic items and spells not work
11 White aura vapourises undead in one round
12 Black aura makes corpses shuffle to unlife as zombies or skeletons

d12 Hazards around the Mountain
1 Barbed wire
2 Landmines
3 Automated machine gun pillbox operated by golem
4 Automaton sniper in secret hide
5 Electric fence
6 Tripwire grenades
7 Tripline pendulum
8 Tripline deadfall of rubble
9 Mudslide but sometimes ash or snow
10 Sheer rock face requires expert lead climber
11 Broken pathway or bridge requires leap of faith
12 Living statue or gargoyle guards appear as inanimate

d12 Mountain Encounters
1 Giant eagle or owls
2 Cave bears or owlbears
3 Griffons or peryton
4 Wyverns or manticore
5 Pterodactyls or giant bats
6 Sabretooth tiger
7 Giant goats 1in6 mutant chaos goats
8 Giant toads (ice or fire toads sometimes)
9 Giant or ogres or trolls
10 Harpies whose leader is a witch
11 Gorgons or cateoblas or basilisks
12 Elementals or elemental planar beast

d12 Plateau Explorers 
1 Human scavengers 6+d6 but 1in4 are really cultists
2 Adventurers 2+d4 looking for plunder 1in4 are really cultists
3 Bandits 6+12 hiding from civilisation 1in4 are really cultists
4 Berserkers here to kill wizards, priests or literacy 2d4+4
5 Scholars 6+d6 usually a wizard, 2d4 students, 12 mercenaries 
6 Nobles 6+d6 1in4 are really cultists
7 Crusaders 6+d6 seeking evil to smite
8 Landknight mercenaries d6+6 with guns and plates led by an alchemist 
9 Cultists pilgrims 4d4 led by a magician
10 Druids with berserkers and creature friends planting seeds 
10 Elf rangers here to spy and plant seeds 
11 Dwarf miners seeking metal scrap d4 1=derro 2=duregar 3=morlocks 4=mountain dwarf  
12 Beastfolk abhuman scouts 2d4 looking if the area needs to be purged by a horde  

d12 Plateau Cults
1 Mutant clan 6+3d6 chaos cultists seek land to farm mutant crops and beasts and marry their cousins 
2 Diabolists d4+4 here to befriend kobolds and make them allied to hell, have gifts and an imp. Led by a wizard and always proselytising benefits of oaths to hell
3 Dark duke demon cult 3d4 here for dread secrets and forbidden lore for power, they follow dreams seeking to find the corpse of a demon champion
4 Witch cult led here by dreams with various pets and guardians. WIll help the enemies of the Sphere and avoid violence preferring. ALso offer mysterious fortune telling and sell potions 
5 Snake cult 3d4 led by a serpent folk changeling wizard seek forbidden lore like where sleeping reptilians of old are sleeping
6 Fish cult 2d4 hybrids fish folk posing as human scavengers and hunters. Here from the Vinigar lake Fish folk and cult scouting for the Fish demon Matriach, release water elementals and set them to work purifying water. Also release water weirds in places as traps 
7 Frog cult 3d4 here exploring for the frog king led by a were-frog changeling bard, all high and will sell drugs and bugs and worms
8 Worm cult 2d4 with d4 leech folk abhumans led by a humanoid mass of worms that is a also an elder wizard of the outer gods here to find out what's going on
9 Key cult 2d4 with key-shaped polearms, here to unlock the apocalypse gate and restart the Null Sphere led by an alien tentacle-faced wizard with an alternate purpose to what cult think to betray the Black Sphere 
10 Death cult 2d4 led by a necromancer here to catch wild undead they can put to work in a secret sweatshop building a flesh colossus
11 Plateau jumpers d3 hopping vampire thralls, not the harmless cliff jumpers people think, serve a hopping vampire from the sinister mythic lands of the west. It will trade magic items for black lotus resin and the hopping thralls gather victims for the master and get scraps
12 Nullites a youth cult from cities, here to join the Black Shere and be edgelords. Have flintlock pistols and muskets, black leather coats, goggles and cloth kercheif. Jerks on holiday from magic school

d12 Kobold Tribes
1 Key Clan - nobly guard the gatehouse for the kobold kingdom from enemies, good teamwork and defensive traps "Humans out, nobody wants you here, go home!", like ceremonies and flags banners and trumpets. They keep guard wildcats as pets and mousers
2 Red Quill Clan - archers living in the former tax department and raid outsiders as Tax for the kobold kingdom "Your in the red, tax or blood!" operate a bat and pigeon post service so often seen moving them in wagons. Some ride giant bats
3 Black Bag Clan - live in the former secret police barracks and use poison and stealth and love torture. They also use dogs to track, intimidate and torment fleeing victims. They like to take hostages for extended interrogations
4 Bog Clan - impoverished swamp dwellers very gullible and often mutated, all call each other cousin or uncle if older male or gran if older lady. Chaotic unlike most kobolds raise giant maggots in swamp and catch frogs and fish. Some ride giant flies and are elites in tribe 
5 Cliff Clan - Guard the western plateau entry, use primitive materials but have hang gliders and giant kites for observation and paratrooper attacks or bombing run. Need no supplies and also hunt and bring food to other clans. They keep and ride giant geckos
6 Fire Clan - use incendiaries and set up flammable materials on the battlefield, priests once served alchemists and now make potions, black powder, firebombs, incendiary arrows, smoke bombs, mines and other miracles. They have tame fire-toads guarding special places
7 Hell Hole Clan - these worship hell and welcome devils to visit them at ceremonies. A few imps live among them inciting them into wilder acts of domination. These most want to mess with humans and they keep a hellhound in their holy places. Some of their heroes carry cursed oath weapons dedicated to the cult. Well equipped and some have muskets and superior armour with designs to make them seem like imps or gargoyles. They go to die knowing they will be reborn as imps and whipping other races in torture pits forever
8 Tunnel Clan - dominates the sewers and drains under the plateau and wasteland. They keep pet giant rats as pets like dogs and also milk them for cheese and fermented milk drinks. They are good with nets and poisoned blowpipe darts but if an ambush fails they will usually flee. Know shortcuts and holes everywhere that many humans cannot even crawl through
9 Sky Clan - have bat wings and live in the central shaft of Chagrinspire and the topmost peak, They hurl incendiaries and drop bombs but hate the confined spaces most kobolds love
10 Knocker Clan - are mining and alchemy clan who make explosive and flaming traps. They dig up ruins and wrecks to scavenge. They have developed Koboldium a burning metal used in traps and their incendiaries but apparently can fuel some ancient vehicles instead of the ancients glowing toxic fuel. Koboldium is dangerous also and it can burn violently and explode. They are here to kill gnomes and burrow into human scavenger's holes to avenge thieves stealing their wealth. Increasingly using automatons and vehicles of ancient gnomes
11 Blood Berry Clan - grow bushels of berries and gather food in the wilderness, Their leaders are druids. They will make peace with druids and faeries but think humans broke the world and must pay. Mostly they are naked and drunk on berry wine. Drink and food please them and they sing and dance and know lewd dances. These kobolds mostly work to make wine and food have sex then sleep and party which annoys their more lawful kindred. Some think they are delightful funny travelling companions if you like crude drunk sexual humour  
12 King Kobold Clan - royal house descended from the god and first kobold king who gave the laws and explained kobolds place in creation. This clan worship the monarch-priest and guard the legitimate ruler. They have each clan specialising so no one faction can beat this clan. Warriors elite in plate with picks and flintlock pistols supported by d4 skirmishers and d4 yapping dogs. They all wear gold jewellery like nose rings, lip plugs, rings and armbands




d12 Western Court
1 Kobold workers 2d4
2 Kobold hunters d4
3 Kobold children playing
4 Kobold cult d4 + wizard boss
5 Giant carniverous beetles d4
6 Giant rats 2d4 or swarm of rats
7 Stirges d4 lurking
8 Carrion Worm hunting
9 Lone zombie strolling
10 Giant gekko
11 Human explorer hiding
12 Gelatinous Trapezoid

d12 Eastern Court
1 Zombies d4
2 Skeletons 2d4
3 Orc scouts d4+2
4 Orc lone assasin
5 Orc warriors 2d4
6 Adventurer Party d4+2
7 Bandit gang 2d4
8 Rust monster
9 Giant tarrantula
10 Rust monster
11 Wild dogs 2d4
12 Ochre Jelly



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