Monday, 21 July 2025

Chagrinspire Roadside Rubbish




































I need this now road is well used.
If you are in a car, you might miss these items.

d10 Quick Types
1 Camp
2 Rubbish
3 Scrap
4 Structure
5 Traps
Battlefield
7 Dead
8 Living
9 Tracks
10 Mysteries

d100 Chagrinspire Roadside Rubbish
01 Fire pit with stones and wood
02 Empty tins of gruel or bully beef or fruit
03 Empty ration packs
04 Toilet pit recently filled in but you don't know its not treasure
05 Hidden cache with rations, lamp, lamp oil, leather armour, dagger
06 Hidden cache with a 
musket with bayonet and 2d10 loads of ball and powder
07 Battered book or map
08 Idol pleasures d4 1=cards 2=comic 3=giggarettes 4=tinned fruitcake
09 Shallow graves near a camp, swarms of flies gather
10 Empty beer or wine bottles
11 Piles of broken glass and bottles
12 Piles of bones or snail shells 
13 Mounds of rubble with some scrap and scraps of paper
14 Burned book with cover mostly intact
15 Wreckage of a vehicle covered in rust and mud
16 Steel drums of alchemical waste d4 1=mutagen 2=gas 3=poison 4=acid
17 Buckets and sacks of bloody surgical waste
18 Remains of a butchered beast
19 Huge rotting corpse d4 1=giant 2=auroch 3=worm 4=diprotodon
20 Remains of soldiers stopped for a meal here, many discarded ration packs
21 Disguarded wooden crates or barrels
22 Gigantic wooden cable spools in a pile
23 Sheets of corrugated iron and remains of a flattened small shack
24 Balls of colourful wire of different types in a ball
25 Broken wheel or pile of tires
26 Piles of loose bricks with a small amount of cleaning required
27 Several large wooden beams
28 Mud-covered sign or lamp post that fell long ago
29 Barbed wire and a collapsed recent trench overlooking the road
30 Concealed dugout of a scavenger clan 1in6 occupied by angry family
31 Small wooden shack with a bed, some bottles, and a small stove inside
32 B
attered tent with half-eaten rotten corpse and flies inside
33 Ruined cottage with semi-intact roof
34 Woven spherical structure of branches and grass with grass mat and bedding inside
35 Mounds of dirt and signs of a recent tunnel underground or into a buried ruin
36 Crumbling trench and ancient steps down into a dugout
37 Small tin shed with found scrap inside and a keep out sign
38 Camouflaged shack, partly covered in rubble or vegetation, scavengers' home
39 Small shack with a trader selling scrap or food
40 Small shack with an unfamiliar shrine and a proselytising cultist
41 Landmines off the road and a few craters
42 Unexploded bomb half buried
43 Tin of food with a snare or a bear trap
44 Trunk with a live-wired grenade or pipe bomb inside
45 Some coins on the 
46 Lump of meat with poison or hooks inside
46 Spiked hunters pit baited with meat
47 Track covered in flammable oil, tripline ignites it
48 Corpses with a pack on the 
ground with a land mine connected
49 Tripline sets off a mortar, jumping mine or grenade
50 Concealed pit is good for a hidden ambush 
51 Broken musket could be repaired
52 Rusted melee weapons and muskets among human remains
53 Line of trenches 1in6 flooded
54 Crucified zombie
55 Zombies trapped in razor wire
56 Weapons were left in the open after a firefight
57 Discarded cartridges and empty magazines
58 Tracks of military vehicles were here firing
59 Pile of broken swords or stack of helmets
60 Mashed-up pile of barbed wire dragged here by some vehicle leaving tracks
61
 Dead traveller or bandit, abandoned in a chase
62 Damaged automaton
63 Dead soldiers and mangled weapons, look terrified, some eaten (deathguard found them)
64
 Several bodies apparently shot by a sniper
65 Plague corpses or refugees or scavengers
66 massacred mutants
67 
Crater and remains of some exploded soldiers and their equipment
68 Burned out vehicle with charred skeletal crew
69 
Pit full of corpses dug up by ghouls
70 Vultures or giant rodents gnawing on bodies
71 Wounded clone soldier
72 A Beggar wants food and drink
73 Sick or wounded traveller needs help
74 Unconscious scavenger
75 Dazed scavenger (really an automaton or doppelganger)
76 Injured bandit left for being weak
77 Lost urchin needs food and protection, parents missing
78 Escaped slave in manacles begs for help
79 Crazy scavenger with musket thinks everyone enemies
80 Lost dog 1in6 mutated monstrosity
81 Sign of a wheeled horse pulled wagon
82 Sign of a powered vehichle
83 Sign of a tracked large machine
84 Sign of marching troops in uniforms
85 Gang of irregular scavengers came this way
86 Footprints of a monster or giant came this way
87 Open burrow of subterranean monster 
88 Muddy footprints of a humanoid warband 
89 Weird mutant footprints everywhere 
90 Tracks of a merchant caravan
91 Zombie travellers arise from trash on the roadside
92 Hear an ancient radio chattering or playing music
93 Bag of with an album of photographs and letters
94 Swarms of flies breeding in mud 
95 Trench Hogs digging for buried corpses
96 War Wolves scavenging abandoned food scraps
97 Mutant bear will fight for edible garbage
98 Rust Beetle eating scrap metal
99 Hole into ancient ruin
100 Dead gnome airship crew with goggles and a jacket fallen from sky

Sunday, 20 July 2025

d12 What Your Secret Gnome Mastermind is up to




































Yes evil gnomes are spying on your party.
Possibly 1920s Rupert books taught me about gnomes.
Not everyone has a wise old goat wizard to bail them out. 

d12 Why Do Gnome Agents Run Adventurers?
1 Support adventurers returning ancient wealth into the economy and killing people, gnomes happily want to be dead
2 Try to send the party to eliminate any villains who disagree with gnome supremacy
3 Help party destabilise humanoid populations and dungeons
4 Get party to eliminate criminals who increase liability in gnome financial schemes
5 Gnomes require ancient locations to be scouted for relics or enemies
6 Gnomes require areas cleaned out of monsters or undead
7 Sending adventurers on missions is cheaper, and they take the blame if anything goes wrong
8 They require adventurers to be hothoused so they can get some giants murdered later
9 Need adventurers to kill rival gnome agents and adventurer dupes in some chess-like conflict. The gnomes are bored and play adventurers as a game 
10 Gnomes use adventurers to eliminate an organisation like slavers, cults, crime syndicates, guilds or evil wizards schools 
11 Gnomes want adventures to enter the underworlds to destroy enemy civilisations
12 Gnomes encouraging humanity to wipe out a humanoid species and use bards to spread propaganda

d12 Gnome Spy Methodology
1 Spy sent to be close to the subject
2 Someone close to the subjects was paid to report on the activity
3 Animal Spy is not what it seems
Concealed magic viewing spy-eye in art or the ceiling
5 Shrunken person or brownie-sized house spirit in the walls
6 Bard hired to follow the party, flattering them, if spurned, starts a slander campaign
7 Patron offering party jobs or information is a gnome agent with secret goals
8 Noble invites the party to manor to stay and eat, and offers them a sponsorship deal
Home or inns infested with gremlin burrows
10 Invisible spirits employed or local spirits interrogated by a gnome exorcist
11 Invisible gnome spies with mentalist spells and gadgets
12 Use a cult as a middleman to keep the party further away

d12 Gnome Operations
1 Merchant offering special deals and some magic items tries to get involved in adventurers' businesses and property 
2 Bankers guild contact party offering huge, cheap loans in return for property, superior prices or a cut of profits with long-term contracts
3 Have adventurers meet ruinous vice peddlers who try to get adventurers into their club. Starts with wild parties, but over time, increasing crime and vice are revealed, and the vice cult works to implicate the party with membership and are seen in public, benefiting the party
4 Hire a gang of sexy bards to search and seduce the party or their followers to pump them for information and secrets. Some aim for a quick marriage to cement the connection
5 Thieves guild specialising in gambling offers adventurers to play and let them win, then use drink and courtesans to push the hero into debt. They might also drug food and drink to enslave party
6 Support adventurers with mechanised artillery vs some faction, the gnomes want to decline
7 Doppelganger agents sent in, possibly to replace followers or employees of adventurers. They might also destroy something before the party reaches it if they want it covered up
8 Flesh golem agent made to be hero's love interest and use ESP to customise its features to adventurers' desire
9 Plant a working but shut-down or damaged automaton before the heroes so they adopt it. Seems friendly and loyal. Very useful and everything it perceives the gnomes know
10 Gnome mentalists sent to meddle in the dreams of heroes to encourage them into certain actions and plant information in their minds
11 Gnome cleaning team go over properties, rooms and anything heroes disregard so it can be examined with psychometric history magic for information
12 Gnome runs a team of shapeshifter agents to follow party and get close to them

d12 Gnome Assets
1 A secret office with files, 1in6 includes a single staff member
2 Team of thieves or Assassins
3 Network of message ravens or bats for agents to communicate
Crystal Ball some with sound capacity
5 Pet monster with secret lair
6 Panic room or secret door escape hatch
7 Secret Bunker with quarters, storage and command centre
8 Secret lab for poison, drugs and monster making
9 Allied Spirit acts as invisible spy
10 Invisible stalker 
11 Automaton or Golem killing machine
12 Operations room where workers process and record every detail of heroes' lives. Includes maps, artwork and analysis staff always predicting targets actions 

Harpies & Sirens



























Harpies in d&d always bugged me.
One thing I liked in 5th Ed Theros Book is the Harpy lore and Sirens are separate, giving you 4 monsters in a Theros game. Great for encounters in the wilderness, as you can see them 

5th Ed has 3 Harpies and specifies that the singing, charming sirens are separate in Theros.
-They have a hero harpy, Aphemia who controls undead and causes fear
-They have a weaker Berserker, low HP bloodtoll harpies, which are great low-level foes
-Sirens are pretty and as the MM stat block

I like the RuneQuest Harpies who hurl faeces and spread disease and have an aura of confusion based on their raucous screams. 

So for my own Retroclone Version:

Harpy
Chaotic Evil Hybrid
3 HD AC 6 A x2 claws d4 and scream d6 Morale 10 Mov 24 Fly 6 Hopping
😈 Frightening Scream 3 range save vs fear for 2d4 rounds
😈 If two claws hit it can try to lift the target and might carry them up and drop them
😈 Filthy claws save to see it infected with disease after the battle if clawed
😈 May replace claw with a weapon, carry javelins, daggers, shortswords, spears or other weapons. They especially like to use  lassos, nets, bola or whips to capture victims
😈 Most are female and can reproduce with humans and lay eggs, males are uncommon, weaker and mostly infertile

Variations
1in4 Berserkers are activated when anyone is injured and they see blood
1in4 Razor claws have d6 claws
1in4 Huge +3HD
1in6 All food within 3 range is fouled and disgusting so only monsters would eat it
1in6 Fear Shriek 
all in 3 range save or flee in fear next d4 rounds
1in6 Spit attack can replace a claw and can blind target for d3 rounds if the target fails a save
1in8 Faecal spray in a 90-degree cone from above 3m range, save or infected by disease
1in8 Carries lice, after any melee save or -2 all rolls and -1 max hp till sterilised
1in8 Drop a large rock using first attack for 3d4 damage, takes 3 rounds to ready a new rock
1in10 Awful Scream all in 3 range save or -2 all rolls for next ten minutes
1in10 Deafening Shriek all in 3 range save or deaf for the next ten minutes
1in10 Vomit Spray once per day range 3 2d4 acid save or burns for 1HP for a d4 more rounds
1in12 Drop a vile egg every ten rounds, explodes in a 1 area circle, save or affected as a stinking cloud for d4 rounds
1in12 Human arms and an extra weapon attack, usually a spear, two knives or a bow
1in12 Summon a swarm once per day, usually flies, bats or tiny birds for 2d4 rounds
1in20 When killed bursts into a stinking cloud
1in20 Regeneration 1hp per round unless weapons are magical 
1in20 requires a magic weapon or fire to kill or revive next day with 1 HP

d12 Harpy Lair Decor
1 Worm-ridden harpy dung carried a contagious disease
2 Human bones of past food
3 Chained up male prisoner, made, covered in scratches and crying
4 Broken amphora and pottery
6 Instruments made from human remains, like bone flutes, or bone and sinew lyres
7 Nest of vermin may swarm, fleas or worms or flies
8 2d4 old weapons, but one is at least +1 left by a past missing hero
9 Wall hangings made from woven human skin and entrails
10 Eggs with baby harpies
11 d6 Ancient historic scrolls and one magic scroll in cases or bone tubes
12 An eyeball linked to their hag ancestor who watches them

Siren 
Chaotic Evil Hybrid
6 HD AC 6 A x2 claws and sing Morale 10 Mov 36 Fly 12 Hopping
😈 Charming song in a 6 range, save or charmed and in love with siren
😈 If two claws hit, it can try to lift the target and might carry them up and drop them
😈 May replace claw with a weapon, carry javelins, daggers, shortswords, spears or other weapons. They especially like to use  lassos, nets, a bola or whips to capture victims
😈 All are female and can reproduce with humans to lay eggs

Variations
1in4 Aquatic variant with fish tail instead of wings 
1in4 Uses a common magic item
1in4
 Sing and perform as a 5th Lv Bard
1in6 Can use wings to create a gust of wind as an action, blow people off walls or fan flames
1in6 Vocal mimic and ventriloquism skills

1in6 Human arms and an extra weapon attack, often play instruments
1in8 Shape change into a human 
1in8 Curse vs those who kill it, save or lose 4 points from a random ability score
1in8
 +1 weapon to harm
1in10
 Song to call a sea monster, takes d10 minutes of singing to arrive, usually used to help an ambush on a ship
1in10
 Song of Destruction, all flesh burns in 3 range, save or take a d4 damage
1in10 Swap claw for a kiss attack, forcing the target to save vs sleep for ten minutes
1in12
 Spell casters as 5th level caster
1in12 Anti-Magic Song makes 1st and 2nd lv spells have no effect on the siren

1in12 Cast control weather once per day
1in12 +4 HD queen
1in20 A group ritual for an hour can summon a 8HD air elemental per week
1in20 Immortal will return from the dead full health the next day unless a remove curse is cast on the corpse to destroy it

1in20 Regeneration 1hp per round 

d12 Siren Lair Decor
1 Collection of 2d4 fine music instruments, with gold leaf and delightful carvings
2 Decorative pile of former lovers and favourite meals' skulls
3 Collection of sheet music, paper and scribe supplies
4 Pile of gold and silver coins and d6 pieces of jewellery
5 Shrine of a god they worship or beg for release from 
their cursed existence, has a d6 items of ritual paraphernalia like cups, wands, holy symbols, and medallions worth 30gp each
6 Eggs or hatchlings in a nest with 2d6 x 100gp gold wire in construction
7 Ornate, polished metal mirrors used for grooming, some prefer a bowl of water
8 Grooming nook with d3 combs (50gp ivory each), d3 brushes (75gp ivory), makeup case (120gp) and a basket of 3d6 scarves, headbands, trinkets ond jewellery worth d6gp each 
9 Collection of wine amphorae 4d4 and a gold plate (75gp) and a d6 gold cups (50gp)
10 Map mural of the sirens' domain, often points out other monsters, shipwrecks and good hunting for humans 
11 Handsome youth charmed daily by the sirens living in bliss, does not want to be helped, will put on ornate armour and try to aid his beautiful harem
12 Chests of clothes from shipwrecks or victims, d6 outfits of noble quality

Thursday, 17 July 2025

Wasteland Road Encounters for Chagrinspire




































I have been seeing lots of D&D5 books being dumped cheap around half price or less so I nabbed some books I said Id never get. Reading vol2 of Gods of the Frozen North. Better get back to finishing my Ethyria Dungeon too. DND5 Ethyria game on this Sunday 3 players at least I hope.Im still rating my fave books for D&D5 is Bigbys giants book and Theros. I probably prefer Icewind Dale and Saltmarsh as best adventure. I do like Wild Beyond Witchlight. I do like Ravenloft but I think I like 1st box set as the best version, I do like the two ravenloft books. Sadly I like lots of stuff in Tomb of Anihilation but it has its problems - I don't like main dundeon.

--------------------

The characters have been in the wasteland for over a year now and using faction experience and being "Name Level" to build a new kingdom. I'm doing some of this online and including a retired player with time/work conflicts. His giant was voted King after they found it annoying nobody knew what a peoples collective was and wanted to speak to the king. So adopted a sort of corporate monarchy with the church as a stakeholder. The players tried to make utopia but the world wasn't ready and unimaginative. 

The Slavers are planning to strike back to wipe out the Party's Kingdom before it gets established. They have sent 1000 slave soldiers. Fortunatly the alchemists guild don't want any beef currently and the army is going the long way. What adventures they will have that they utterly deserve.

The players have had a ring road started in the Autumn and now a train line is operational, and so it has sped up travel. Now there is a need for a specific set of road travel tables.

coming
d100 Roadside finds 
domain turn events and seasons
probably try to finish automaton class

d12 Day
1 Farmers with wagons of goods to or from markets or herding livestock
2 Military forces on patrol or seeking an escaped villain or bandit gang
3 Merchant caravans trading goods with guards
4 Mutant herd animals
5 Mutant feral dog pack
6 Local bullies try to intimidate strangers
7
 Bandits or slavers, possibly in disguise
8 Tinkerer with tools, pack and young apprentice
9 Young priest or druid with a group of pilgrims
10 Beggers (possibly mutants)
11 Scavengers (possibly mutants)
12 Adventurers
 or hunters
d12 Distant automaton or mechanised vehicle (Black Sphere?)
 
d12 Night
1 Drunks on way home late
Soldiers seeking a criminal or camped close
3 Foragers from close close-camped Merchant with some alert guards
4 Howling mutant dogs, wolves or hyenas
5 Robed cultists desire as many sacrifices as they can capture
6 Highway robber, usually d3 mounted with guns and 3d4 on foot with barricade or ambush
7 Scavenging servants of the camp of adventurers or murder hobos
8 Mutant chaos beastfolk fooking to rob and eat travellers 
9 Corporeal undead rambling, like skeletons, zombies, ghouls or wights
10 Spirit undead like a poltergeist, shadow, wraith, spectre, ghost

11
 Werewold or shapeshifter in disguise asks to join your travels
12 Monster hybrid creature or flesh golem (death guard type)

d10 Quick Encounter Types
1 Common Beast 
2 Weird Beast
3 Criminals
4 Commoners
Religion
6 Abhumans
7 Humanoids
8 Weirdos
9 Undead
10 Black Sphere Remnants

Black Sphere forces may not attack anyone, but don't appreciate being watched or looked at or interrupted. "Move along, please and out of our way", they usually warn.

d100 Wasteland Road Encounters for Chagrinspire
1 Mutant deer, sheep or goats grazing with extra d4 1=tentacles 2=eyes 3=horns 4=snake tails
2 Herd of cattle will mostly mind their own business unless you get too close
3 Aggressive Auroch battle cattle herds will systematically hunt threats as a group
4 Lone Bull highly aggressive d4 1=cattle 2=bison 3=water buffalo 4=auroch
5 Rabbits or burrowing giant rats in large numbers, thriving with many burrows
6 Swarm of vermin d6 1=bugs 2=flies  3=rats 4=bats 5=toads 6=worms 
7 Cat d4 1=lion pack 2=lone grey leopard 3=sabretooth tiger 4=mutant like a monster tentacle cat or snake leopard
8 Brontosaurus lumbering in a herd will swat or stomp pests (1in6 mutant)
9 Pack of hunters d6 1=dogs 2=wolves 3=jacklals 4=dire wolves 5=hyena 6=Hyaenodon
10 Other Preditors d4 1=cave bear 2=carniverous apes 3=terror birds 4=
11 
Exotic monsters d6 1=gorgon bull 2=Luecrotta 3=manticore 4=peryton 
12 Exotic Monsters d6 1=rust beasts 2=carrion worms 3=tentacel brain thing 4=hook handed horror 5=Giant magic eyball or swarm of lesser ones 6=
13 Amphibian giants d6 1=frogs 2=toads 3=salamanders (euryops) 4=caecillian 

14 Reptilan giants d6 1=monitors 2=gekko 3=skink 5=cave iguana 6=gila monster
15 Dinosaur peril (d4 1=raptors 2=allasaurus 3=dimetrodon 4=triceratops 5=anklosaurus 6=stegasaurus (by night will often be albino cave versions). Replace with marine reptiles or flying ones if it fits the situation better
16 Synapsid terror d4 1=dimetrodon 2=varanops 3=moschops 4=lycaenops
17 Invertibrate peril d4 1=giant beetles 2=giant dragonfly 3=giant worm 4=giant snails 5=giant lobsters 6=giant scorpion 7=giant spiders 8=giant centipede
or a pack of Lizards
18 Slime or oozes grazing on vegetation or corpses, or floating sky jellyfish dragging stinging tentacles
19 Unique mutated horror, sometimes you can see they were once human
20
 Wyvern or other false, smaller dragons or young dragons hunting
21 Gang of bandits who just want your money and food
22 Gang of feral human cannibals desperate for food who live in a cave
23 Slavers, several mounted on giant spiders with foot soldiers and a coffle of prisoners and a chest of silver coins and bars
25 Scavengers who think they can rob some travellers if opportunity comes up, or are desperate
26 Deserters from the crusade against chaos turned to pillaging and crime
28 Authorities or deputies hunting a criminal fleeing justice in the area
29 Bounty hunter looking for a criminal, chatty to strangers to see if any in disguise
30 Smugglers guild looking like common townsfolk with a wagon 
Chaos mutant crusaders looking for victims and plunder
31 Homeless travellers 
needy for help like a home, water and food d4 1=deserters from a faction 2=commoners fleeing war 3=sick fleeing plague 4=escaped slaves
32 Merchants with a caravan and soldiers
33 Farmers with wagons going to or from the market
34 Farmers herding livestock to market or grazing
35 Tinkerer with pack and d4 1=apprentice 2=donkey 3=spouse 4=pet
36 Scavengers on the way to ruins or returning with loot
37 Mutant scavengers, tragic innocents or possible cannibals d4 1=hiding 2=fleeing 3=change direction 4=ambush 
38 Spellcaster or alchemist with flunkies d4 1=mercenaries 2=adventurers 3=criminals 4=carvans on a mission
39 Urchins looking for all the other child crusaders who have gone missing, and food
40 Homeless elderly wanderers fooking for food or work 
41 Pilgrims on way to a holy place with d4 1=knight 2=templar guardians 3=priest 4=soft adventurers who cant say no
42 Wandering hermit, friar or monk with begging bowl and staff. d4 1=sitting under a crude shelter at peace 2=by road begging 3=looking for needy to help 4=looking for murder victims for the evil gods
42 Hell cultists in red and hoods, often with muskets and flintlock pistols, who need victims to please their master d4 1=whith d4 on horseback 2=with a 5th Lv teacher 3=with an invisible imp 4=one is a lesser devil 
43 Plague mutant cult in green and brown seek to infect others and sacrifice them to tentacled slime demons
44 Priests of the Inquisition hunting mutants, chaos and cults with several riders and often a coach for leaders
45 Chariot with a barbarian crew and a druid, followed by foot scouts and d6 wild beasts
46 Death Templars with a priest or necromancer here to d4 1=find undead to control 2=need corpses badly 3=seek forbidden lore 4=offering divination or healing services
47 Crusaders here to save the world d4 1=knights 2=templars 3=deluded children 4=angry peasents mob with farm tools
48
 Youth Cult d4 1=Flagellants here to spread ecstatic religious flagellation 2=Druidic pilgrim youth singing and dancing to restore nature 3=singing love choir here to defeat evil with good vibes and optimism 4=Wild women on ecstatic berserker rampage against any men they come across for the Earth gods
49 Party of priests, monks, paladins and other religious zealot adventurers

50 Exorcists here to destroy the undead known to frequent this land
51 Goat beast folk of the demon cult seek sacrifices, often led by a champion or a witch
52 Reptilian scouts on riding iguana,s keeping track of the wasteland threats
53 Frogfolk with pack snail or riding beetles selling water or giant maggots and grubs
54 Dog folk barbarians with their dog buddies hunting
55 Stag folk often with a druid or champion leader performing fertility rituals
56 Bull folk looking for delicious humans to eat 
57 Rabbit folk with bows and axes chasing hunters and killing their dogs
58 Catfolk hunters are interested in a trade; they like shiny rolling baubles best, but milk is nice
59 Lamprey folk looking for anything full of blood to drain. Some of the more neutral ones leave people unconscious, but may have infected them
60 Ratfolk from their secret underground sewer town in the waste here to d4 1=eat strangers 2=trade scrap loot for food 3=plague carrier cultists 4=chaos rat cultists with a were rat pal
61 Orcs! d4 1=black sphere orcs in uniform with muskets 1in4 on horses 2=hell orcs with tridents here for cash and power 3=one-eyed cyclops orc smiths seeking exotic metal 4=barbarian orcs of the waste here to kill wizards and any who can read or write
62 Goblinoids! with mostly goblins +d6-2 Hobgoblins and a d4-2 Bugbears 1=cowardly goblin scouts possibly serving elves 2=goblin traders on way to market 3=chaos cult goblin killers 4=goblin bandits serving local king
63 Kobolds demand tools and any metal 
64 Giant d4 1=young and seems to be huge idiot human 2=who likes to eat travellers
65 Ogre gang hunting humans 3=looking for remains of giant flying citadels that fell here in the apocalypse 4=wants treasure, anything shiny, hand it over
66 Elves! d4 1=forest elf scouts planting seeds 2=shadow elves out to do cruel pranks 3=bright elves here to help lesser species 4=star elves recently crashed and clueless about dirty budball life but demand subservience to their obvious divinity
67 Dwarves! d4 1=dwarf scouts looking for new evils 2=dwarf adventurers 3=dwarf warband off to kill monsters 4=dwarf merchants
68 Changeling (elemental or animal, or outer planar) would really like to live among humans
69 Doppelganger looking for suckers to kill and eat or replace
70 Halfling gang of scavengers either looting ruins or going home
71 Wandering serial killer asks to travel with any strangers who are full of blood to free
72 Pre-apocalypse engineer awakened from freezer vault or crashed crystal time machine
73 Lone survivor of an adventuring party d4 1=traitor 2=spy 3=serves a faction 4=murder hobo
74 Mad hermit worships a demon cannibal god now, who helps worshipers not feel so bad
75 Friendly naive human lacking memory, really an automaton in a skin suit
76 Commoner possessed by an ancient soldier who thinks a stick is a gun and the water is still on, showing them the truth makes the spirit depart, but it might know something about ruins
77 Loner is a lycanthrope who loves to murder and eat new friends, as betrayal is more delicious
78 Wandering bard whose last party escaped longs to write songs about murder hobo adventures. Heroic adventurers might do, but like to inject comedy into work
79 Wandering automaton with brain damage now free willed but naive and confused by world
80 A petty deity or immortal wandering because mostly people drive them away
81 Skeletons led by an undead templar
82 Zombie soldiers with rusty muskets and bayonets at war with living
83 Shadows or ghouls come from no man's land for the living
84 Undead hounds or wolves d4 1=zombie 2=ghouls 3=shadows 4=wights
85 Wolm infested undead or inflicted by some other condition
86 Wight tunnel fighters emerge from the crater hole
87 
Spiritual minion soldiers led by a wraith or spectre
88 Ghost begs for help to bless their remains scattered around a mine field or craters
89
 Bog mummy arise from the mud of old trenches or a buried dugout
90 Lich marching with an army of skeletons and zombies, no time for civilians or locals
91 Deathguard Flesh Golem injured and limping but regenerating 
92 Automaton armoured vehicle with cannon, mostly ignore locals (boat if near water or aircraft)
93 Mole machine with armoured gnomes and automatons in black sphere uniforms
94 Gnomes 
in a machinegun-equipped armoured car or a light cloth and wood fighter biplane 
95 Mechanical pillbugs rolling along or scavenging raw materials from rubble or corpses
96 Human clones in black sphere uniforms led by a gnome looking for a ruin to enter, looking for documents
97 Gnomes driving armoured rolling spheroid vehicles with sub-machineguns, looking for an escaped black sphere wizard
98 Pepperpot rolling robots with submachine guns on a search and destroy mission for deserter orcs
99 Ape folk riding horses with bolt-action rifles, revolvers, swords and lances. Wear spiked helmets and black sphere uniforms. Hunting for orcs and human clones deserting their cause
100 Airship overhead drops something d4 1=paratrooper gnomes 2=small tank golem 3=supply pod 4=baby wasteland monsters in self opening pods

Tuesday, 15 July 2025

Team Chagrinspire start the Gateway Kingdom






















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

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
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
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
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
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 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

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
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
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
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
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 
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

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
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) 
Automated short commuter line with bare benches and standing cars
Passenger Trains with various classes of car types
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
 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
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)
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
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
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
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

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
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
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
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
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) 
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
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
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
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
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

--------------------------------------
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
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 
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
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
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

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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