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Showing posts sorted by date for query xor. Sort by relevance Show all posts

Saturday, 16 May 2026

6-Room Dungeon 11: Eldritch Monolith





































Please comment below for future posts

Hell Freezes Over - continue my hell series & expand my glacier stuff
or
The Great Dragonspawn Pits - where dragons breed and get ready for the apocalypse

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1 Redbrick
2 Goblin Mine
3 Gothic Tomb
4 Magic Mansion
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

mapping your 6 room dungeon

i will be doing a second set of tables for each type

Giger, the artbook for game Scorn and some of my past work on alien biozones in generation ships and my Xor setting. My Stone Age sorcery book had some stuff for this too.

Eldritch Monolith
In certain desolate places in the world, you can find prehuman ruins of the age of darkness. Each of the four directions you can find them, and there are some cities with eldritch catacombs beneath them. The largest are in remote or dangerous places thought of as lifeless. A great coastal city on the coast of the frozen north, a desert city sometimes revealed in the sand or deep in the caverns of the underland. The oldest ruins are for prehumans and possibly non-humanoid and the most alien. In the Middle period the various beast abhumans in service to the monster kings. The later ones even had humans and orc slaves and the demon gods and planar overlord idols will actually be familiar to modern peoples. Most people shun these places and priests will warn people of meddling with them. Humanity is better off forgetting these places. The interior climate may be very different to outside. They are often cool and absorb heat energy. May have mist inside or even interior weather in large chambers. Very little is flammable inside.

Doorways often have rounded arches, and some have membrane curtain seals.
Some have fleshy sphincter gates or toothy mouthlike portculis.
See through crystal pane or forcewall walls are possible.
Do add local environment decor. Is it in the sea or desert or snow?
Who came here and died in the last few thousand years?

d12 8Eldritch Monolith Decor
1 Obsidian monoliths or pillars
2
 Pools of slime, did one quiver?
3 Strange stone urns
4 Sealed pit or well with alien sigils
5 Statues, faces may be smashed off or alien beings
6 Black obsidian altar with weird glyph
7 Weird biological structures overgrown wall surfaces
8 Strange skeleton or mumified body or boney decor
9 Luminous bug colonies or glowing walls
10 Pools and puddles with scuttling trilobites
11 Squat idols, statues and strange sphinxes
12 Walls of carved alien text with occasional images or symbols

d12 Eldritch Monolith Hazards
1 Control altar, with a grid of holes in the top, some with coloured gems inserted. Playing with gem positions or adding them may activate effects. Removing gems may shut down basic functions like light, air, humidity, and temperature
2 Strange angles can be confusing and cause confusion or hypnotic states
3 Alien angles occasionally swallow someone into another dimension or some creature passes through
4 Corpses lying about, if disturbed, may reanimate and hunger
5 Mind of an ancient or alien wizard observes by scrying device
6 Guardian statues come to life
7 Swarm of insects or worms in strange nest colonies
8 Crystal cylinder with swirling pulsing slime inside, dont release the slime!
9 Pit with an improvised or damaged bridge over a chasm of slime and eyes
10 Frozen prehuman in a block of ice, warming the area or altering the environment will thaw it
11 Air pressure increases, causing bloody noses and headaches
12 Dormant eggs hatch if anyone exhales in area

d12 Eldritch Monolith Encounters
1 Swarm of invertibrates, flying or crawling. Worms, trilobites and flies are common
2 Adventurers from rival expedition d4 1=cultists 2=looters 3=wizard and guards 4=explorers
3 Degenarate cave-dwelling tribe or abhuman beast folk
4 Shoggoth out on cleaning patrol or formless black devouring liquid horror
5 Ancient golem or living statue, usually have monster heads or weird abstract figures
6 Undead cultists, tribals or beast folk
7 Floating aerial jellfish with toxic tentacles
8 Slime ooze or gelatinous monster
9 Undead wizard with a servitor or summoned monster guardian
10 Giant flightless bats or terrorbirds or Utah raptors or giant carnivorous albino penguins
11 Non-humanoid eldritch alien creature, now degenerate with a spear
12 Lobster octopus hybrid horror  

d12 Eldritch Monolith Static Encounters
1 Pit with broken seal. Shoggoth, a corrupt elemental or darkness demon, lives here
2 Huge occult sigil on the floor, a planar being is trapped inside
3 Gigantic tentacled frog monstrosity in a black pool
4 Camp of adventurers, may be occupied or might now be undead d4 1=cultists 2=looters 3=wizard and guards 4=explorers
5 Gigantic worm creature (possibly in a cocoon) it was once a wizard and can cast spells
6 Shadows and a wraith slumber in stone crypts
7 Invisible tentacled blood drinking horror from beyond
8 Undead wizard with servants studying ancient apparatus
9 Chamber with alien eggs covered in mist, ready to hatch. The mother might be lurking or dead close by
10 Pool crawling with slime, oozes and gelatinous beings 
11 Gigantic monstrous corpse with giant mites or leeches feasting
12 Elder crinoid alien wizard, barrel-shaped with tentacles, starfish head and shrunken folding wing membranes

d12 Eldritch Monolith Entry
1 Black obsidian tower with a strange ward on stone door slab. Inside is long abandoned but their is a stone lid covering stairs into the deep. A creature might use as a lair or shelter. Humanoids might use as a base. Haunting or guardian being likely also 
2 Icy cold black dripping cave in process of thawing. Frozen melting creatures here may attract carnivores or bears or even tribal hunters. Pools of pure water may have some trilobites or other marine invertebrates. Slippery, wet holes and pits go deeper
3 Dripping sinkhole into an ancient complex in the deep. What seemed to be a cave with cave art and bones of fallen prehistoric beasts has under calcium formations, has stone doors. Other pillars and features are strangely uniform and made by intelligence. A calcium-encrusted panel of crystals can be cleaned and used to open doors and adjust the environment and light. Tribal folk think this place is taboo. There may be a fallen madman, ghouls or undead megafauna in here or an evil guardian spirit. Passages go down to deeper chambers
4 Mysterious crack in the earth with a strange-smelling mist. Inside is a green crystal chamber with sealed crystal doors. They can be shattered or opened with spells. Crystaline guardians or statues may guard here
5 Mysterious crystal doorway in the cliff visible under certain stars. Can be detected with nagic or is you can see invisible. Magic might be required to open it. Inside is a humming, glowing chamber  
6 Beneath a stone slab with a warning script under a ruined old temple. Inside is a black stone chamber with sealed basalt doors. Some kind of magic trap is likely here, and a guardian protects and repairs the complex
7 Through a doorway high up on a cliff, mostly hidden by shadows. Difficult to spot and requires a climb to reach it. In the opening chamber with fossils in walls are remains of a ancient burial and older passages beyond. Undead or a spirit might dwell here
8 Passages in the bottom of stone sarcophagi in a ruined tomb. The passage is older and seems to be biological material like roots or bones or flesh. Creatures live in the walls and will swarm or ambush with hit-and-run tactics. Possibly worms, bugs or giant vermin dwell here, and passages go into the deep. Opening fleshy doors requires the manipulation of nerve ganglia nodes    
9 Circular, perfect hole cut into rock, possibly blocked with stones later. Chamber within with sloping passages and pit exits. The room is round or square and perfectly formed, possibly with magic or superior stonework. Weird loners, witches and cults like this haunted place for its strange aura. Animals shun it
10 Trapped temple ruin with warning symbols of the ancients. Wall art depicting the history of dealings with alien horrors of the outer void frames far older passages below. A guardian might be left to keep mortals out
11 Excavation site with mounds of dirt, dools and the exposed passage into the dungeon. Someone has come to this place with a work crew camp and worked this site. They found a stone-sealed door with warnings. Opening it killed the leaders and drove off the workers. The final pit has opened at least one stone door with various tents around it, with finds and rubble being sorted. Mounds of sorted broken stone urns, bones and fragments with symbols lay around the pit. A guardian will be hiding somewhere, watching 
12 Opened a portal, possibly activated from a scroll or by a relic leads to a portal entry room. Other possibly broken portals or teleporter pads are around the chamber. Broken masonry and dead intruders remains are scattered about. A guardian being protects the portals and some try to maintain the complex 

d12 Eldritch Monolith Sub Rooms
1 Slimy chaos frog demon bound here, released if opened
2 Shelves of alien tablets of occult lore of evil
3 Reliquary with an alien tool, weapon or magic item on a shelf
4 Stone sarcophagi with magic symbols, might be inhabited by sleeping being
5 Mumified corpse, possibly will reanimate or crumble to dust if opened
6 Slime or ooze creature currently dormant
7 Cacoon of some giant bug or worm
8 Pulsating, glowing organic globes with rapidly growing guardian creatures
9 Shadows or a wraith with funeral urns inside
10 Gas or foul odour and some creature corpse that melts into slime when open, may have toxic or diseased miasma
11 Creature in a stasis field with a gem-studded altar
12 Portal with a gem-studded altar, might be open to another plane, possibly elemental or a distant ruin or elsewhere in a complex

d12 Eldritch Monolith Main Room
1 Reliquary of artefacts. Polygon-shaped niches with crystal panes cover strange alien artefacts. Most are magical or biological specimens in a state of stasis. A control panel can open the screens and play sound recordings of strange speech or illusions of alien beings interacting or studying the relics. Guardians and traps are likely. The items do not operate like familiar magic items; most cost the user some resource or temporary attributes or levels. Some cause psychic trauma.
2 Stasis chambers with a polygon symbol on the floor, some are plain, others have a shaft of light from above trapping them in stasis like a crystal column. Each has a crystal control console which can release stasis-trapped beings or turn them to dust or trap intruders. Beings trapped here can be castly old or even recent bumbling thieves or cultists  
3 Portal chamber with a large portal with huge doors and stairs. Likely closed and locked with magic. Linked to an elemental world, some era in the past or a slimy demonic plane. Opening the door is likely to welcome invaders, and a guardian and a trap is possible to prevent that
4 Alien laboratory with a great central slab with benches around it with bottles and unfamiliar tools. Alien machines on armatures can be lowered from above to assist. Several crystal screens show images of past experiments if controls are touched. Cylindrical columns with bubbling fluids have strange creatures growing in them or possibly just brains and nervous systems or other horrors. Some former experiment or automaton might still remain
5 Alien library with vast collections of tablets, conical metal disks, metallic books and strange scrolls. Cultists and wizards may visit here, but a guardian stops you from leaving with books, even ones you brought. So more recent recognisable books will be here also, not just alien gibberish
6 Prison chamber with sealed pits on the floors, doors all around walls and possibly hatches in the ceiling. A central dais with a console controls all doors. Immortal gibbering mutants are in their cells cry for release. A warden of some kind might maintain the room and the prisoners 
7 Pit chamber with a great dark hole into the deep. Will be a walkway around or over it. A plarform where victims are hurled from. A gong or a horn or bell awakens the pit dweller or its minion. A vast slumbering alien god dwells here with its parasites  
8 Eldritch machine with strange apparatus. May be biological even a creature plumbed into the structure. Room surfaces hum and glow. Several gem control consoles control whatever operates here. Automatons or some devolved former operator might dwell here. Alarms or traps also 
9 Barrier chamber a polygon chamber but all doors are on otherside of a barrier of force, fire or some other threat. Maybe a wall of swarms or thorns. Small hostile creatures may defend the wall
10 Control chamber with hundreds of rows of gem controls. An operator automaton or a devolved resident lives here. A screen may show the complex and inhabitants or looped scenes of prehistory 
11 Forbidden Temple with alien idols and ornate art. Undead robed priests of a cult are here to question if intruders or new cult members.
12 Alien Sarcophagi chamber with some giant alien humanoid. It might be undead like a vampire and hungry if woken up. It will have weird treasures

d12 Eldritch Monolith Feature
1 Observatory with a domed ceiling, and diagrams of hstars on floor. Several control altars can project on the ceiling scenes of the heavens. See the celestial palaces of the star spirits, the heavenly citadel, the world tree, the cosmic mountain, the sun and moon gods in their chariots, selenites being enslaved by gnome troops on the moon, the planetary realms of the great gods and through the great dome into the realm of the outer gods where hungry beings swarm. A guardian of some kind, likely, but living or undead cultists likely too. 
2 Cosmic Egg, a glowing, enigmatic orb or egg is kept secure inside a forcewall or magical field. Might have a vacuum or different gravity inside. Is it s d4 1=doomsday device 2=egg of a kaiju 3=planar communion device 4=vision orb. May have a guardiam or alien wizards or undead cultists working the consoles
3 Genesis device, a great gold cube with a planar language script. Text may grow or the box can float so one person can move it at Mov3 (otherwise it weighs over a ton). If the control grid is tampered with it starts a countdown in alien voices. If opened d4 1=skeltal angels come out to kill all witnesses, then fly into sky forever  2=shoots a 6d6 lightning bolt each round at lawful beings until closed 3=liquid slime and mutagenic spores from abhoth the slime god who will form an avatar in some dark forbidden place to grow, the box held it in stasis. 4=seversal tons of flesh and biological structures grow out per round, smothering any who get close. It is part of Xor a dimension of infinite flesh and hunger who eats worlds. The box is guarded by some monster but the right hand gestures that it will back down. Well you can try and use human limbs anyway
4 Alchemical refinery with huge crystal vats where creatures are grown of kept asleep  for aeons. Some vats and an alien lab can be used for alchemy if you have enough materials. Constructs, golems or slime monsters might lurk here
5 Crystal chamber with crystal structures and surfaces of brilliant glowing consoles. An altar with crystal rods operated the chamber. Crystal sarcophagi for subjects are possible or a marked area of floor might have a marked area or geometric shape in a different colourA guardian or cultists might be here. The controls can use the power of crystals d4 1=open a time bubble for observation, travel, opening stasis boxes or disintegration 2=has banks of sarcophagi to drain humans and make into power gems to operate eldritch technology 3=crystal resurrection chamber 4 = convert organic to crystalline immortal life. Some kind of fuel might also be required
6 Stargate chamber with a coded locked console gate with an iris valve that transports targets to some mysterious location. Often has a guardian caretaker or cultists trying to open it. Controls can define where the gate opens d4 1=ruined alien city under the deep in the dark depths, opening this flooded chamber and starting a countdown to seal the complex 2 = alien monastery above the world with alien beings, possibly with automaton knight bodies in robes. They watch the earth, awaiting a new age of darkness 3=distant jungle temple or pyramid 4=lunar temple ruin
7 Vortex test chamber with alien machines, crystals and brains in vats, with a large inner crystal chamber with two doors to get in. Consoles surround the chamber where a subjects inside can be d4 1=environmental tests (pressure, temperature, atmosphere, temporal fields, mutagenic rays or elemental plane simulations) 2=vortex opens and can be used to observe banished hungry evil beings of the outer darkness and the can see back 3=conjure an elemental node where elemental beings can enter our world and provide energy or raw materials 4=can conjure beings imprisoned in a pocket dimension in stasis through a dimensional vortex
8 Arcane engine with some vast machine with crystals, jars of light, gringing pistons and unearthly noise and vibrations. Control consoles around the room control the machine, which may have automaton or undead workers. An exiled alien or wizard might use this as part of a sheme d4 1=machine that sucks souls and creates underad from victims in hopper 2=produces a shoggoth, slimes or flesh golems from protoplasm vats or throw bodies in hopper to make protoplasm 3=controls environment in the region, with quakes can raise or lower land level, or use weather or make a micro climate over a few miles 4=awakens kaiju across the continant and they start a terraforming process which might include their violent battles or love making
9 Pilot Throne chair on dais reached by stairs. Has control gem grids on arm rests and possibly a crystal helmet. Lesser control stations in niches or a pit surround the throne dais, and a great crystal disk is positioned in front of these. If touched, alien holographic displays flicker on, and the big screen may start. The complex is a star-travelling vessel, and a launch sequence to the moon, or some other world, may be triggered. Doors will close and the vessel will begin to shake as it rises, then accelerates into the void. Concealed niches with guardians might be ready to repel intruders
10 Colossal crypt with a huge ornate black stone sarcophagus weighing tons. A console might help open, revealing a crystal coffin with an alien vampire within who will awaken. It has unusual forms, powers, vermin it can summon and weaknesses to kill. Other ancient alien or planar beings might also be imprisoned
11 Alien sphynx on a dais in the middle of a chamber. It is streamlined and alien. If awakened, its eyes will light up and it will offer knowledge for knowledge. Often has a series of lesser sphynx more like faceless deco gargoyles who will protect the great one. This is a synthetic intelligence that dealt with humanoid minions for the masters and is used to communicate in any language via magic. Some include divination orbs to expand the sphynx range. It might offer quests to find cosmic secrets. Often better informed than most local beings here. It cannot be removed, but it can be destroyed. Some might be blinded. They cannot move but they can cast spells
12 God Prison, a great sealed pit with control consoles. Controls may open the pit for inspections or communication but sets off alarms, flashing lights, and release mist. Using two sets of controls at the same time, you can release the god who will try to eat as many as it can and gate away, leaving a portal behind them. Might be corrupted elemental or slime or living darkness or some more forgotten prehuman demon. Sometimes the bound god is being tormented for resources or magic power

Crystal control altars and you
Control altars have a grid of 2x2 or 4x4 8x8 or 16x16 holes for crystals
Moving crystals tend to alter their current function
Removing them shuts some systems down
Adding can produce obvious results, usually increasing lighting and ambient sound
The more gem slots the more powerful the system
Gems are red green blue yellow red green magenta, and orange
Blear gems are depowered and spent
Black gems are cracked and burned out

d12 Common Crystal FX 2x2 or 4x4
can be opened by anyone with a basic stat roll, given time and notes taking
eventually, with
practice, you can manipulate common consoles like locks
1 Lighting
2 Heat/Cold
3 Mist/Humidity
4 Complex vibration and hums
5 Klaxon or alien speech repeated
6 Seal or open doors
7 Illusions of past events
8 Atmospheric mix or gas venting
9 Magic items glow
10 Make petty spirits visible
11 Telepathic contact in an alien language
12 Attract wandering monsters

d12 Rare Crystal FX 8x8+
can be hacked with cryptography, given time and notes taking
eventually, with 
practice, you can manipulate like locks
1 Summon aliens from beyond
2 Summon spirits from beyond
3 Psionic attack from beyond
4 Everyone slowed or hastened
5 Open or close a stasis bubble (might unknowingly lose years or worse)
6 Telepathic contact from an alien mind
Open a portal or teleporter pad
8 Alarm increases wandering monsters
9 Causes mutations
10 Move the whole complex to another location
11 Anti magic zone - no effect on complex 
12 Increase or decrease dimensional barriers - might see things from beyond swarming like giant plankton in air or might see you too and attack or dimensional beings or effects dont work properly

d12 Where do I find crystal control altars or gems
1 Next to doors to open or unlock them, rarer ones are more complex. Used by ancients or wizards who want to impress with old relics they have obtained 
2 Room master controls for environmental settings, including strange light spectra, fog for humidity, heating, cooling and lighting. Larger ones have alien music and voices, and might project images
3 Long empty simple sockets might be on ancient stone monoliths to open concealed doors. Inside will be a chamber larger than is possible, with a more complex control altar inside. 
4 Four sockets in a stone wall, not obvious at all. Reveals secret, invisible, locked doors in a stone wall. Might be a single chamber or a base
5 Old temples may have a control altar hidden with warnings and traps to control local environment
6 On covers that lock metallic books of alien wizards
7 Local tribal leaders might have gems in their ritual dress and items and priests might have a control socket grid on a chest plate or helmet, possibly granting powers. They may know a secret site they use as a treasury or tomb and open seasonally
8 Prehistoric prehuman jewellery sometimes finds its way to collectors or wizards with gems or a control grid that can attach to systems with panels broken or missing but only simple ones
9 Later magic workers may have incorporated them into other devices, you will have to break them to use the gems
10 Might find a grid of gold with gems mixed with ancient treasure or it has been hijacked as a lock for a chest
11 Ancient crashed ornithopters or airships or aether flyers might have gems and panels. Long buried or undersea
12 Certain monstrous species use the gems and grids they hijack the function of. Mostly simple ones

Saturday, 28 March 2026

Recovered Treatments



Kicked off FB and favce scanned by the zuckborg. Apparently, they have been hitting people all year like this. Worded realy badly. Jumped from me typing to me appealing something and getting scanned. Ive had acc longer than 16 years sigh but possibly part of age varification cramping adult internet here or current politics. And back again and a friend missing just ghost tags on comedey scene pix. Reactivated my Tumblr and might use that more. Found some stuff i forgot i wrote. Was for a historic rpg but im not edgelordy enough and too woke. Probably for the best. 

Past the halfway mark, reading Dolmen Wood as bedtime reading.

The Dread of Wolf Lake
England 1630s Wiltshire County

Wolfbury Village is a small farming village with a church, blacksmith, a tavern, a patch of forest, a small lake and local manour house. The last wolf was killed 80 years ago. The new local priest has tried to be tolerant of maypoles and other local traditions but he is aware locals led by the blacksmith have been sacrificing silver and swords to the lake which he is less keen on. He will pay any suitable travellers passing through 30sp to spy on the sacrifices to identify them and believes their is a pile of silver and swords cast in the shallow lake bottom he hints might be of value.

Four monoliths each compass point of the lake are used to locate the place where goods are thrown in each full moon. Once troublemakers were bound and gagged and thrown in with rocks tied to them as a sacrifice here but now it is rare. Only occasionally does this happen now but it did happen to the last unpopular priest. The current cult practice of sacrifice is a remnant of a local religion from pre roman times.

On a full moon at the point where the monoliths line up a silvery disc is visible about twenty foot under water. Anything touching it feels gravity reverse and they surface in a thick syrupy lake inside the belly of an alien god. Inside the misty great flesh filled chasm is lit by bioluminescant bulbs hanging from the ceiling. Degenerate mutants living in flesh caves perform obscene rites and hoard ancient sacrifices dining of the gods flesh and any who don't fit in like that recent priest. The god eats the souls of any who die within and must be manipulated to open a portal back. Care must be taken to prevent the god entering the world and laying waste to all human life for miles.

Wolfbury Hall home of Lord Seton is the local manour. He is uninterested in visiting adventurers unless there is property damage or harm to persons or gossip about trouble makers. With former land and forests being declassified as royal there has been riots and trouble in the area. Coal miner riots and some troubles with puritans trying to stop maypole dancing has caused some problems also. Grain shipments have been hijacked by the poor. Any sign of problems and Lord Seton and his servants will come on horse to give troublemakers a thrashing and drive them off. Building workers cottages and fencing local land has made him unpopular. His lordship is quite willing to trump up charges of witchcraft if needed to burn any troublemakers.

Id use some of my Xor setting tables and mutations for this and some tables to generate horrible villages with secrets and encounters on the road in the era.

The Murder Islands
Australia 1629

Inspired partly by the later wreck of the Batavia 1628 where some passengers attempted to take the ship and flee to a new life somewhere but was wrecked off the coast of Australia. Stranded a reign of bloody murder ensued. Jeronimus Cornelisz had dreams of starting a kingdom and stranded soldiers on board under a pretext elsewhere. With a dedicated band of murderous young men, Cornelisz began to systematically kill anyone he believed would be a problem to his reign of terror, or a burden on their limited resources. The mutineers became intoxicated with killing, and no one could stop them. They needed only the smallest of excuses to drown, bash, strangle or stab to death any of their victims, including women and children. (Wikepedia)

I would like to write an adventure inspired by these events where the party are part of a rescue expedition, finding survivors split into murderous factions of cannibals and wizard cultists who will try and take their ship. Players would be involved in power struggle to rescue the surviving innocents and eliminate or capture the mutineers.

I would also include tables to generate more wrecks, castaways and strange islands.

Monday, 2 March 2026

Unfinished Projects 2026





































Follow Up On Last Post
This isnt meant to be depressing.
I'm not as good at finishing stuff as I was.
Im doing just feeling a bit older and less competent.
When I ran more of my own games what I wanted, I was more inspired.
Ill have a working map of my D&D5 game atrea soon. 

Blog Posts In The Works - Some Taking Years Apparently
Article on gods I should finish while I have paper notes close at hand

Global Villains - for a spy/super game, our increase in real Bond Villains helped me add some more

Varieties of Orcs

My Mystic class

Magic fruit & veg and their petty gods
 
Legend of the magic sewer children is  a draft of fiction about Shadelport

Religion & Timesacle - might be merged with the other post above on gods. I ended up pulling out my divine and nature powers post

Alchemy formula 3 - half done. It was good in play and a character invested but the record-keeping broke it. See my alchemist class above

Campaign oddments and monsters could be 5 articles, it seems to be fragments of ideas, some were removed and already became articles

Auldwood adventure seeds d100

Automaton apps (spells) about a third done trying to fit from sf to fantasy

Components - some ways of treating in-game, ive consider3eed instead of cantrips being a liability like ENC make it a benefit

d100 animal spirit changelings - will do for Auldwood

Alt Earths for Marvel 80% done

Gods of Exilon - which broke me a bit and made it hard to work on the book - now i have a religion description system it can be done

Into the nightmare realms - into a negetiven end of the dream dimension 

Deities & Demigods was a monster manual - some sorta hot take

Secret Project i was waiting to be used in print and nothing has happened
I did work for a company this year, did as told and told was good then never went any further. Then asked me for help which I did and nothing since. Not encouraging. Possibly im trouble.

Smartsuit mods 2 - more advanced smartsuits for mid tier sf civilisations, the campaign ended before I got to do my time jumps

An overcomplex Xor spell system that broke me a bit and ended further work

Another secret project X i am responsible for but process that happened was very unpleasant 

A piece on "the one true way to hate HPL" about fandom and antifandom

A piece that was published in a book/ I usually say I will hold a item a few years from use by other people and this one could be released

A possibly dated bunch of thoughts on subclasses. I ended up going away from d&d aproach - instead they are just example builds for beginners or late players. Maybe id make versions at higher levels like 5th 10th 15th 20t Probably wont see light of day but nice to see i made progress

d100 second hand sex robots with no sexual explicit content 2021

My former bonus card system - went on a bit too much and im unlikley to use. It was for BRP to make it a bit less lethal but modern BRP games have the superhero creep like D&D too. 2020

minor mythos artefacts - possibly i should bundle with other tables and use on a call of cthulhu fan content sales sight. Mostly the graphic design on these turned me off. Some guys mafe look like 80s stuff which i prefer and find more readable than cofee table gloss. 2019

Thing wherer i mad crib notes for ed greenwoods version of hell which i prefer to anything written since

SF setting notes. Blew out a bit and not in use.

I have a post with huge lists of to do articles ive not looked at in years
The Hell project was the best...

PDFs
Exilon Book was never resolved but I have solved my problem recently.

Auldwood Book I need to replace art and a few 3 folds too. Most of my Cthulhu in space stuff without art and game died - its a bit of a dead end.

Secret project x - i have art, logos, most of draft done. Was jerked around with moving goal posts and my editor has retired. If I do it will be for charity.

Anuranomicon. Draft done but not refined much.

Mutant Book broke me editing It and stopped the project. I did a passable draft but editing for game balance a bit wonky and I'd really want them all printed and put side by side to proof.

I think I had a few 3folds to do still in my series but I did about a hundred of them. The first two series I have editor's notes and I stopped there. I'd rather write and I'm shit and slow at editing. I can write 20 blogs rather than edit one as well as id like and its more like work. I did a dozen Zines tied into Anglerslund and I could comile it all and put the post-apoc stuff in them into another work.

My Broken Hill book was pretty cool but I could do a vol 2 with lots of locations and I have art assets all paid for sitting around.  Also my main artist retired during this in part due to AI in the market and saw it as a sign that artists would be treated worse. 

My Hell project I did about half the project. It did make me a bit depressed, daydreaming of Boshian/Brugel Hell all the time. It was designed to be a possibly DM-less system to pass through hell that would be different every time. I think I'd definitely try and have a go at again. I had a partner early on and weve not spoken in years. Mostly, they gave me a good list of ideas for d100 tables but they didnt do more than that.

Costs
Recently i was charged 10 dollars to print a 36pg goatquest zine and before covid it was cheap enough i could sell for 3 dollars and make a profit. Shop overcharged my as kids cant count pagination in copy shops and was over double their rates online. I made and sold zines since 1980. As im on a partial pension, making money involves red tape and is barely worth it for small incomes. Even giving stuff to charity is a bit of a pain. I think you can do it on drive-through but i dont want to handle money at all because I will require paperwork, declarations and tax. One workaround is to receive printed books or goods, which I could do and then I could distribute for charity or at cons at a hobby level. I dont really need some extra cash. An income i can live off and afford medicine and transport and do the red tape would be a different situation but I don't desperately need money currently. I deferred a course last year and cant face it at all so possibly study in current online world I dislike. I like other people to bounce ideas off.

Thursday, 19 February 2026

Barking Alien Challenge day20: Unsolved Mysteries + Cthulu game

























DnD5 wed
Call of Cthulhu tues 
BX oldschool essentials online fri
Marvel spy fy sat
Maybe dnd5 on Sunday
and maybe Monday
band practice Tuesday
then two games
so will probably focus on the challenge over new content
most gaming i had since i lived above a game club

I guess its taken 5 years to get to this in my city and its probably rare
was good at the oz orc con i met a reader who knew my stuff which was nice

d12 Top Mysteries 
1 Was Chagrinspire defeated or delayed, or is centuries of invaders being wiped out is the plan, and the nullification engine will be started again on its true schedule
2 What about the palaces of the star people and life on the moon? What's going on in the heavens, and why does their stuff fall to the mortal world sometimes? Are they bound by astrological fates, or do they make it?
3 The ends of many past apocalypses are unclear, so any evidence or detailed facts are rare. Even lesser spirits and planar beings are vague on the topic. There are many ancient ruins to explore but thee ultimate cause of theor doom is still unclear. Most blame the gods
4 They say it is possible to pass through Hell's depths and back to the mortal world. Each realm of hell has a gatekeeper you must comply with, or you can use secret paths to bypass these, but they may be more dangerous. Gatekeepers' requests are usually burdens and curses
5 Beneath the earth is the Underland, a region still populated by beings from the age of darkness and other peoples who have come to dwell in the deeps. Radiations of the deep can change long-time dwellers and their offspring to be more specialised in the deeps. Humanoids and demihumans dominate the upper realms, with stranger beings in the deep. Whole regions once on the surface had mountains dropped on them. The Underland Common is related to the toungue of the great darkness age
6 What happened to the old folk? Giants and Trolls once fought the gods and now their civilisations are mostly gone. Giant ruins are common and most giants people see are the dumber cruder ones. More young giants have been living among humans like cuckoos and some of these grew to influence world events and seek their own kind's lost secrets. Giants had many cloud castles once but the last people say were destroyed trying to drop on Chagrinspire from the heavens. The engines might be recoverable and wizards of Zorda may have lore to use them. Trolls tried to create a new breed of replaceable healing killers and rapidly their civilisation vanished but it predated elves and dwarves. Giant-land and Troll-land were partly annexed by Faerieland and difficult to enter for mortals
7 What is the secret empire of the west about? Is it a remnant of the Monster Empire and the age of darkness? Are they a god or a wizard? How did they become the world's drug dealers and assassins?
8 They say many kindoms sunk in the apocalypses of the past may live on as fish folk, sea elves, mermaids or others as a mercy of the gods. There is also an undersea faerieland and a common undersea speech. They say there is an undersea war between elder chaos and the undersea faerie folk. They say sea spirits, gods and dragons rule domains and kingdoms. Some beings operate under the sea just as surface folk do, but others operate under the rules of the sea like fish. So sea peoples may grow crops and keep seacreatures as farm animals. There are many wrecks and ruins under the sea, and many are occupied by monsters
9 Many dungeons have levels from previous ages, and the deepest levels can be time capsules of the past. The deepest overlap with other planes, like hell or elements. Hell has a sub-realm, the dungeon dimension, that is sentient and may connect or overlap with dungeons. Many dungeon spirits may act like little gods, and residents keep shrines to them. Spirits might warn inhabitants of threats. Vindictive spirits may draw in the dungeon dimension rather than lose to adventurers, but they risk becoming subservient to greater spirits
10 Nobody has been beyond the west or east lands since the first empire. The gods seem to have blocked the routes. The west is blocked by mountains and wastelands of barbaric peoples. The east has vast jungles of hostile cults that hate invaders and eat them. They say beyond them is sea and a great rift where water falls to the underworld and is purified and rejuvinates underland waters
11 The faerie lands have been expanding since creation and the Auldwood and other forests are expanding, smothering villages and bringing in strange, long-lost beasts and faerie beings. Its slow enough humans dont really notice. If the stories that every elf king and queen among all the many elf bloodlines are in fact the same beings and may also be related to some human divinties also
12 Strange isolated places report outgrowths of flesh with eyes and faces, and creepy hairless creatures. Some sailors reported finding flesh islands. Some people of the deep summon portals where they gather meat, then close them. These are manifestations of Xor, the living land of meat and wonder. A living universe that eats other worlds and mashes them all up inside to digest. Visiting Xorthe Devourer you can walk on its flesh or through massages within its respiratory or digestive tract. Native creatures can exist on meat or graze on forests of hair or meat plants. Metal is rare, and the locals value it. Xor is a wonder to explore and a possible threat to existence. It may also be salvation for medicine and food. Overfeeding on Xor causes it to react, and reflexive self-defences are attracted. Demons invade, causing infections. They seek to use the mass of Xor to make demons or corrupt Xor to chaos and use to absorb the multiverse. Every few decades wizardsof Shadelport send explorers to investigate and learn what they can about Xor.  

--------------------------------
Quick Cthulhu Game

Finished running Corbit house with a new table of Cthulhu tonight
Had a Private investigator in 70s with an eyepatch, a irish priest priest and a retired senior policeman. Im using 2nd edition - its faster and makes less combat monsters.  

Had usual players scared upstairs and attacked by a window and furniture. The old PI fell out a window but gripped the roof. The priest was convinced he drove away the ghost and the ghost really had to try hard to not attack the priest again. So they went to the cellar and the cop broke the wall with a crowbar (others subnormaly weak). The one eyed detective held the torch. The priest held his bible and started an exorcism.

The cop just made enough of a hole and saw a bier and some occult symbols but the priest screamed. Others went to look and the cop thought he heard footsteps behind him. The priest had been stabbed in the back with a weird knife. The PI waved his torch and screamed.  The cop snatched the knife as the priest tried to swat it away. They all had some san loss seeing the knife and the undead wizard. The PI got a terrible fear of the dead. Then the undead wizard attacked. The PI empties a gun into it and the priest swats it with a bible. The cop shot it and swung his crowbar. The bullets did nothing. The bible didnt do enough damage, so he switched to his large crucifix with metal on the tips. They all got some scratches. The PI holding the torch tried to run upstairs while reloading his gun and his walking stick. The wizard manipulated the stairs and he fell, dropping the torch without breaking it and gun and bullets. The priest hit it but not quite hard enough. The cop smashed the wizards arm off. The priest got to finish it with a crucifix through the skull. Exorcism complete.

Two were bew players. Several players my age and one with adult gaming kids, which is nice. So I have 2 shop games a week for a while.

Tuesday, 17 February 2026

Barking Alien Challenge day18: How to we get around?





































Most of the continant has highways linking all the capitol cities. 
In empire era there was a messenger postal and stytem now evey kingdom has own tax and customs. There were coach houses and identical inns all along the highway and the Emperors law ruled on that road and was keen to execute bandits and highway robbers.

Their are river boats and coastal biremes and triremes around most of the continent but impirial navy ships were snatched mostly by the new states that emerged in the civil war. The pirates and merchant princes of Shadelport operate the most advanced sailing ships and more often use blackpowder, They dominate the seas between all lands and have enclaves in all four directions. They run all the sea trade to the western colonies which helped them break away from the Empire centuries ago. The other four directions have a mix of sail and triremes for trade. Northern longboats from the north are very successful. Colonies of the east trade. Islanders travel all over the world use huge canoes and catermaerangs ans sailing rafts and the pirates trade with them. Many peoples ships are poor at navagating out of sight of land. 

The inner continant is a nightmare of tribes, wilderness, barbarians, orcs and abhumans for travel. The north has more mountains and Auldwood smothering huge areas and growing. Whole kingdoms of non humans hide in these lamnds and strange creatures rome. The older nature religion and gods are stronger here.

Chagrinspire is between the barbaric wastes and auldwood. In ancient times they had airships travel the world. Actually they did better than that assaulting the moon and the celestial palaces of the stars. They had many golem powered vehichles and rail systems. Their are road routes to the north eastern kingdoms. 3/4 of the outer wastland has some friendly patrols now.

Dwarves, goblins, gnomes and others have riddled the world wth passages, many now resemble natural caves with cave art on the walls painted long after, Dwarves had great underground highways other peoples now use. Their are caves and routes under the straits between Ecile Island and the continant used by slavers.

Slavers used Chagrinspire and the underland for slavery transit. They in fact sold humans as slaves and sacrifices for centuries. Underground humans decend from these slaves. The adventurers in Chagrinspires wastes have been destroying slaver routes. The gnomes seem to be operating the clone labs of the apocalypse war to sell humans to the underworld peoples and wanted the slavers gone. While slaver secret routes are mostly shattered there are people who know how to find them but there is more danger now.

Horses are not to be ridden by non nobility.
Riding horses and war horses are for the rich. 
Cart horses, pack horses, plough horses and draft horses are common but so are oxen.
Often these animals are leased to peasants in return for cut of produce.
The wastes around chagrinspire have a diseas in the soil fatal to horses, as do the western jungles and why the crowded warring kingdoms kept fighting instead of facing the cult and monster filled jungles.

Goats, ass and donkeys are used as pack animals.

Exile island has many species of animal found only in one of the compas directions and not the central continant. Their are llama, two humped wooly camels in mountains and many flightless birds. Pack reptiles and invertibrates from the underland are seen occasionally without much screaming. 

Daily travel costs
Travel as extra guards is the cheapest way to get around just join the caravaneers guild to help you through customs and get work quickly. You get suplies for travel and paid 1sp a day
1sp a day with own food or horse in Silver class, camp with caravan or arange own inn stay
1gp a day with food and a carraige in Gold class, servants will assemble tents or sleep in coach

This works for land and sea but sailing away from sight of the coast requires x5 or x10 cost from the Pirates of Shadelport. Some travel cheap with the islanders but the can meander while traveling the worlds oceans. Travelling into the wasteland or deep into Auldwood are rare and even getting close to them on frontier can double proices of food and travel.

A wilderness guide helps if you do travell the secret paths of the world.
They charge for a specific route a lump sum and the more dangerous or weird the higher the cost.

Planes
Their are portals and nodes of the elements and faeriland paths but most humans never see one. People do fear them greatly as they feature in stories about evil wizards. High level adventurers make their own routes. Their are some hostile planes that make links to mortal places that are harder to detect. Faerie and nightmare planes, or the dungeon dimension, hell, demon planes or Xor the world that eats other worlds. Their is a cosmic tree that can be used to travel dimensions and is inhabited by faerie beings. Its roods are in the underworld gnawed by evil dragons. Its branches reach into the arcadian plains and woods around the citadel of the heavens. 

Saturday, 14 February 2026

Barking Alien Challenge day15: What to avoid? + Redbrick 6-room Dungeons






































Im much more inclined to give players enough rope to hang themselves than railroad people. Much like old-school games with pages of rules limiting what character types can do like race level limit. I am backing away from taking longer to explain exceptions than the basic rule requires.

Some top tips if you want to shun danger, villany and witnessing unwholesome acts. Remember, combat systems are for crime. Of course, you can start a business, get married and raise a family thats fun too. 

Top 12 Things to Avoid in the Worlds of Elfmaids & Octopi
1 Travel, it's a terrible disappointment, and you are likely to be ambushed and killed
2 Buying or renting a haunted house or cult house, even if cheap
3 Go live in a murder hobo shanty town and claim a dungeon to loot
4 Stake a salvage claim on one of the sealed prehistoric wizard towers in the ruin districts
5 Find isolated frontier villages and investigate cults, and find their hidden lairs
6 Try to cross the straits between Exile Isle and the continent by the undersea tunnels
7 Do not visit Chagrinspire or the wastes around it, its horrible and sad
8 Dont move to Shadelport and look for work, especially avoid the gangs
9 Avoid elves and faerie folk from the other side and refuse their food or offers of sex
10 Dont eat or drink mutagens or be tempted by awesome powers; most end up broken beggars
11 Dont seek out ruins and dungeons full of treasure, monters and traps make it not worth the risk
12 Never visit other dimensions like elelmetal planes, the underworld, the abyss, the world tree, the heavens or the outer void or Xor the living world that wants to eat out world. You imperil yur soul and all reality medling in what no mortal can comprehend

------------------
 6-Room Dungeon Kit 1
Draw 6 boxes
draw line from one box away from one box and away from all of them
this is the passage to the surface and the enterance of the dungeon
pick one room to be the feature room usually the furthest from the entry
the other rooms are major rooms
roll for doors and what is behind the door
-corridors should link rooms
-add sub rooms as needed
now fudge any results to incorporate 6 rooms  
connect the rooms and try to have loops in the layouts
The feature room is likely a dead end also
You may add extra subrooms as you please, especially to the feature room or corridors

-Decor (art, decor and scenery. Might have clues)
-Hazards (dangers like traps or other dangers)
-Wandering monsters
-Static monsters

-entry way (front entry)
-subrooms (one square mostly like cells, quarters or storage and dead ends)
-major room (quarters or utility rooms) with d4 doors
-feature room (dramatic room for climactic boss fight) with a d4 doors

d12 Doors
1 Light door no lock 1in6 sticks or creaky
2 Light door with trap hazard
3 Light door with lock
4 Heavy door 1in6 sticks or creaky
Heavy door with bar or bolt on the inside and a window or peephole
6 Heavy door open but will slam shut and lock with trigger
7 Barricaded or boarded up
8 Iron bar gate with lock
9 Portcullis gate
10 Wizard locked (requires a password) or hold portal
11 
Secret door with lock or trap
12 Secret door into an escape passage outside or to another room

d12 Behind a Door
1-2 Narrow passage - d3 doors
3-6 Hallway, a wide passage - d4 doors 
7-9 Sub Room - dead end
10-11 Major Room - d4 doors
12 Feature Room - d4 doors

Redbrick 6-Room Dungeons
A common dungeon type due to many kobolds being born with the instinct to make redbrick-lined tunnels and dungeon complexes that other humanoids then covet as lairs. Once they get this big kobolds will have populations explode, and their dungeons grow like wildfire. Locals who know of a kobold dungeon will do their best to have someone take care of it. Other monsters often drive kobolds away for the dungeon so the process starts again. Kobolds just seem to be born with the urge to make bricks, dig and build similar style complexes. Several of these may join up to form bigger dungeons.

d12 Redbrick Decor
1 Loose bricks on the floor
2 Bricks are loose from the wall due to damp
3 Dripping water has worn a drainage path through stone
4 Worn edges, especially around door frames or steps
5 Moss or fungus grows where water is dripping
6 Chalk graffiti usually contains obscenities to enemies
7 Builders marks for future construction
8 Wooden crate a trap came in or even not yet installed yet
9 Kobold idols often of ancestors or a humanoid form of the dungeon spirit
10 Kobold mural showing them punishing enemies with their gods
11 Hole with a barricade and an under-construction sign
12 Scaffolding with some tools or paint

d12 Redbrick Hazards
1 Tripline and poisoned crossbow bolt trap d4 1=light 2=medium 3=heavy 4=repeating
2 Concealed pit trap + d4 1=spikes 2=monster 3=sealing 4=water
3 Flamer trap 2d4 fire from a piston or dropped incendiary, save halves
4 Scythe trap often in doorways, stairs or tight spaces. save or d6 damage
5 Pendulum trap often on passages or doorways d10 save to avoid
6 Portcullis gate blocks the passage
7 Magic mouth yells threats and attracts monsters
8 Deadfall trap d4 1=d6 loose bricks 2=2d4 acid 3=d4 poison caltrops 4=2d6 stones that blocks passage
9 Monsters released from a secret door
10 
Idol contains a petty spirit like a poltergeist, and often has interesting stuff to hurl 
11 Mysterious, delicious magic pie from the dungeon divinities (see random dungeon pies)
12 Illusion covering a trap d4 1=chained maiden 2=treasure 3=sasuages 4=cake

d12 Wandering Monsters
1 Kobold civilians visiting
2 Kobold labourer crew with tools good as weapons d4 or d6
3 Kobold skirmishers with tiny d4 bows, d4 sling, d6 javelins
4 Kobold warriors with shield and d6 weapon
5 Yappy guard dogs are checking out the scent or noise
6 Giant vermin d4 1=rats 2=ticks 3=ants 4=beetles
7 Rust monsters escaped from the pen
8 Crab spiders on the ceiling
9 Giant lizard/s d4 1=ghekko 2=skink 3=monitor 4=chameleon
10 Gelatinous cube for cleaning
11 Boss kobold in goat pulled chariot with crew and retinue running close 
12 Owlbear hunts kobolds or anything larger

d12 Static Monsters
1 Giant rats or rat swarm
2 Wooden houses for stirges
3
 Kobold spell caster with followers and a pet
Kobold boss with chariot and elite followers
5 Of duty kobold labourers and guards relaxing
6 Kobolds training with weapons or working with construction tools
7 Giant spider d4 1=trapdoor 2=tarantula 3=net casting 4=black widow
8 Giant snake may have decorative holes to help it ambush
9 Petty dungeon spirit may appear as a kobold with some worshippers
10 Living statue
12 Mimic or trapper or lurker

d12 Entry Content (roll d4 extra doors)
1 Garbage and bones and a swarm of rats or a hazard 1in6 old outcast kobold begging
2 Painting or sculptural kobold mouth gate, usually locked or portcullis
3 Kobold hunters butchering giant rats and local pets
4 Kobold family having quality family time with a picnic, its not their fault their harmless family customs and grandmas skull collecting seem like diabolical acts. They are having a wonderful time and making memories
5 Monster lair, but it tolerates dungeon inhabitants who raised it or is chained to limit its attacks
6 Murderholes crewed from above d4 1=boiling oil 2=boiling water 3=boiling lead 4=archers
7 Gatehouse with guards in secure positions with baricades, arrow slits, a locked gate or other preparations to defend the room from outside
8  Water fountain with quality water for visitors' refreshment 1in6 are wird magic pools or a water weird that tolerates dungeon inhabitants
10 living statues or a gargoyle, activate if the password not given
11 Occult symbol on floor, activates spell or summoning if password not given
12 Adventurers' heads on spears with 
bloody graffiti scrawl threats to intruders

d12 Subrooms
1
 Empty, just a few bones and cobwebs 1in6 chance od a secret door to a passage or outside
2 Latrine pit 1in6 home to a monster that regulars appease with scraps or bones
3 Garbage pit 1in6 with biodynamic monster to consume waste d4 1=swarm of rats 2=swarm of flies 3=ooze 4=dungeon pigs
4 Prison cell d4 1=bones 2=surley unpopular kobold 3=human 4=monster 
Storage for boxes of junk and 1in6 chance of d4 1=monster 2=small treasure 3=chest of weapons and armour 4=crappy looking old bottle with a potion
6 Mushroom Larder - grows giant mushrooms on shelves, some sickles and a tiny watering can
7 Larder - with preserved kobold snacks d4 1=turnips 2=smoked rat sausages 3=jars of pickled giant centipede eggs 4=1in6 has a noisy guardian pet, screaming mushroom or alarm
8 Vats for making kobold beer and dungeon wine
9 Laundry with drying racks, brushes, tubs, a well and a drain
10 Well with buckets and rope plus d4 1=tentacle 2=fishing rod 3=kobold child's toy 4=croaking frog at the bottom
11 Shrine with a creepy idol of a dungeon spirit in kobold form. Creepy idol has some offerings of d4 1=insence burner 2=bottle of beer 3=pipe and pipeweed 4=pile of turnips. May have a poltergeist or petty sprit residing in the idol
12 Old, crumbling books and documents, 1in6 chance of a basic spellbook, map or magic scroll

d12 Major Rooms
1 Barracks - with tiny triple bunks
2 Training room - with targets, dummies and a fighting pit
3 Kitchen and mess hall - often a pot over a fireplace and benches of tools, tables and chairs
4 Farm room with tubs of fungus, pens for dungeon pigs, racks for egg laying iguanas and dairy and meat bat cages
5 Smithy - crafters making weapons, armour and tools. May have some slaves. There are d6 chests and a d4 extra sub room doors for the armoury stores run by a quartermaster
6 Torture chamber - where kobolds with whips torment prisoners with 2d4 doors to cell cubrooms. Sometimes, if there are no prisoners might be just recreational kobolds on kobold torture
7 Mousoleum with niches fur burial 1in6 may awaken undead if graves are robbed, kobolds make them offerings and prayers to return to rest. There will be some small treasures in the sealed crypts. Some may have stone crypt lids in the floor
8 Tavern where monsters relax, eat, drink, fight and complain. Lots of vice and monsters may be more relaxed or drunk and beligerant or fearless
9 Sweatshop often with prisoners or kobold underclass making handicrafts d6 1=weapons 2=fancy shoes 3=cheap tools 4=fake potions 5=fake saint relics 6=fake antiques 
10 Combat arena where kobolds watch gladiators, monsters and prisoners who fight to the death
11 Family room where kobold elderly look after children while others prepare food and perform crafts like weaving or toymaking
12 Monster breeding room with pens with monsters in breeding pairs and young in smaller cages. Giant rats in cages are also fed to other monsters. Several kobold keepers here will release pets if intruders enter. These kobolds supply other dungeons in the area with pets and creatures. Sometimes, a druid kobold will be here helping with breeding or an alchemist feeding mutagens to monsters

d12 Feature Rooms
1 Lower level entrance - stairs with a locked grill over it, surrounded by relief art of kobolds facing something in the lower levels. A section of kobolds guards the room and a boss has the keys to the gate below
2 Kobold hatchery with hundreds of eggs and tended by mothers with tribal pets. Gifts and offerings for these prolific mothers brought by suitors are in chests. Baby kobolds sleep in various makeshift cots like draws, weheelbarrows, baskets and sawn open kegs. The lead mother is a spell caster blessed by kobold mother gods. A small army will grow from here
3 Hall with benches for seated kobolds drinking, banging their mugs and singing to a kobold bard show. Kobolds leaders of several tribes are here to plan future expansion in the area. There are many bags of copper coins and kegs of kobold beer
4 Dragon cult shrine with idols of dragons and dragon folk, a cult of reptilian kobolds with a priest in dragon robes. They might have a baby dragon, some eggs or some draconic pet. They also have draconic jewellery and ancient coins depicting dragons and mother tiamat
5 Diabolical cult shrine dedicated to hell. Depictions of devils and imps in hell adorn the walls and are featured in statues. A diabolical priest (likely a kobold) leads a coven of 12 kobold cultists. They have chests of red-gold coins with tridents on one side and lords of hell on the other. They might have a hellish pet or a summoned devil servant
6 Water cult shrine with various ceremonial pools. A kobold priest with followers bathe in the pools, relaxing. When danger threatens, they leap out and some have fishy or frog features and weild tiny tridents. The flood is covered in several feet of water and some marine pets will wallow in the water. There will be piles of silver goods and a water-based magic item
7 Fire cult shrine with burning braziers and a volcanic vent. A cult of fire kobolds led by a magic caster is here calling on flaming beings from beyond. Often have a pet fire beast, piles of gold, metal goods and a fire-based magic item
8 Earth cult shrine with pillars and a crude prehistoric stone altar. There are severed heads in niches in the pillars and stone bowls of blood and several sickles. A cult led by a spell user are involved in rituals. Often have a pet beast and piles of bronze metal goods, silver and gold arm rings and torcs and a earth based magic item
9 Air cult shrine with a high ceiling and flying pets or winged kobolds. Many kobolds here with missile weapons with stairs and ladders to wall ledges. Thier is a pit sacrifices atre hurled down. Their may be elemental guardians and an air related magic item and other loot
10 Laboratory - with a wizard (possibly a kobold) with some bodyguards and pets, possibly a construct or monster creation. Work benches, vials, furnace and documents. Racks of ingredients, possibly expensive, explosive and flammable are displayed. Fire here could be dangerous and could make gas if burned or mixed. Several potions and formulas may be found
11 Temple - often with a public ceremony in place or with priests at work. There will be several statues and often several static monsters as guards and sealed crypt sub-rooms. Gold ritual objects and idols of kobold gods can be found.
12 Throne room with a large chair for the ruler 1in4 with their mate beside them. Elite guards and a pet will be in the raised area, and supplicant kobolds or visiting faction ambassadors. Often engaged in business or legal matters. A kobold herald may accept you waiting for your turn. There are valuable treasures stolen or crafted on display 

Thursday, 25 September 2025

Living Inside Chagrinspire





































Main corridors are 6m wide with swinging or sometimes rotating doors or turnstiles separating sections. Sub 1in6 have a security checkpoint. Corridors are 3m wide.

The ceilings have power and gas lines, and crawlspaces that are comfortable for gnomes and kobolds and tolerable for goblins. Medeum humanoids might squeeze like a snake. There are pneumatic mail tubes for capsules with letters or small items. Plant rooms and air plants are required deeper inside.

The floors have plumbing for water and sewage, and service crawlspaces and pipes, similar to those in the ceiling. There are plant rooms for food, garbage and recycling. 

Most lower levels are uninhabited ruins, but might be accessed by all kinds of creatures and humanoids living in ruins.

d12 Who Stocks the Vending Machines
1 Clan of Kobolds with a cart
2 Goblin in a coat, mumbling with a cart 
3 Automaton worker 
4 Old person in uniform with tiny van
5 Scavenger gang under contract to a thinking engine
6 Cannibal Morlocks clan cargo cultists
7 Shaven clone in a jumpsuit with a trolley 
8 Clone worker on a scooter
9 Gremlins come from vents to refill
10 Armed squad of secret police refills and debriefs the vending machine about stuff it may have seen 
11 Golem vending machine tender
12 Gnome maintenance, refill and sanitisation team teleported in or by secret door

d12 Whose goes there? Ruined levels
1 Giant rats or a swarm,
2 Giant bats or a swarm
3 Giant spiders or scorpions 
4 Undead 1=zombie office workers  2=zombies with rusted muskets with bayonets 3=ghouls 4=spectral workers (1in6 chance are soldiers with working spectral muskets)
5 Automaton d4 1=robug scavenging scrap 2=iron soldier on patrol 3=Pepperpot with autocarbine and 200 rounds on exterminating vermin protocol 4=trench spider hunting kobolds
6 Giant crawling or a swarm d4 1=beetles 2=worms 3=flies 4=isopods
7 Kobold gangs are looting
8 Orc deserters with muskets and bayonets in black sphere uniforms occupy areas
9 Morlocks looking for parts or humanoids made of meat to eat or keep in their farm
10 Scavengers
11 Clone labourer escaped from a factory
12 Death Guard flesh golem 

d12  Whose goes there? Inhabited levels
Will be staffed and intact with security and workers.
1 Office clerks & workers on their way to or from work, usually in a group and busy
2 Cleaners with trolleys, reluctant to notice anything out of the ordinary or filling in reports, 1in6 have an automaton with them with a built-in floor polisher and vacuum cleaner
3 Tea trolley and operator selling buns, cake and biscuits
4 Office juniors d4 1=handling a package 2=trolley of mail 3=
5 Managers walking to or from a meeting
6 Golemcart with driver moving VIP managers
7 Marching secret police gnomes in black, led by a master magician searching people
8 Gnome mentalists with guard automatons looking for suspicious people to scan
9 Gnome commoners 1=tourists 2=need to lodge a form or deliver something 3=reporting for new duty in Chagrinspire fresh from the deep 4=visiting family
10 Workers with equipment, repairing damage or structure 1in6 has a specialised automaton helper with built-in tools
11 Automatons d4 1=armed guards 2=cleaning (especially floors) 3=repair 4=messenger
12 Surveillance eye scanning from the ceiling, monitored by security forces 

d12 Ruined Hall Decor
1 Corpse of a person or critter
2 Tea trolleys
3 Barricades made of furniture
4 Fallen light fitting
5 Hole in the wall or floor and rubble
6 Vent openings open
7 Lights flickering or off
8 Booby trap
9 Broken Automaton
10 Remains of a battle 
11 Garbage everywhere
12 Graffiti

d12 Intact Hall Decor
1 Janitor trolley
2 Tea trolley
3 Mail Trolley
4 Safety signs
5 Propaganda posters
6 Scaffolding for repairs, painting or cleaning
7 Fire safety (buckets of sand, hose or extinguishers)
8 Water cooler
9 Vending machines
10 Information Booth
11 Surveillance crystal
12 Automated gun

d12 Desktop Decor
1 Adding machine
2 Typewriter
3 Telephone
4 Telegraph machine
5 Desk Lamp
6 Telephone
7 Report folder
8 Cup
9 Newspaper
10 Stamps and inkpad
11 Tray of forms
12 Stencil printing machine

d12 VIP Desktops
1 Decanter of grog and glasses
2 Boxes of cigars
3 Chess sets
4 Ticker tape machine
5 Dictaphone machine
6 Fancy bakelite clock
7 Pneumatic message pod tube
8 Nude figurine lamp
9 Fancy pen and inkwell set on box
10 Ceremonial sceptre or mace or hammer
11 Globe of the world
12 Drink cabinet for cocktails

d12 Desk Draws
1 Rat swarm
2 Cigarettes and matches
3 Hip flask or bottle of grog
4 Stationary
5 Procedural manual
6 Snack food item
7 Dice or cards
8 Comic, pulp or romance magazine
9 Bottles of pills
10 Pen or pencil
11 Codebook or crossword puzzles
12 First aid kit

d12 Office decor
1 Water cooler, bubbler or fountain
2 Pneumatic message tubes
3 Desk or rows of tables
4 Filing Cabinet
5 Cigarette machine
6 Vending machine golem
7 Public address system
8 Stuffed monster
9 Maps of the world or level
10 Shelves of documents or goods
11 Propaganda poster
12
 Portraits of gnome grand masters

d12 Upper Atrium Features
1 Light rail or cable cars 
2 Elevated roadway or rail
3 Gloomy clouds from vents
4 Cables or pipes
5 Bird or bat nests
6 Calcium formations like waves
7 Huge statue of a figure or head
8 Light feature d4 1=giant sunlamp 2=thousands of faerielights 3=crystal chandelier 4=statue holding lamp
9 Water fountain or feature
10 Police Observation Skylounge
11 Small air boats and flying automatons flittering about
12 Painted dome with stars and celestial bodies

d12 Plaza features
1 Garden of fungus or vegetation
2 Memorial statue park
3 Speakers' corner (secret police approved)
4 Playground
5 Sport field
6 Suicide booths and temple of silence
7 Transit station entrance
8 Bandstands or gazebos
9 Market Square, or surrounded by shops
10 Shrine complex
11 Fountain or water feature
12 Entrance to an emergency shelter

d10 Quick Chagrinspire Interiors
1 Offices
2 Living
3 Market 
4 Infrastructure
5
 Entertainment
6 Services
Industrial 
8 Transport
9 Bunkers
10 Occult

Any system using bound elementals or monsters may have escapes if the section is abandoned, and it will free others and might establish a lair

Any aquatic area may have been invaded by fish and frog folk in the Apocalypse or even recently

Roads and rail tunnels are also emergency shelters, originally, but the population is smaller now

d10 Quick Chagrinspire Interiors
01 Information Retrieval Offices
02 Colonial office where plans for foreign subjugation and plundering via airship
03 Banking office where accounts are processed
04 Ministry office governing some important fields
05 Customs office governing trade of goods & passports
06 Office of Arcane Affairs for secure magical research & study 
07 Civil service offices for especially tedious and nonsensical paperwork
08 postal service office with pneumatic tubes, phones and telegraph services
09 Transport authority for planning and managing labour
10 Secret Service secure offices for data analasys 
11 Semi-concealed worker barracks and dormitories 
12 Semi-concealed small one-room apartment for working families
13 Housing complex with three tiers of residents by social class and a large open space
14 Apartment building of several room family apartments, often overcrowded
15 Luxury apartments for better-off families of managerial classes
16 Thin halls with hammocks or rope to sleep standing up for quick naps or desperate
17 Semi-built or abandoned building occupied by homeless squatters or gangs 
18 Thinktank estate for the best and brightest with nice apartment blocks and lots of communal space and gardens (fungus or plants with special lighting). Small amphitheatres everywhere
19 Blocks of rich townhouses with gated courtyards (Georgian style)
20 Palace for top-tier ministers and officials of the Black Sphere gnomes
21 Market Square with small shops and a large food market
22 Arcade with tiny shops and ornate tiles and fittings, many are multi-level or huge 
23 Mall of shops around a large plaza, often with large artworks, stages and spectacles like fountains or automaton displays of seasonal holidays  
24 Department store with multi-levels and with ornate decorations and artful window displays
25 Traders Hall, a large building of stalls leased by short-term shops for seasonal goods and fad novelties. Most sold food items or cheap goods
26 Groundfloor shops with residences above, possibly multiple floors
27 Warehouse shopping district with large warehouse bulk goods and industrial parts, with lots of parking for trucks, often linked to rail or other transit
28 Arcade of vending machine golems with games and goods, with a ticket booth
29 Livestock market with large sheds and parking for trucks, with rail or other transit access. Wharehouses run auctions for livestock, including subterranean cattle, giant bugs, frozen deep sea fish, exotic pets, human slaves, clones, servants or troopers, orc troops fresh from a vat, dungeon monsters, abhumans and other flesh to sell   
30 Arcane market of magical goods and services, with small shops and towers for specialist services. Gated with many glowing lamps and magic symbols, and very colourful. You can't even get past the gates without 100gp in hand
31 Water recycling station, vast refinery to reclaim sewage and air conditioner juices. Some are rusted and inhabited by critters or rebel scum. Vast water cisterns are also possibly connected to transit canals and pipes to the water-based void sheilds inside the Chagrinspires structure
32 Electrical substation with a large multistory building, some with fenced areas or warehouses filled with transformers with bound electrical elements
33 Airconditioning plant pumps air around and may even have bound elementals. Huge fan pumped air pipes connect to exterior vents and to the central shaft of Chagrinspire
34 Boiler room runs local heating and also helps power pump houses and motive power. Also act as a repair crew, supply stations and may have working housing. Generally run down and may be vermin-infested. Also, there may be portals to the boiler room of hell with 
invasive, insane demons, slaughterhouse devils, and cannibal clown monsters that may occupy a boiler room
35 Engineering station with barracks of workers on various large-scale projects, including for the great nullification project. Some projects are temporary for a few years, like new tunnels. May be stalled and abandoned, or crawling with workers repairing some old abandoned project
36 Control Centres with various console-filled panels for remote systems like power, water, traffic, rail, factories and other systems. Living or automatons may staff
37 Pneumatic messenger tube station where pods come in and out and are sorted and sometimes inspected by security. A maze of rooms with numbered tubes and some wall charts explain where tubes go, like a railway station line map. Some pods have valuables. Without constant poison baits, vermin love these places
38 Sewerage Works moves and recycles waste from living occupants. These areas are full of pipes, and if run down, will be leaky and covered in sewerage. Machines turn into fuel or recycle food waste to be sent to gruel factories. Dead bodies can be processed, too, and many are inhabited by slimy, telepathic, tentacled sewer monsters to control the giant rat and mosquito problem. The creature's telepathy might also be utilised somehow, like a messenger system usable while seated on a toilet or by mentalists
39 Telephone Exchange operated by the secret police, with vast telephone exchanges with banks of operators (living or robots)
40 Telegraph Exchange maintain the telegraph system and batteries for non-magic dependent communications
41
 Recreation Park of fungus or grow lights for plants, some manicured by trimming and a few statues
42 Amphitheatre for performances, small ones often in park or plaza, larger ones for huge rallies  d6 1=theatre, 2=music, 3=goblins vs giant beetles 4=kobold cart racing 5=automaton battles, 6=monster colloseum
43 Music Hall for rowdy song and dance shows for the tasteless mob, often there are districts with many taverns and eateries in between
44 Vice district, usually a poorer or run-down area operated by scavengers, criminals and gangs selling illegal services like sex, drugs or gambling and certain forbidden musical instruments. Pit fights, sex shows, live vivisection and torture are in the worst ones
45 Artists district where gnome beatnic poets and painters live, work and play. Other gnomes come for art, vice or tourism. Acorn coffee bars play gnome jazz and are decorated in gloomy abstract art. Eventually, the artists move out as the rich claim areas for their acorn coffee bars and quaint former worker houses
46 Aquatic Centre with various pools, bath houses and even a paddleboat lake with fish. If left too long the fish, frogs and shrimp get gigantic and fiesty 
47 Opera House a spectacular hall with incredible art and acoustics. The biggest have multiple chambers where the rich come to show off in fancy outfits. Vast areas behind the stage for costumes and set production. Some have anti-scrying zones to stop freeloaders with crystal balls
48 Gymnasium with locker rooms, a small diner, various rooms of equipment, a bathhouse, pools, and some have a huge hall or outdoor stadium for events. Images of famous gnome bodybuilders with moustaches lifting weights decorate the walls
49
 Abandoned or unfinished infrastructure or industrial buildings or even a section of a closed tube train line, or even a station, are now operated on the black market for shifty goods, entertainment and services. Seedy bars and hourly hotels are dangerous for the soft 
50 Museums of Black Sphere & gnome civilisations d6 1=art history 2=history of inferior civilisations 3=natural history 4=nullist art
51 Fire station with vehicles connected to the highway and smaller carts for local fire. The crew usually live above the garage for rapid deployment. There are barracks and training areas
52 Hospital with a bay for vehicles and carts. Floors of sick beds above the bottom floor, emergency and administration
53 Automaton Recovery centre collects broken machines and tries to repair or destroy insane ones
54 Repair Crew emergency station for road and rail works and other construction infrastructure. Full or workshops, stores and barracks
55 Euthinasia Clinic, where depressed gnomes go to be terminated and recycled into protoplasm or food products. Some are vast with ornate art and soothing music
56 Courthouse for legal disputes between gnomes where one obviously is not immediately superior. Some are large and have multiple chambers with a guardhouse and cells. Some have execution areas with guillotines or for firing squads. The bodies are thrown in sewer lines to be recycled
57 Prison for heretics, slackers, the insane, the elderly and troublemakers. Also, explorers from outside, like adventurers or scavengers. operated by automatons and even abandoned ones might still operate
58 Police Station, with cells and a garage for automatons and vehicles. Carts and bicycles for local use, but may be connected to a road or other transit point. Some specialists might only deal with roads or common areas, or transit points. Riot squads have armoured cars 
59 Secret Police Station, with cells, torture chambers, armoury and barracks. Have armoured vehicles and automatons. They deal with internal crime or outsider espionage
60 Civil Defence Unit barracks with an armoury and training area where personnel are ready to repulse invaders and help with disasters. Mostly, they are part-time and hunt vermin, but they do aid in cleanups of water leaks and structural damage
61 Clone factory breeding and basic training centres for mass-producing humanoids. Some are starting again, but protoplasm shortages make projects compete d4 1=gnomes 2=humans 3=orcs 4=abhumans
62 Industrial kitchen and cafeteria, some meals are delivered by pneumatic messenger pod, delivery carrier or elevators to other distribution centres. Many better-off gnomes have a dumbwaiter deliver meals. Most food was in vats and alchemical food substitutes, but those servicing the rich had assembly lines of chefs or cooking automata or real food 
63 Alchemical refinery, but demand has slackened since the apocalypse. d4 1=fuel 2=distilled grog 3=potions 4=explosives or gunpowder
64 Research Laboratory for d10 1=alchemy 2=automatons 3=death rays 4=gas 5=germs 6=undead 7=monster breeding lab 8=wizardry 9=summoning 10=gates
65 Greenhouses with well, misty habitat for d4 1=food crops 2=herbs 3=alchemy ingredients 4=carniverous giant plants 5=garden 6=zoo
66 Mushroom farm with sprawling dark arways with paths for workers, if abandoned, will be gigantic and crawling with giant bugs and vermin
67 Alchemists' refinery producing some rare concentrated material operated by workers and automatons. If an abandoned area is flooded with warm water and mutant clans and creatures
68 Cafeteria range from d6 1=stand at counter serving gruel from a pipe 2=small cafe with several staff and a robot to make acorn or mushroom coffee 3=colourful youth diner playing wild gnome jazz from a record playing golem 4=large worker or school cafeteria with benches and trays for food served by surly workers or automatons 5=managers class vip resteraunt with dress code 6=family resteraunt full of propaganda for Nullism depicting clowns 
69 Industrial foundry making parts with giant furnaces and linked to road and rail delivery and warehousing, might have living or automaton workers; otherwise, scavenger gangs search for valuables if abandoned and large monsters might live in cavernous areas
70 Factory complex with assembly lines and workshops assembling goods and machines or packaging foodstuffs in cans or jars
71 Elevator station with multiple elevators, may be diagonal, not just up or down, including d6 1=dumbwaiters, move small goods like meals, laundry or rubbish 2=service elevator for one to two passengers each with a work trolley. 3=huge work shift elevators for 30+ crew from work to home 4=large freight lifts for machinery or vehicles 5=corridor of various elevators, some express, with attractive decor used by the rich and management mostly  6=one person continual elevator goes one way, step into a coffin-like pallette in a constantly moving conveyor belt, dont get your clothes caught in the worker ones. VIP models are more comfy and safer
72 Roadway, including major multilevel highways with ramps or elevators for changing levels. Some lanes are over urban blocks, atriums. Smaller lanes let deliveries be dropped behind shops and small workshops or houses. Some tunnels are for special goods, VIPs and security. Some large wheeled automatons and walking automatons use it too
73 Train station connected to level loops or the spiralling ines going up or down with two engine golems to climb easier. The smallest have one line, but the more lines, the more likely to have shops and an arcade, usually have vending machine golems
74 Light Rail Tram station often connecting living to recreationals and shopping or work districts, may be suspended over districts and stations have stairs or ramps, and some might have a single rail above or below. Some systems have single rail or cable cars above urban atriums. Cars might be golem cars and self-powered. Routes are shorter than train lines and often share roads and pedestrian walkways (making them ring bells)
75 Aircraft Hanger for assembly if deep inside walls towards the core, or for actual aircraft or airships to land or be stored. Long-closed stables for flying monsters were phased ou,t but might be accessible. Monsters are more manoeuvrable and weatherproof. These structures are enormous. Construction hangers often disassemble into parts for final assembly. Some have huge conveyor belts or tracked platforms to move. The topmost levels have rocketry platforms 
76 Parking Garage for vehicles, mostly cars, but some automatons and golem machines with wheels or legs use. Act as fuel depots and repair garages. Some store v
ehicles in bays reached by ramp, elevator or crane. Some areas require large multilevel ramped parking stations. Some specialise in vehicle types such as a bus, taxi or bat-milk depot. Connect to major roads and other districts like markets and production
78 Stairwell hub for in-level travel or emergencies, but also acts as air shafts, some are secret or have limited access by some services
79 Escalator hub often around a central shaft and able to see upper and lower levels, often links housing to shopping or entertainment, or between transit stations or main levels
80 Canals in some areas transport water to the void shield water tanks around the core of Chagrinspire. There is a series of locks to raise and lower levels, but some for cargo might have a series of steps to slow water falling but not great for living things. Lots of this traffic can exit Chagrinspire via the Aquaduct on the plateau gatehouse 
81 Bunker Prison for cultists who are used to drawing power from their gods into the great apparatus. They are kept alive despite their best efforts to die via machines
82 Secret Police Station for secret police with cells, barracks, an armoury and automatons. Highly secure doors
83 Automaton Bunker depot for servicing and storing automatons, and includes defensive combat machines. These areas are secure, so they can reconstruct the damage
84 Bunker Black Lab is for developing a single magical-based technology or studying some exotic relics or materials d4 1=making a new species 2=making a new magical weapon 3=developing a new alchemical weapon 4=vivisection of moon people or exotic peoples brought back from expeditions, and organs bottled for study
85 Replicant Bunker for making various shapeshifting espionage agents. Include androids, automatons or cloned doppelgangers or changeling agents. They are trained and prepared for missions, then dropped by air or tunnel
86 Splinter faction bunker is trying to run a secret campaign within the Black Sphere order for power and support for some project. Not all their means are legitimate, like the illegal funding of this base 
87 Hells Bunker - controlled by a faction serving hell and sabotaging gnome civilisation. Spreading self-interested corruption of the system. Have a secret hellgate
88 Exile Bunker, the highest security open prison, so inmates can be kept for life imprisoned by a simulated environment. Built for d6 1=criminals 2=immortal 3=hostages 4=spies 5=adventurers 6=heretics.  Simulates d4 1=undersea pressurised complex 2=specific social experiment test subjects 3=village or suburban cul-de-sac 4=
89 Black Sphere Propaganda Centre, where planners make posters, sell buttons, broadcast speeches, print papers and help keep gnomes faithful to universal oblivion 
90 Black Sphere Command Bunker, a secret centre for planning long-term gnome operations outside Chagrinspire and across the world. If unstaffed deathguard flesh golems are in storage and awaken if vault door is breached
91 Temple or cathedral to a gnome religion or other gods for the convenience of some workers, includes a catacomb with thousands of gnome bodies
92 Prison for deity d4 1=elder elemental 2=demon noble 3=faerie or land spirit 4=horror from beyond the void 
93 Industrial-scale summoning and binding factory where entities are turned into batteries or used in magical machinery or items. Highly secure with spells and automatons. 
94 Forbidden Vaults of strange items for study or containment, very secure. Large warehouses with multiple levels, with various labs for scholars.
95 Forbidden library actually linked to the libraries of hell, where evil students can get a low fee loan deal wth imps
96 Teleportation Station for VIP or secret gnome kill teams. Stations are often linked in serial sequences to larger portal stations. They have these on some airships and outposts on every continent  
97 Gate Station, where crack gnome teams with servitor humanoids and automatons investigate other planes. Each gate and lab has a specialist armoury and barracks
98 Something from another plane growing d6 1=Xor a world of meat 2=dungeon dimension 3=alien fungus 4=sculpted alien secretions encrust everything where colony of outer darkness alien beings 5=vegetation 6=crytal 
99 Magical Schools, including arcane colleges or a university for upper-tier magic specialists, but there are state schools for common gnome magic, religious schools, druidic schools for fungus farming and monster breeding, mentalists for inquisitors and secret police. Necromancy, diabolical, and demonology schools are more secretive and hidden 
100 Divination College, where barracks of possibly hundreds of spell users conduct divinations while specialists operate crystal balls and contact planar beings for information. There is a library of past divinations and specialist schools for leading large numbers of augry priests. Strange items and magic also come here for study