Monday, 20 May 2024

d100 Domestic Golems






















Chagrinspire book having some major updates and 20+ pages of outpost ruin adventures out shortly.

Golems and automatons are common in Chagrinspire and used in homes by the ancients. They were smart enough to make machines that could self-operate and talk but most were mobile and could not escape. This is a problem when you give souls even limited ones to golems. 

They all have a face to interact with and require normal reaction rules
some have light-up gem eyes that light up when on or flicker as they speak
They could be followers also
The army in fact used quite a few of these
There are giant industrial golems also with humanoid faces too

As cool as golems are they cost lots and most of these were made long ago

d10 quick golem types
1 Kitchen 
2 Workshop
Cleaning
4 Garden
Luxury 
6 Service
Security
8 Specialists
9 Travel 
10 Humanoid 

d100 Domestic Golems
01 Oven golem self-lighting, can set temperatures in different draws and 1in6 doesn't require fuel possibly with a small elemental or sala,ander bound inside. Will offer cooking tips and recipes and can warm a room
02 Sink golem with two large tubs which can be filled with hot or cold water on command 1in6 have a soap mill dispenser
03 Cauldron golem a scary-looking bronze pot could be for a bible kitchen for feasts, or a temple sometimes by witches or magicians. Some offer tips for researching potion formula.
04 Pantry sphynx golem protects food from vermin and sits around like a deco sphynx with a pharaoh's head of brass. It also has an encyclopedia memory for every item put in or taken from the pantry
05 Mill golems come in various types and produce usually one food item if the handle is cranked. Most are gloomy and reluctant moaners. Most produce a d100 serves a day (roll once or daily variants). Most produce basic items like flower or oats or buckwheat or barley but some make baked good or cakes. Smaller ones mill salt or pepper, made of silver and more happy
06 Knife golem sometimes in a set and for one type of food or cutting. All act d4+1 magic weapons and all negate penalties to damage from low stats. The good items complains if used to kill and cries and screams if used for evil deeds. The evil version laughs like a maniac as it murders and slashes people. May seem the good sort for months while secretly murderous
07 Kettle golem pours hot water out with some fuel and water put in. 1in6 are fancier that produce water and heat without fuel but pour slowly and very safe for cups of tea. Is a snooty old woman who advises on tea, fancy cakes and etiquette. She loves teaching willing students 
08  Bazier golem who follows you around for handy fire lighting, cooking or heating, often cute. Some are evil arsonists instead who delight in burning
10 Spit roast golem will roast, rotate and baste a whole deer or goat or pig all the time talking about how delicious it will be. Has arms to spit the creature and slice mead, also can walk around. A few rare cursed ones killed and cooked humans and served to others. 1in6 can conjure a freshly dressed and herbed and salted animal carcass ready to roast
11 Saw Golem with a circular saw on its chest and arms with clamps, loves to saw wood exactly. Rare these are mobile and if so are slow
12 Drill golem with various bit sizes and clamp arms loves to drill holes exactly
13 Lathe golem used to turn wood, the face gives you pedantic advice, does precise maths to turn precise objects. 1in6 are for metal work instead and larger  
14 Forge golem with a built-in anvil, furnace (requires fuel) and powered hammer letting an expert work faster and with less effort. Mobile but slow, produces lots of smoke
15 Sanding golem
16 Mining golem with huge mallet arms and a huge drill, loves to pound and drill rocs, slow mover
17 Wetsone golem has a rotating grindstone
18 Pottery Wheel golem can be used as a wheel or 1in6 with arms that can make pots and throw clay, Ogten paired up with a kiln golem similar to a forge golem
19 Loom golem a large-scale mechanical loom with a snooty lady voice
20 Spinning golem turns animal wool into yarn on spindles, 1in6 colours the yarn also 
21 Basin golem produces a clean basin with a mirror and grinning hot and cold running water
22 Bath golem vary in size only the smaller ones can walk, warm soapy water at your required temperature with bubbles and massaging water jets. 1in20 provides asses milk that makes bathers CHA +1 for a day. Evil people made filth-based or blood-filled baths. The jolly golem will talk to children and play with them and the larger ones have adult routines
23 Water closet golem is a small booth with gilded steps on golden legs. Velvet curtains hide a small chamber for toiletry needs with flushing warm water and dry wind that requires no hands to operate. The golem is a humble privy keeper who can offer advice or conversation
24 Washtub golem are gloomy and have hands, a washboard and brushes to clean clothes and scrub them with soap. 1in6 make their own soap and more excitable
25 Scrub golem washes floor surfaces with soapy water and brushes
26 Painter Golem, fill it with paint and it sprays a building or structure or objects. Good at climbing. 1in6 make coloured paint magically but some run wild to be artists
27 Broom golem can sweeps floor twice a day sometimes whistling sweetly so you know where it is. Mop golems are almost as common but complain when used
28 Chamberpot golem hides under your bed and empties itself discretely, very loyal  
29 Toilet golem is a ceramic bowl that assists user, talks to them and cleans itself and the user with brushes and sponges. 1in6 play music and produce scents. Some are locked and for one living master at a time
30 Bucket golem can hop Mov12 from a water source to where it is required and can transport wast water to a drain or sensible location it will refuse to transport manure or human waste
09 Ice Box golem is an insulated cold box with a large ever-frozen block of ice inside. Some have a ice toad or frost salamander inside. Some you can walk inside, They are very serious, a bit cool-headed and know the use-by date of any food stored inside. Some have a frozen box and a chill box for drinks
31 Plow golem replaces farm animals and work all day and night. Stoic and strong but peaceful often with a horse or ox head
32 Seeder golem plants seeds or seedlings prepared for it and will go on to water plants once they grow
33 Reaper golem cuts vegetation like wheat, reeds or grass. Often in form of skeleton reaper sometime with wings. Some made them able to fight
34 Sled golem designed to pull a cargo sled across various terrains, good in ice or mud or could tow a barge in a canal depending on size. Slow, sturdy and strong with excessive servile slow manner
35 Picker golem can harvest crops into baskets on their back, of various sizes, some have long arm, some have shear blade fingers
36 Beehive golems help bee colonies live in them and extract honey. If they don't have bees they can capture a hive. Slow and clumsy but stay put for months
37 Sheering golem can hold a sheep and cut off its wool into a single piece and bale it up
38 Digging golem can dig post holes, trenches or pits but mostly soil not large rocks. The soil can be gathered and piled in mounds. Good for fencing and planting trees 1in6 can also put in barbed wire or regular wire fences - some were made tt also be electric
39 Lumber golem cuts down trees, fuel itself of branches and foliage and carry logs. After gathering them will saw into beams and planks and load them onto wagons or barges
40 Shepherd golem that shoots preditors and cares for livestock. They make trophies like hats, cloaks and instruments from wolf parts and like to perform music to herds also 
41 Brew golem has a keg for a body and if supplied materials produces a splendid brew of beer a month and has taps to pour on command for guest. There are wine and mead versions which tae a year per brew but 1in6 magically create ingredients also. Some have arms and can fill bottles or serve beer in mugs
42 Hookah golem is an elaborate crystal water pipe with endless magical pipeweed in various varieties which also makes fabulous colours, bubbles and snoke rings everyone finds entertaining. The golem implores you to relax and promises to take care of you. Wiill help you stay in a dozy drug daze as long as possible. An alternative model is a cabinet woth mechanical arms with syringes and drug vials inside which tend to sound like rich mean doctors and abuse your addiction - apparently may have medical applications
43 Palanquin golem is a comfortable chair on a dais normally carried by servants but these have mechanical legs and are always clean. Can erect a sun or rain parasol
44 Dancing golem are entertaining perfect dancers who sink up perfectly with others. Some have been made as assassins as deadly gifts
45 Musician golem plays a single instrument, many built into the instrument and smaller ones march while huge ones have wheels and might act like a parade float also. Some are only able tp play limited bardic hits of the period but 1in6 are more innovative, adaptable and talented
46 Artist golem paint portraits and can stop and start based on model availability. Most can rapidly produce realistic paintings 1in6 more unique and intriguing  
47 Jester golem a small golem often like a puppet or ventriloquist doll. Cheeky and annoying, enjoy vice and some are evil and cruel. Usually entertaining and protecting their charges
48 Scent golem walks around a house with scented oils, incense and other pleasant materials to vary the scent and hide stenches. 1in6 also produces body unguents and arms for massage
49 Horse golem for training riders, most are quite pretty and try to keep the rider safe from harm. 1in6 are warhorses for mounted warriors. Smaller cuter ones for children exist and all are jolly friendly and sweet
50 Bar cabinet golem holds fancy drinks and makes cocktails and tells jokes and listens to your problems. Offers drinks as answer and therapeutic cocktails in any crisis. Runs fast and has agile hands for flamboyant drink mixing. Requires refills of drinks. 1in6 it can keep six ppl drunk all day every day 
51 Butler golem, cleans house, manages servant golems, dresses the master and running a household to standards. Very posh 1in6 sexually equipped
52 Maid golem cleans household items and rooms and serve masters. Some specialise in one type of room or one type of duty which they are very knowledgeable about like flower arranging or candles. Very posh 1in6 sexually equipped
53 Cook golem prepares food for crews of workers or a household. Quite tough and practical and able to make deals with commoners for ingredients. 1in6 are chef golems and more snooty who prefer to pay the most for every ingredient
54 Sailor golem acts as a crewman on a ship who can work in their sleep at basic tasks
55 Milkmaid golem milks cattle or goats and makes cream, butter and cheese products
56 Groundskeeper golem patrols estate for poachers and unwanted vermin and shoots them with a musket or crossbow
57 Counting golem can count very well, is excellent at quick maths and can do basic book keeping. Is a bit of a bore personalty wise but 1in6 are grifters with terrible advice that insist on getting a cut of money or produces corrupt books
58 Scribe golem can read and write, take dictation and copy documents and classical illustrations and decorations. Can also prepare scribal materials like quills, pigment and paper or clay tablets or vellum
59 Printing golem is able to print posters and can vary text and choose from standard illustrations carved in wooden blocks in a trunk built in. 1in6 can make new wooden images and type. Slow and noisy but good for posters and propaganda. Offers editorial advice any spelling tips
60 Golem bookstand has a specialist book bound in metal chained to the stand and on command the book turns to relevant pages to answer questions. Each such stand has a single book and the golem will be only too pleased to explain or read aloud the text 
61 Head golem a stone or decorative head or face placed to be part of a magical surveillance network. From a central control orb, all of the kindred heads vision can be browsed through. The golems may also act as silent alarms or might scream or cry out when intruders come 
62 Gargoyle golem a flying monster guardian often on roofs and walls of holy places and appear to be just stone statues, come in various sizes and flying or not flying
63 Door golem has been instructed by its creator or maker who may open it. This right could be passed down or depend on passwords or it might only open for a certain insignia. Some doors will argue and tell knockers to go away or even attack intruders or lock pickers. Castle gates and portcullis might be able to inflict more damage on intruders
64 Bolt golem may be a standing crossbowman like figure or built into a wall as a defence device that requires a password or flag to pass. Fires two repeating crossbow bolts around for a d6. Sometimes banks of them guard walls or doors and often where fighters on foot cannot reach
65 Iron-Maiden golem a cabinet to imprison a victim. Spikes inside the cabinet are controlled by the taunting golem to torment prisoners. Other torture apparatuses possible like the rack or a whipping post
66 Dog golem patrols property sniffing for strangers or suspicious scents. Can speak and is very loyal and noble. Curious and asks people about their scents and recent activities or meals. Expert tracker and alert guardian
67 Living weapons or armour animated to attacks
68 Living paintings are characters in artworks that come to life from murals, mosaics, stained glass, paintings or more
69 Living statues are magically animated some might be columns or in architecture or relief sculptures in walls
70 Defence golem is usually one of the classic fighting golemtypess
71 Prayer golem prays for you often figure based on owner and left in a temple to accrue merit in heaven
72 Chess golem has a seated human figure at a chess table with an additional seat. All our part of the same golem on a plinth with tiny geet for slow but sure movement in a palace not a road. Other games even card games have been made but chess ones are the most famous and desirable. The golem can train gamers also. In some cases the humanoid detaches and can act as a spy or assassin. Often the figures are smaller than a person and not threatening but some of the figures are death-personified, beast-folk or demihuman. Some can offer tactical or strategic advice
73 Teacher golem is a humanoid often with a large case that folds into a lectern or blackboard. Has arms and storage for books and a variety of whips, ropes and chilli peppers for naughty pupils. Can teach basic literacy, numeracy, common speech, geography and history. More specialised ones are often larger but don't leave their lecture rooms and have sage-like specialities 
74 Churgeon golem can perform first aid and surgery and is wagon size with two beds and two extra seats it can carry at a good pace. Works better with an assistant and it can provide a mallet or grog for pain relief say for amputations. In some places like a ship, they will be immobile
75 Libry golem usually works in a library with elongating stilt legs and arms. Ones that never leave are usually humanoid with legs but many have a trolley for books and the travelling library is a secure folding mini library in a trunk with at least a hundred small volumes. The golem can assist with enquiries and is very knowledgeable but prissy and dislikes noise
76 Knight golem are armoured warriors. Some are foot knights some are fused to their mount like an equestrian statue and others the knight and mount are separate but a set of golems. Made for training, practice and even warfare. If only to kill may emit fire or smoke and scare most animals
77 Soldier golem is a rightly coloured soldier with a large hat and a musket it can fire once a round or use as a bayonet. They naturally form up and some are officers usually with a bigger hat and a sword. They are unimaginative soldiers who fight to destruction for their master's pleasure. Often come in sets but some collections might be of different types. Ancient wizards would battle them for pleasure 
78 Wizard golem is a spectacular shiny metal figure of a robed wizard with a hat and staff (and sometimes a smaller golem familiar). Each basically can fire a magic wand or wallop with its stick. Will say wise aphorisms and is self-assured. Creators put lots of effort into the personality of these golems and some have basic arcane lore skills. Magic missiles are the most common types but some with more powerful spells and are larger. The wands carry d10+10 charges and are built-in and regenerate a spell level of charge per day at rest
79 Executioner golems are used in public displays of punishment and not many want the job. Most use an axe or a two-handed sword. They make effective fighters also and are not very chatty unless addressed. Some will pronounce judgment of the criminals. Often large humanoid with a hood or fearsome face and ornate weapon
80 Holy golems are a portable shrine and always are sanctified around them unless inside of a larger holy field. They often include an altar, a baptismal font with holy water and incense burners and other ritual objects and artwork. Includes storage space for robes and other holy nicknacks. The golem can chant, sing, play a horn or organ and offer suggestions with holy lore but it can't actually run a ceremony. Often they march with religious armies or templars
81 Baggage golem carries bags, sacks, bales, trunks and can march without tiring. It can briefly run if in danger and follows master for ten minutes then it needs a rest
82 Lamp golem follows the owner providing light and lighting areas
83 Mirror golem will talk to users offering fashion, tips, advice and positive admiration
84 Trunk golem for travel has feet and opens on owner request, also comes in chest or barrels for moving goods
85 Boat golem usually 1-12 people requires no oars or rudder and has feet so it can cross land and paddle in the water. It can also do this fully loaded with people or goods so such golems might be seen with merchants. Not good at climbing but the smallest 1-2 person can manage better. Can be given orders like wait or come at a certain time and has a case with fishing gear in some versions
86 Chair golem walks while you sit at a walking pace but ca run if unburdened. 1in20 has wings and can fly you to other dimensions in the world tree branches or the sky dome 
87 Golem cartographer is a walking desk with arms that can draw maps from where it travels like on a boat, wagon or where it walks. Good for wilderness and indoors and left alone it will detail a location or area it can reasonably reach. It likes heights but is poor at climbing. It has various draws for maps, cartography tools, ink and blank vellum sheets. When sitting still and all its panels locked it is as solid as a block of steel 
88 Golem Dresser a walking travel wardrobe case which folds out into various draws and a mirror to help dress a master. It has arms and can repair clothing and flatter its owner
89 Picnic golem carries a feast and blankets and hot water with warm and chilling compartments that prevent decay or spoiling. Include a cloth, cups, plates and silverware. They get very upset if anything is not returned in its place. It is a cheerful companion and knows stories and games. Some have arms to pack and clean and serve. Big ones include small folding tables and chairs
90 Clock golem tells the time can memorise times and has many alarms that can be set for years. Can recite dates and appointments
91 Orb golem with a divination device like a crystal ball, bowl of water or crystal for surveillance. Once you direct the golem to spy on someone or somewhere the golem will watch and report to you what transpired 
92 Soul jar golem keeps one or more souls trapped in jars and can be a prison, or used to access spirits whos advice is needed. The golem can walk and discuss what it knows about prisons. d12 number of souls inside, more souls the bigger the golem
93 Magic lantern golem can project illusions around it and tell stories and can be quite addictive. Also handy if you need a room made into an illusion. Has a refined elderly wise voice of uncertain gender
94 Artillery golem can be fuelled with gems to fire a lightning bolt or a fireball depending on the version. 300gp of powdered gems per shot and can fire once per turn as the golem refines the gems into magical fuel. Has wheels and the size of a cart can move and advise on range and targeting. Will explain how to operate itself. Variant spells types with size according to spell level. Nobility seek these. Many ar cmmite to an extinct faction from long ago and this can affect how cooperative they are. They may need to be convinced to fire  
95 Car golem is a horseless chariot you can stand in with two wheels with a charioteer figure who acts as a loyal driver who can follow complicated plans. Up to a d4 passengers can stand on the platform and the car provides half cover and cannot be damaged by non-magical missile weapons. Some have illusionary fabulous steeds to impress people and 1in20 can fly and doesn't even have wheels 
96 Mole golem is a mole machine vehichle which can pilot itself and follow complex instructions and navigate underground. Sizes vary but 4-12 is common but smaller races like gnomes or kobolds can double those numbers. It can visit and describe any land it has been
97 Ornithopter golem a metallic bird which can be ridden or larger ones carry a cage or have a cabin inside. It can follow instructions well and can navigate. It flies by flapping wings and some may be bat or insect or magical creatures made of gold and silver
98 Juggernaut golem is a tiny fortified building on two huge stone roller wheels with a ram head for shattering walls or doors. It can crush most creatures under its wheels easily. Most love destroying stuff and bellow abuse in battle. Crew can assist from the structure and in some cases it will have a shrine and priests
99 Sarcophogi golem can inter a body and turn it undead and even impose a basic mission. It only requires corpses and 24 hours in darkness to start (no sunlight or flame but magic light or bioluminescence or electric fine). It will advise the master on its operation and encourage them to get copses and build an army. Most make skeletons or zombies or spectral soldiers but some create more dangerous free-willed undead with no guarantee of influencing them. The golem with lesser undead will instruct them a basic mission such and guarding a location. Some such golems influenced by evil can take command of the undead for a secret evil master
100 Vat golem is a magical glass apparatus with the right ingredients and time can be used to grow monsters. Come in a small, human size, huge and giant size and most only make one creature orcs being the most common and cheapest who only require some blood, mud and old bones. Some larger machines might have multiple jars used at once instead of one large one. Usually, it requires a week per HD and various ingredients. The golem can walk slowly if not in use and will explain each step of the process and the ingredients it requires. Creatures created may be easy to fool in first few days but are free willed and not obligated  to obey

Sunday, 12 May 2024

Lake Vinegar of Chagrinspire





































Wet World of Tears
Close to Chagrinspire and fed by underworld rivers pouring from lower Chagrinspire. It has shrunk over the years and left swamps and wetlands around it. The great trenches around the mountain were disrupted by the lake. Many warships and cargo transports sunk here over the apocalypse war so fish folk can be well armed. Various marine beings and monsters came here for adventure and started colonies here as did some from the Underlands.

A Bulwark is a fortified town built over a lake or a river possibly incorporating some islands or artificial causeways or connected by bridges. Some have walls and may be built by pirates, villagers or other factions. This offers transport, waste disposal and defence all in one. You might find older ones burned away or flooded or sunken and now occupied by fish folk or undead just underwater.

The lake was once bigger, and purer, with great concrete structures of ports and marine forts. Most were destroyed in the war but ruins may be hidden underwater or mud,

d12 Lake Vinegar Locations
1 Pickleton Bulwark fishing village on wooden stilts in water with a fortified wooden door. with boats and a controlled walkway from the shore to enter. A merchant lord controls it with mercenaries and pays for salvage from the wastes for a guild of a far-off civilised nation
2 Bandit Camp is a small island of bandits. Using canoes and rafts from their small log fort on a small rocky island close to shore they patrol roads for victims. It has moved several times they take all their cut wood with them. They just want to rob civilised folk and avoid cults, wizards and non-humans
3 Marsh Village, is a small village of hunters, bandits and fisher folk who hate authority. The location has moved before, especially in flood season all structures on floating rafts and of woven reads. They have many allied beast folk living among them
4 Fishtraps an area of ancient stone fish traps that are operated by local tribes by blocking exits high tide then trapping various marine creatures easy to round up. Tribes fight each other and camp here a d4 days. All tribes unite against civilised peoples here. By night fish folk prowl around and remove the blockages that trap fish 
5 Magic Island where a camp of wizards and mercenaries have arrived to build a base to raid mainland artifacts. They have made a deal with the lake dragons and travel freely and even trade spells. Strangers are not welcome but will be arrested and brought before at least three wizards. They may work with or hire other organisations. They have some cult infiltration but most academic or nobility
6 Lakeboar Village where swine-faced orc abhumans fish for monsters and act as raiders from their small sailing boats. They also keep mud hogs in their homes and use pigs to nurse their babies. Some of their berserks are were-sea-swine aquatic manatee-tailed pigs. These ferocious marine combatants can fight on land or water. They have an inn and good cheap food except for the acorns they offer like nuts. Their pig goddess occasionally craves blood for feasts once a year so locals avoid them then 
7  Gnome Aquahab - underwater domes connected by pipes and connected to underground waterways the grey gnomes of the deep are used as transit tunnels with submarines. They operate several of these subs, two fish-like ones that deeply spies or moves automatons and a larger warship able to sink anything on the surface world and powered by steam
8 Sargassum - several large areas of gigantic water plants where some wrecks have been caught in and many beings have made into homes with gangplank and adapting wrecks into homes. Various dangerous creatures wander the weeds above and below water. A fishing village with a famous pub "The Inn of Lost Souls" is a major trading place but constantly fighting fish folk
Ironheart the wreck of a battleship wrecked by a tsunami and partly ashore in the ruins of an ancient harbour. A settlement of scrappers live here. They also explore other shipwrecks, especially with the cargo ones. Many were hurled ashore by explosions or trapped in marsh when the lake drained away to the Underland to flood a gnome city
10 Dagons Bulwark - a sacred shrine and village of fish folk and cultists who welcome various chaos and aquatic demons and water elemental cults. They seek to control all the wetlands then spread down the river. They help druids if it comes to making water more livable
11 Hoppsville Bulwark is a frog folk wooden town over the waters with a shrine, a theatre, several taverns, bug farms and brewers of frog grog and growers of marsh weed. These popular narcotics have been spreading like fire. Frog folk employ were-frog bards to spy and sell drugs over the waste. A few priests of gods of light have deemed these drugs and even the addictive healing potions frogs sell to be wicked
12 Dragonspawn Beach - lots of lake dragons breed here and young ones are commonly basking on the beach in the sun. They may be curious or hungry and investigate anything edible and they know if they scream an adult dragon will come to help. Strange slime, glowing lights from blue dragonfire and roars are common phenomena in the area. 

d12 Lake Vinegar Ruins
1 Blackbog Village a former crime hub with gambling and vice that reached many kingdoms until an army came and buried it 30 years ago
2 Ruined Chapel was a settlement of pilgrims with mudhogs who came here and made a life but at some point, they were all killed and the place looted, A dozen small stone cottages here and a good well. People fear the phantom in the chapel who moans at night
Lake Towers - where several allied wizards lived all long abandoned and only four of six fully stand now. Small islands were once connected by causeways or wooden walkways but most are gone. Magic traps have kept two sealed and others have been partly explored
5 Lake Village can be seen ruined and underwater from cliffs over the lake. Fish folk or mermaids are sometimes seen here. Some say the church bell can be heard at night
Haunted Bulwark a failed lake village decades ago all killed by raiders and said to be haunted. Badly burned but many platforms and some houses were intact but damaged
Cursed Island - over a causeway which can be walked across to a cursed island normally guarded by a lake monster in low tide. There is a ruined manor and village and prehistoric monoliths on the island
8 Underland Pier a concrete pier close to ancient underground canals to the great dark Underland sea and ancient trade. Traders once came here from many lands. In the apocalypse war, it was a vital supply point for the Chagrinspire forces. Many tunnels were collapsed or trapped but some say strange traders can still be found here. They supply the smugglers guild and frog grog guilds with addictive ingredients for the continent's vices
9  Sunken city a coastal city exposed during tides with a reef of marine creatures. Treasure hunters are keen but require the means to reach the good ruins. Many report hostile marine creatures. A madman found said he was kept prisoner in the fish folk temple inside the reef where they plot against humanity
10 Pact Rock is a black and green stone cliff carved with figures with ancient fish folk cuniform and frog folk pictograms. The figures depict their deified 
royalty ancestors meeting and eating bugs and worms. The bilingual text declares all bugs and worms are for frogs and fish and that both are at peace as long as other species a threat to their empires. Frog and fish folk come here and have underwater temples you can hear them croaking in some nights. They call it the treaty of bugs and worms
11 Black insectoid stone ruin here used by some unknown peoples long ago. Cults pilgrims like to visit and camp here and sometimes they fight over access. Scholars are curious and only a few expeditions could stay briefly due to the leech folk abhuman tribes. Frog and fish folk declared all people here are officially bugs or worms and therefore food
12 
 Ruined ancient city Carcosa is said to be haunted by some ancient citizens who worshipped the outer gods before the Black Sphere Cult long ago. Cults come here for relics and visions

d12 Major Factions around Lake
1 Frog folk abhumans d4 1=soldiers 2=hunters 3=scouts 4=cultists 
2 Fish 
folk abhumans d4 1=soldiers 2=hunters 3=hybrids 4=cultists
3 Rats folk 
d4 1=scouts 2=hunters 3=fishers 4=alchemists with mercenaries
4 Orc d4 1=greenskin tribe 2=hogface tribe 3=cyclops tribe 4=wolf tribe
5 Crime d6 1=slavers 2=smugglers 3=bandit gang 4=guild agents 5=pirates 6=assassins guild
6 Scavengers d6 1=humans 2=goblins 3=dwarves 4=orcs 5=mutants 6=halflings
7 Crusaders d8 1=templars fighting for gods 2=knights seeking glory 3=inquisition cult hunters 4=excorcist demon hunters 5=mercenaries led by noble or priest 6=children here to save the world and do you have food? 7=monks/nuns with guns 8=paladin led force of zealots
8 Barbarians d6 1=magician killers 2=druidic cult seek to repair wounded lands 3=plunderers and mercenaries on adventure 4=city burners 5=orc clan 6=beast folk
9 Alchemists guild d4 1=agents seeking something 2=scholars here to study with students 3=seek weapons for use back in homeland 4=seeks to join the Black sphere or steal knowledge
10 
Chaos Cult d4 1=mutant warband 2=priest with cult 3=wizard with apprentices and monster pets like bound chaos elementals, shoggoths, slimes 4=demon cult mercenaries with a lesser demon
11 
Grey Gnomes d4 1=spy sub 2=scout airship 3=stealth psi-gnome kill team 4=mechanics with squad of automatons
12 Cult of the Black Sphere d4 1=uniformed squad of clone soldiers with muskets 2=ork troops with improvised and found gear just made recently in vats 3=automaton troops with muskets in steam tracked carrier with a small cannon 4=team of alchemist commandoes with magic potions, grenades, incendiaries and poison blades  5=flying machine strafes area with machinegun then leaves to report 6=clone ogres in uniforms and black helmets wielding halberds or black powder swivel guns

d12 Local Cults
1 Night's Whispers have been duped by Derro and receive mutagenic compounds to become more subterranean. The priests whisper in the cracks in old temples and obey the reply. Sometimes potions, weapons or mutagens are gifted to them and some go to live with the secret masters forever. Black robed agents kidnap and murder enemies
2 Dagon is a fish god warrior and farmer popular in ancient times who has returned here thanks to the interest of the lakes fish folk. Hybrid cultists show mutations after a few generations but are common. He is increasingly portrayed as a fearsome fish man but in old times he sometimes had a merman tail. Members are promised immortality underwater if they marry a fish folk
3 The Way of the Dragon is a cult of persons used as familiars by the lake dragons who taught spells to the first grand masters who use draconic magic script. Dragons are secretive, paranoid and use the cult to meddle in affairs and learn magic secrets. The dragons were brought here as thralls long ago and now claim all the waters and wetlands
 4 Cult of Death are here on pilgrimage to this great charnel pit of destruction and the thousands of years of corpses. They are very exited and see opportunity everywhere for them to conquer the world. Also the ancients used undead to recycle dead troops quite a bit and must have had necromancy and are interested in necromutations found in the wastes
5 Frog Cult get high on drugs and live in swamps close to the supply and work with the smuggler guilds who are best kept away from the masters. Clans are very territorial and may hunt strangers to eat or marry. Some are hybrids or mutants or even abhuman beast folk. Mostly they want money and a vast spy network using narcotics. Some seek to help frog folk colonies spread and smuggle spawn or tadpoles
6 The Dark Serpent cult worship a lake monster who grants the cult spells, in reality, it is a demon who sneaks away from duties to propagate believers here. The priests are really snake folk changelings. Most don't realise the creature is real or even sentient
7 The Dark Vessell a cursed ship that attracts cultists who become slave soldiers on the ships raids. It uses a captain as a puppet to speak and if killed it takes a new captain. Crew are increasingly mutated by undersea life. As long as cursed crew cant stay away and will even be reborn more mutated. The crew longs for death
8 Null the demon of darkness whose cult favours this land. They seek power and to sabotage the black sphere. Many early members of the Black Sphere defected from this cult so they like to hunt the heretics with elemental darkness, shadow hounds, undead and shadow demons 
9 Star Spirit Cult obey the word of star people who live in the crystal citadels of the stars. Cultists bring the star people in their gate shrines or meet them in wild places where they visit in their crystal chariots and ornithopters. They have a secret purpose the cult do not know   
10 Molog the machine demon seeks to subvert the Null Sphere to conquer reality and needs followers to take risks installing shrines in the machinery of Chagrinspire. The cult believes they are stopping the Black Sphere and will enjoy a share of power and rewards forever. His automatons subvert machines to evil and mutate flesh with metal
11 The Lady of the Fog who saves innocents lost in the night often using her mists rather than appearing. The cult has grown of people who say the lady saved them. Some have had visions of her will. They preach help and charity so most people think them harmless 
12 Barron Murder a ghoul chief who leads the free-willed undead against necromancers and those controlling undead. They know it takes a certain number of humans to support a ghoul clan so they don't mess with this. He has been courted by a plague god and bringing in more types of free willed undead

Saturday, 11 May 2024

d100 Black Sphere Cult Maxims, Phrases and Epigrams





































The cult of the Black Sphere was formed by cults of the outer gods, materialist alchemists and the morose grey gnomes of the deep whose melancholia has made them hate existence. While mixing their magical arts they formed a new creed and purpose to nullify all that is or ever was.  

These maxims were chanted by the troops and arcanist scholars. They were engraved on gun barrels, sword blades, journals and on buildings. For the clone soldiers of the cult, these maxims gave them purpose. Unimaginative they may use these for code keys for guard passwords.

These are meant to be terrible bad guys and not admirable or sympathetic. Maybe their personnel might defect and be helped. The Cult use regular mind wiping and teaches this makes them more objective and serves the truth. Some memory loss may be from potions, machines, surgery, vat-grown alien monsters or psionics. Whatever is cheapest.

d12 Common Propaganda
1 Posters printed and hung or pasted to the wall
2 Portrait of a pro-Black Sphere kingdom ruler
3 Map showing controlled land around Chagrinspire
4 Panphlet explaining some maxim
5 Booklet of cult maxims, prayers and songs
6 Slogan with appealing mural
7 Graffiti scrawled, etched, drawn and painted 
8 Comic showing heroes fighting for Null
9 Magazine with printed images of soldiers and the homeland (was it even real?)
10 Beer with the Black sphere Label and pewter steins with pro-Black Sphere kingdom ruler 
11 Playing cards with rulers, soldiers, war machines in a collectable card game
12 Report forms of sightings of enemies activity like shells or flyers with pin-up posters. d4 1=friendly rulers portrait 2=scenes of homeland 3=soldiers and war machines 4=attractive saucy smut often the most valuable 

d10 Types
1 Basic cult plan
2 Enemies of the cult
3 Cult chants
4 Paranoia
5 Motivational
6 Fighting words
7 Cosmic creed
8 Save our souls
Machines
10 Ultimate negation

d100 Black Sphere Cult Maxims
01 End all suffering for all forever through the Black Sphere
02 Dont regret the past, destroy it and all its injustices
03 Only through the Null Sphere can creation finally find peace 
04 All desires and suffering and injustice will end through the power of the Black Sphere
05 Let the black light of the Null Sphere siphon away the agonies of time and existence  
06 End the tyranny of rulers and gods forever - all hail the Black Sphere!
07 The annihilating anti-light of the Black Sphere will show us the way to eternal peace
08 Through the infinite nothingness of the Black Orb all suffering will finally cease
09 All possibilities will be eliminated when the Black Orb ends time
10 The sphere sits and waits to end all but only we can inch it ever closer to oblivion
11 End the tormentors who wish to repeat the same eternal suffering for gain 
12 The enemies of entropy can only delay our struggle but they can never win
13 All the aligned armies against us are the same and they only crave eternal conflict
14 Our foes suffer needlessly in struggle so let us end them with mercy
15 Each life they hurl against us only advances our great purpose
16 By the power of our guns, we set fly leaden death on our foes!
17 Our ignorant enemies are lost in false dreams and old stories
18 Help our foes face the great silence of oblivion with us
19 Our foes fight like fearful beasts in a trap of illusions
20 The slaves of gods hate the eternal freedoms of Null
21 What do we want? Nothing! When do we want it? Never!
22 All Glory to the Black Sphere! 
23 The Black Sphere is the future and the future is now!
24 Embrace the salvation of total annihilation
25 Bring the stillness back to the void
26 No fear, no death, no strife, now is the time of Null life 
27 Snuff the lives of those who stand against our purpose!
28 Our enemies are scared of chittering insects before the coming nullification
29 Every enemy life ended brings us closer to Null
30 For zero fear live the zero life
31 Beware those who subvert the master machine from its true purpose
32 Let the doubters go hungry for their souls are weak 
33 Dont talk about your past while spies are everywhere subverting your destiny
34 Secret gatherings? Report suspicious meetings to your Inquisitors
35 Report mutations to medics before it is too late (soldiers shooting tentacled horror)
36 Frightened? Facing Doubts? Speak to your Null Preacher today before you are lost
37 Strange dreams are enemy attacks, report all dreams and don't talk about them
38 Not a doppelgangerger. They are on our side. Report look-a-likes don't kill them
39 Too many potions and now you have sweats? Report to your medic
40 Beware of books and unofficial documents that may contain toxic enemy ideas
41 Your heroic sacrifices will help end all history  
42 Memories distract you from your duty, mind wipes help everyone  
43 Feelings are a selfish luxury nobody can afford, ask your medic or null-preacher
44 The universe is a cosmic cancer and we are the cure
45 Only you can help stop the constant fire of time making things happen
46 Soon the war will be over and all the pain you have endured will end forever
47 Let your body be destroyed in battle against the enemy now! Don't let it be ruined by time and living in ignorance
48 Everything is going to plan - the end will start soon
49 Terminate the believers whose lust for life keeps them in the great dream
50 Lose yourself in the eternal peace that is sweet Null
51 I give my life to the Black Sphere so part of this rotting world can be unmade
52 I sacrifice my flesh for the Black Sphere to nourish the great annihilation
53 By the blessed horns of the end times I give my life to wipe away existence
54 By the power of the Null Sphere, I give myself to the great project 
55 By the secrets of the great machine, the un-making has already begun
56 Final power to the Black Sphere - let them unmake the mistake of existence
57 The one path to infinite peace lies through the power of the great black orb
58 Be no slave to petty gods or planar parasites let your will to power be through Null
59 Let the peace of Null touch your heart your mind and your breath, let your every moment be a gift to Null in the war against the ignorant 
60 When you reach for an enemy let the power of Null annihilate them through you
61 Spread the gift of unlife to the savages and their awful gods
62 Welcome those who came to die on our lands with fire and steel in the name of Null
63 The millions sent here to die against us only made our kind stronger
64 Gods and planar powers came against us once and now they are our captives
65 The enemy who copies our weapons only destroys themselves for us
66 We fight to end all war and all conflict together forever
67 Enemy captives willingly join us and fight their false former comrades
68 Only the Black Sphere can unite us all in the infinite nothingness, all other paths are just a delusionary delay
69 We march for forever victory against the tyranny of creation
70 Chagrinspire is the great bastion against the delusion of selfhood
71 Only final victory will assure your immortal souls will be free of thralldom to the gods 
72 When you kill an enemy their spirit just moves worlds or is merely reborn, only complete cessation of all existence and time will set us all free
73 The gods keep immortality for themselves, only the Null Sphere can free us from the will of gods
74 Turning on a being to the Null force is better than just killing them, your enemies will merely be reborn and we will have to just kill them again
75 The gods feed on souls and prayers and sacrifice so we will starve them and burn their otherworldly palaces
76 The soul parasites of the outer planes and the gods hate us for they know we can hurt them and set all peoples free forever from divine subjugation
77 When the god's great game is broken then we will all finally be free
78 Souls are just the cattle of the gods bred for food and sport by the ancient powers
79 Free your soul from existence, unite all in the infinite peace of Null
80 The cosmos cries out for silence through violence - all hail the Black Sphere
81 Even a golem can think
82 Our formulas propelled great flying machines and spewed poison across the sky
83 We made the great poison wasteland and soon the world will soon follow
84 They said a carriage could never be horseless or machines could never fly
85 As we approach the end times our machines will be stronger, smarter and able to fight without orders
86 The world machine is broken end it now 
87 Creation is a prison and only the Black Orb can free us all forever
88 The world illusion makes us all seem different and in competition but the final unity of the Great Black Sphere is inevitable 
89 Creation vomited us into being in a world of delusion against our will, the Black Sphere will end all
90 Strike back against the soul-eating gods and otherworldly hunger, strike back with the Black Sphere
91 Exterminate the lovers of the world illusion with no remorse
92 Kill the priests first then eat their gods later
93 Stop the eternal rebirth and slavery of existence, end it all with the Black Sphere 
94 Forget the past! Onward to Extinction for all!
95 We can stop the war whenever we want, the enemy must give up first
96 Onward to the final day of the Null Sphere! Completion is coming! 
97 The Black Sphere is inevitable, the rabble against us sacrifice themselves to futility
98 Life is an Illusion, the Black Sphere is finality
99 One final inevitable doom will make all our struggles meaningless forever
100 Do your part! Total cessation is the ultimate solution!

Friday, 3 May 2024

Factions for Chagrinspire For a Prison Adventure





































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

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

I will compile all this with previous prison stuff shortly

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

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

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

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

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

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

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

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

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

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

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

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

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

Tuesday, 30 April 2024

d100 What are those wild people up to now?





































Chagrinspire pdf on Patreon now
Had my birthday and an interview to be on a live stream twitch game

When you live close to the frontier the neighbors can be a little wild and rambunctious. This could be applied to barbarians, humanoids and beast folk tribes also. It is also handy for frontier gossip and might in fact be exaggerated and wrong. It might be a pretext used to persecute them. Maybe they are in fact even worse than the gossip. These could be clues to find treasure if graverobbing is your bag.

Some could be customs not understood by commoners or they could be adventure hooks. Maybe the tribals are doing strange things to drive off some evil force. This assumes a frontier or borderland where cultures clash. Civilised people assume they are righteous and are clumsy when dealing with others.

d10 Quick Shennanigan Types
1 Season rituals
2 Martial rites
3 Revelry
4 Sacred ceremonies
5 Violence
6 Monsters
7 Allies
8 Trade
9 Grusome signs
10 Supernatural

d100 What are those wild people up to now?
01 Chanting by bonfires late at night and leaping over fires naked
02 Beheading bulls and swine on a hill then feasting
03 Having orgies in the forest
04 Erecting stone monolith 
05 Erecting a wicker man to burn in a ceremony
06 Procession chanting on a route around local barrows and standing stones 
07 Making sacrifices on a hill celebrating an ancient ruler buried there
08 Wallowing in water and covering themselves in mud while chanting
09 Procession with a wagon carrying an idol to various local shrines
10 Renacting mythic story of a deity killing a dragon and quartering a convicted criminal
11 Berserks by night screaming like animals by night in rituals with blood-drinking
12 Druids and warriors testing and blessing new blades with sacrifice
13 Practicing manoeuvres in a ritualised training exercise in barbaric finery
14 A contest for warriors in a grand melee where the winner gets chosen for a chest
15 Having a competition in spear throwing and wrestling, winner gets a potion from druids
16 Two tribes warriors fight over a pig stomach stuffed with peas all day while other tribesfolk watch. Druids treat injuries and award winners with wreaths
17 Two famous tribal champions have a fight over a point of honour according to customs
18 Women warriors have a man in a cage they will release and hunt for crimes against women
19 Tribal warriors gather for a ritual animal fight for divination d4 1=horse 2=dog 3=bul 4=bear
20 Village gathers for a trial by combat to prove someones innocence
21 Having a days long feast with magic mushrooms and strong drink
22 Women holding wild rites and drinking will tear apart men who see them, foolish people hear wild stories and are killed yearly spying on them
23 Tribe in a stupor high from mushrooms and herbs, most lay about having visions 
24 Cheif giving gifts and making youths swear allegiance before a feast
25 Several tribes gather for peace celebrations and a wild party
26 Elaborate dances with strange costumes like monsters 
27 Bonfires all over the plains with chanting and feasting
28 Dancing in the path of people dressed as a dragon or tarrasque
29 Marrying two frogs to ensure rain with spectacular wedding feast
30 Dancing competition with competing village bards
31 Druids gather by standing stones in robes sacrificing animals 
32 Druids with a spectacular cauldron making potions for tribe
33 Druidic sacred marriage between two senior priests
34 Druids perform sacred rites in secret, outsiders are forbidden
35 Bardic graduation ceremony held by druids
36 Coronation on a sacred stone of a tribal chieftain who makes various oaths
37 Druids meeting the tree folk, tree spirits and dryads in an exchange of gifts to renew ancient pacts
38 Druids meet the chieftains of the animals and discuss their complaints against humans
39 Druids call land divinities to renew ancient pacts of the spirits
40 Druids call spirit of the green to inhabit a figure made from vegetable matter 
41 Intertribal raiding for months often is sight of civilised commoners 
42 Exited warband has been raiding and stealing livestock and scaring people
43 Berserks waiting by crossings on roads and rivers challenging warriors to duels
44 Fueding with other tribe screaming abuse and throwing spears, when someone hurt both sides flee
45 Kidnapping victims for slaves from local villagers to marry
46 Raiding for metal items to take to tribal smith, snatching farm tools and anything
47 Raiders on arson spree burning farmhouses and barns
48 Raiders taken hostages and insist on payments of food for their safe care
49 Threaten to attack unless supplied with livestock
50 Stirring up violence with another tribe with murders and leaving evidence it was villagers
51 Breeding monsters and releasing them in wild
52 Making normal animals hostile to villagers
53 Stole monster eggs and parents on a rampage in area
54 Have been capturing monsters to train for war which scares people
55 Holy ones of tribe have been making undead as hazards for travellers
56 Tribe has been keeping a troll and cutting bits off to leave near landmarks like bridges 
57 Tribe has awoken an ancient woodland nature spirit and told it slanderous tales about the spread of civilisation
58 Tribal druids planted dangerous monstrous vegetation and thorn hedges to hinder civilisation
59 Tribe has been locating ancient monolith prisons holding demons and setting them on innocent farmers
60 Tribe has been using lycanthrope heroes to menace civilised folk and infect them as thralls
61 Chieftain inviting humanoids to settle to help hinder the colonisation of the frontier
62 Tribes have been meeting to plan an alliance for war on civilisation
63 Tribes have been getting superior weapons from demihuman allies
64 Tribes work with faeries to spread the forest and make it more hazardous, the tribe protect the magically grown trees and chases loggers and woodcutters
65 Tribes who used to fight each other have united against the civilised folk of the borderlands who threaten their traditions 
66 Slavers have made a deal with tribe to pay them for captives for gold
67 The tribe have made a pact with a feral sorcerer from beyond the wasteland and the locals have seen strange signs
68 A coven of witches has made a pact with the tribe and have been cursing livestock and villagers 
69 The wild folk have made contact with a even more frightening tribe of ancient kinfolk, who wear only leaves and are hairy all over. The worship the wild hunt and the supernatural procession has been seen and heard closer to villagers
70 The frontier tribe have made a pact with beastfolk and together they have been kidnapping victims, robbing travellers and ambushing millitary patrols 
71 The wild folk will trade skins and fur for cheese and wine, they can't get enough
72 Tribal folk demand payment for their land the village is on, claiming ancient rights
73 Tribal people demanding prospectors and miners hand over half their finds as a tithe to their chieftain
74 Local tribal chief demands merchants pay them for safe travel
75 Local tribe declare they own all the fish in waterways, lakes and streams
76 Wild folk seem to want to trade but don't speak the common tongue, but they are also intimidating and people are wary of offending them
77 Local wild folk have been wanting to trade some spouses or children to make peace and the villagers are uncomfortable with this offer
78 Tribal folk came one day and burned a pile of trade goods by the village, waited and left in anger and people have no idea what they want 
79 Tribal people keep trying to sell us trinkets and ugly idols but nobody wants them or can understand them. They seem to be very earnest
80 Tribal people healed a sick child and now demand payment that the village cant afford
81 Tribes leaving mutilated corpses on poles near roads to scare away settlers
82 Tribe warriors collecting human heads so priests can place them in stone niches in ancient monoliths for some reason 
83 Tribe have been seen flensing bodies and leaving horrible messes at crossroads and taking the skeletons
84 Tribe seemed to be assembling a meat colossus from corpses in the forest 
85 Tribe keep decorating local roadside trees with human skulls and villagers do not like it
86 Wild folk have been parading about their dead ancestors in processions and its a bit creepy lay commoners
87 Tribals have been robbing the village graves and taking bodies somewhere else and nobody knows why and want them back
88 Tribals have been burying decorated skulls around the village and people are afraid it is some dark magic
89 A local priest went to convert the savages and they nailed his flensed skin to the local church
90 A visiting merchant tried to trick the savages and sold them bad grog and some got sick. When the merchant returned they killed him in some ritual and now his corpse wanders the area moaning and scaring people
91 Tribals are having strange ceremonies and weird creatures are roaming the night
92 The savages have been turning people into trees and local settlers are frightened
93 Wicked priests of the wild folk have been torturing travellers by the roadway and leaving frightening angry spirits making travel by night dangerous
94 Haunted cries from the forest spirits have been getting closer and people say the wild folk have been calling them or know how to calm them
95 The tribal folk where seen making some kind of ceremonial marriage but with only one of the parties at the ceremony. Since then a powerful land spirit has been killing locals crops and made livestock run into the woods and food is short
96 Strange monoliths have been moving around the village and some drunks have disappeared going home by night. The tribal folk used to worship the stones and know what to do but past dealings went poorly and they demand gold just to talk
97 A stranger came to town and caused troubles and it turned out they were some trickster spirit sent by the wild folk. The stranger was killed but people have seen them near the village. The wild folk who sometimes trade wont speak of it and seem scared like they know something 
98 Locals report dreaming of tribal folk rituals and some ancient spirit they draw on for power. Everybody in village is struggling to sleep and wonder what the wild ones are doing to them
99 Spirits of ancient tribal folk have been seen more frequently and sometimes dozens are seen. Commoners fear tribals are amassing an army to repel settlers 
100 Local hostile tribe has started to all become berserkers. Scholars fear some ancient land spirit they have summoned has been turning tribal folk into dangerous berserks, even the elderly and children