Monday, 10 June 2024

Why Have The Space Humanoids Visited Us Marvel 1955




































Following:
elfmaidsandoctopi.blogspot.com/2024/06/marvel-1954-aliens-seen-so-far.html
i added two alien species here

So I now have worked out a few types of regular aliens for my campaign but as the Galactic treaty is mostly humanoid species I thought I would make these tables to cover other aliens players meed before blowing them up. 

The Galactic Treaty forbids and protects meddling with lower civilisations.

Earth 1954 moved from this protected status but the treaty isn't over yet

Treaty members may stop other civilisations meddling with Earth and will use psionics and psychotronic memory wipe machines to keep Earth protected while it is prepared for contact. Most aliens think Earth is doomed to nuclear destruction so are willing to break the rules.

3 of 5 characters are aliens currently in-game
I will probably use previous articles' links to generate some aliens to investigate future games

As tech is going faster than real 1955 history will probably have space stations in orbit in years

Consider any of these could be twisted to evil and any action could be just desperation for aliens who might have their own problems.

d12 What Nice Alien Visitors Want
1 Here to meet humans in the spirit of cosmic brotherhood
2 Here to help prevent a nuclear apocalypse 
4 Prepare humans for the right time to contact
5 Seeking to remove evidence of aliens
6 Warn humans about a galactic threat or ask for help
7 Here to save humans from themselves
8 Seek to trade DNA and technology
9 Help advance human technology in secret
10 Benevolent despots wish to help human potential on their terms
11 Help protect humans from evil aliens in secret
12 Help accelerate human evolution 

d12 What Ambivilant Alien Visitors Want
1 Study disgusting primitive life forms in secret
2 Kidnap humans as the planet is doomed
4 Place implants in humans to study 
5 Establish a secret spy base
6 Observe human civilisation for a galactic travel guide
7 Kidnap and study humans or superhumans
8 Here to take some pics and look around 
9 Survey the planet for some cosmic power
10 Fugitive from a galactic menace
11 Here to destroy another enemy species 
12 Poor communicators and accident-prone, may become friend or foe

d12 What Nasty Alien Visitors Want
1 Create hybrids for the colonisation using humans
2 Harvest human organs and bodies 
4 Trick humans with a scam or contract (off-world job schemes, free superpowers?)
5 Kill dumb animals and blow up their stuff its heaps fun bro
6 Scout for conquest then build a millitary base
7 Hunt and kill primitives for a holiday sport
8 Capture humans for scientific vivisection and food
9 Hybridise humans to make a new slave soldier
10 Strip all energy, minerals and water from the earth
11 Introduce a biological weapon or experiment
12 Enslave humans but especially superhumans 

d12 Nice Alien Contact Event
1 We come in peace to make friends
2 Here to talk about universal peace for all
3 Implore you to halt nuclear armaments
4 Would like refuge on your planet
5 Seek to trade some material we need 
6 Offer new technology so you don't wreck your planet
7 Seek a volunteer to join us and see the wonders of the cosmos
8 Announce you are protected by a galactic treaty from evil aliens
9 Here to warn you about species extinction is found on by the galactic civilisation
10 Here to give some good person powers to fight for justice
11 Here to warn you about another evil alien species
12 We come to warn you about a cosmic threat*

*might help with 12: Kronos film, Brit 90s SF series Invasion, 40k Tyranids or Tiamat in Wildcards

d12 Ambivilant Alien Contact Event
1 Flee without a conversation with a look of disgust
2 Have you heard of our alien god!
3 Hey humans wanna buy these magic beans
4 Hey human can I buy this continent for these shiny orbs
5 Hold still while we delete your knowledge of us
6 Are you the ruler? Do you want to sell your planet?
7 "Take us to your leader" - assess human gullibility
8 Scan everyone and leave
9 Leave an enigmatic trinket (trash? diseased? power ring? clue?)
9 Stun everyone and leave
10 Laugh at puny stupid creatures leave
11 Show an enigmatic hand gesture and leave
12 Alien is here to make out, "its how all the civilised species do it"

d12 Nasty Alien Contact
1 Aliens attack with lethal force and leave
2 Alien abusive and makes dramatic gestures, want to provoke a war
3 Alien champion seeks to duel Earthlings
4 Plant their flag and announce annexation to their civilisation
5 Offer a fancy gift but it is a plague or bomb or life form
6 Try to sell cheap weapons to rule your planet
7 Demand humans surrender and obey new masters
8 Offer a gift of tainted technology for humans to destroy themselves*
9 Offer weapon technology for support and aid in setting up a base
10 Demand goods or people brought to them with an ultimatum
11 Kill and eat someone, make humans flee for fun
12 Kidnap humans for d41=slaves 2=troops 3=breeders 4=specimens 

*A for Andromeda/species or a portal

d12 Saucer People Tech
1 Teleporter pack (linked to apparatus on ship)
2 Antigravity pack
3 Ex-energy pistol with stun setting
4 Rm energy rifle with various settings
5 Rm Forcefield pack
6 Defence drone with Gd energy attack
7 Tissue Regenerator pod - heal 1 health per round up to 30 a day
8 Energy analyser - detects all sorts of stuff
9 Subspace storage - keep items in a hyperspace pocket
10 Subspace communicator ring linked to ship or fleet with a console model
11 Biological analyser - takes samples of DNA, detects powers or shapeshifters 
12 Psionic helmet - EX psi shield and Gd telepathy, clairvoyance & mind blast

d12 Saucer People Problems
1 Have a medical condition and all dying
2 Last of their kind and melancholic
3 Need something to save species maybe humans have it
4 From past experience believe other species are evil
5 Believe they are the galactic master race
6 Weak on the planet's surface and often use robots or power suits
7 Locked in war with rival aliens so lesser species just casualties
8 R
equire life support helmet vs earth air and germs
9 Inept at violence and action from hi-tech
10 Escaping a cosmic disaster or force destroyed their world
11 Fragmented factions in species that fear their own kind the most
12 Assume they are superior and underestimate what pluck and earth spunk can do

Alien Ships For Marvel
Aliens may be actual aliens but could also be androids, replicants, hybrids, robots or a mix
Often an all-robot crew has a superior leader. Some races died out and left robots behind.
Enlightened aliens might be multi-species
Goblinoids may have varied castes on crew
Accelerate to maximum speed in one round or hover if needed

Scout Ship
One or two crew and dependent on a larger ship, no passengers, 
a robot or android often takes one crew slot for exploration

Body: RM
Speed: Mn in atmosphere ShiftY in space 
Amazing force field 
Can release Rm heat in the area for ram attacks
Rm stealth and chameleon field

Intruder Ship
Five crew with sleep pods plus cargo space and a small lab for specimens, a robot or android often takes at least one crew slot for exploration

Body: Am
Speed: Un in atmosphere Class1000 in space 
Monsterous force field or can release In heat in the area
Incredible area fx energy bolt or stun or Am beam
Rm Tractor beam
Rm Stealth field vs technological detection

Mother Ship
Twenty four crew including sub ship crew but also with robots or androids. Has cabins, hospitals, labs, specimen habitats, holo decks, auto factories, landing bay and other areas. Often hide behind the moon and might set up a base leave some ships and crew and leave. Each Mothership carries several scouts (max of 8) and or intruder ships (max of 4)

Body: Un
Speed: Shft X 
in atmosphere Class3000 in space 
Unearthly forcefield but vulnerable when subships landing
Monsterous area fx energy bolt or stun or Unearthly beam
Amazing Tractor/Repulsor beam

Alien Bases and Base Ships
A small colony, start with science and observation but might become a colony. Some have a moon or mountaintop or underwater base. The Galactic Treaty are beings who sort of limit contact with primitives and limit hostilities and extinction events, The Treaty operate a base on Earth used by several species who even use the station replicant factory. 

The one human superhero team who found the base and boarded were absolutely mind-wiped so no worries there for drama.

Many non-treaty species have formed a secret syndicate and have drawn up plans to share earth a thrallworld of slaves where humans will toil for alien tourists and organised crime. They have a secret base for lesser scum species and syndicate ships might have multi-species crews with odd powers.

I may add species from the Dark Conspiracy RPG also. 

If the game lasts into the 60s I guess I will just port in SHADO from the TV show UFO crossed with MIB as there will be dealings with other races.

Friday, 7 June 2024

Chagrinspire Mega Nega Dungeon pt2



























Blackpowder flintlocks are the pinnacle of some dwarf and human armoury secrets. Black powder produces lots of smoke, but one species discovered the next level alchemy. Koboldium can be fashioned into fuel, explosives and smokeless powder for advanced cartridge ammo of the Black Sphere millitary and often the great gnomes. The secrets of of koboldium are kept by kobolds so thousands of them worked in Chagrinspire. Many kept kobold servants and carried them in bags or barrels. 

Western Perilous Plateau Places
Western Trail - sloping narrow path up alluvial slopes to the plateau watched by cliff clan kobolds
Scav Camp - where scavengers camp at night with defendable ruined apartment
Residence - blocks of ancient townhouses and apartments and rows of one or two-story worker cottages, often inhabited by people or beasts
Plaza - open mozaic square with statues around it now the ground is warped by roots and has mounds of dirt and weeds covering areas. Various creatures pass-through for the water features and hunting
Arena - used for sport and theatre once now gangs come here to duel and fight and some bring animal fights. Gambling is common and you see beings from various factions here unwinding
Market - former market with arcades and a mall for shops and open areas where carts and stalls were set up. Occasionally people of the plateau meet here for trade
Temple - temple of Null a zero magic zone, anyone who dies here can't be raised and planar being killed takes d10 years longer to recover. Undead roam here guarding a relic in the lower levels
Museum - relics from across the globe here as plunder when the Null Sphere forces roamed in airships to take rare alchemical samples directly instead of global trade. Many chimeric monsters and mythic creatures were here in stasis displays that the magic expired releasing them. Creatures roam from here to hunt 
Bath - huge bathhouse with various social ranks, genders and non-human preferences. Giant cave lobsters, water beetles and spiders roam in here
Library - ancient documents haunted by monsters and spirits plus all the cults and scholars raiding it for elder secrets. There are secret areas and portals to the planar library of hell where cultists go to learn from hell wizardry school. A gang of stupid ogre bullies lurk in entry and scholars usually have to distract them to get inside
Graveyard - undead-filled tombs and thousands of headstones with eerilie repetitive headstones
Haunted Mausoleum - huge palace of the dead where undead lich ruler keeps a court of monsters. In ancient times this mausoleum actually was an undead factory and a machine in the basement turns corpses into zombies

Eastern Perilous Plateau Places
Eastern Trail - extra perilous leads to shoes of lake Vinigar, travellers are harassed by bog kobold clan elites riding giant robber flies and hurling poison darts, the road is narrow, loose in places and requires climbs to cross some points which are key areas for fly attacks 
Factories - a variety of ruined iron frame and brick buildings, many have lost roofing and are overgrown with fungus or man-eating plants. Others are death toxic
Slag Heaps - garbage dump of scrap and ash with great toxic metallic slag heaps 
Alchemist Towers - towers making potions and creatures on an industrial scale, many towers featured a single-purpose apparatus 
Toxic Lake - lake of alchemical waste crawling with mutants
Ruined Aquaduct - ruined megastructure from the mountain where pure water runs from the black sphere mechanism which uses water in Chagrinspire around the great vent shaft to minimise aurora effects water neutralises. The water flows out and actually is the source of several great southern rivers
Slurry River - the great river flowing from the mountain
Swamp - cast stinking misty swamp polluted by ancient alchemy

Western Perilous Plateau People
Cliff Clan Kobolds
Guard the western plateau entry trail, use primitive materials but have hang gliders and giant kites for observation and paratrooper attacks or bombing run. Need no supplies and also hunt and bring food to other clans. They keep and ride giant geckos
Key Clan Kobolds
Noble guardians of the gatehouse for the kobold kingdom from enemies, good teamwork and defensive traps. Experts with locks and repairing the gatehouse. Love ceremonies, parades and flags banners and trumpets. They keep guard wildcats as pets and mousers. "Humans out, nobody wants you here, go home!"
Scavengers
These filthy bandaged and masked scavengers bribe the kobold guards on the western trail entrance and know many of the Flint Clan. Some are mutants. Most carry scrap and junk they glean in the mud. Some are hostile to haughty adventurers but can be befriended and they would probably help someone
Bandits
Criminals across the continent come to the wastes to get away from law or other gangs and many start looting scrap or robbing scavengers. Many have bounties on their heads. Some have got onto the plateau when kobolds are weak and now can't escape. Try and bully others for help

Eastern Perilous Plateau People
Barbarian Orcs
Here to kill wizards and gods who resulted in great evils. These green-skinned tusked orks of the Blood Spur tribe have part of the gatehouse as a camp and a contingent stay outside with their riding boars. They attack civilised-looking people as witch folk but will avoid fighting people with similar goals   
Mutant Clans
Clans of inbred mutant farmers live here remnants of civilians living here since the war ended a millennium ago. Strangers that they don't eat they marry with blunderbusses. Many wear rags and bandages with hooded robes to hide their mutations from outsiders, They seek new mutagens to perfect themselves. They have strange pets who are sometimes mutated kin and some have weird powers. They farm mutant hybrid plants and animals that normal farmers would cry if they saw. They do grow well though and others could learn from them.
Lamprey Folk
Enigmatic lamprey-headed beast folk who like wetlands. They don't want to talk to potential food and once committed to attack will not stop. They have monoliths they erected and worshipped at and are a recent arrival ten years ago.
Chaos Cult
Chaos extremists who want life to return to the primal protoplasm of pure chaos and reject intellect and order. Many are local swamp mutants but many cultists come here on pilgrimages from other lands and join to survive. Heretics and enemies they feed to a shoggoth a proxy for primal chaos 
Bog Clan Kobolds
impoverished swamp dwellers very gullible and often mutated, all call each other cousin or uncle if older male or gran if older lady. Chaotic unlike most kobolds raise giant maggots in swamp and catch frogs and fish. Some ride giant flies and are elites in tribe who harass anyone using the eastern path from the plateau. They use undead kobolds in their temple and occasionally in raids.
Frog Folk
Frogs are here to protect the waters and scouts come up her by climbing or riding trained dragonflies of the frog air knights. The scouts have quickly become a colony and plan to take the wetlands. They often support fish folk and sell drugs and booze to plateau residents. They hope to kill the lamprey folk first as no other faction will care.

d12 Air Encounters
1 Swarm of birds or bats or flies
Giant eagles or owls or vultures
3 Giant flies ridden by bog clan kobolds
4 Flint clan kobold with hanglider 
5 Bat winged snakes
6 Stymphalian birds
7 Harpies
8 Perytons 
9 Griffons
10 Wyvern
11 See a airship or flying machine in the distance
12 See a dragon fly in distance

d10 Perilous Plateau Finds
1 Faction sign
2 Structures
3 Industrial
4 Transport
5 Barriers
6 Residence
7 Alchemical
8 Natural
9 Golems
10 Magic

d100 Perilous Plateau Finds
01 Crucified giant vulture of the Cliff clan kobolds
02 Wooden pole carved with key symbols and gates with kobold guards killing bigger invaders like humans and orcs of the Key clan kobolds
03 Stone monolith of black smooth stone with niches with human severed heads inside made by the Bog clan kobolds. Some are animated as undead and scream or chatter when intruders come near
04 Cloth banner of a distant kingdom on a lance fluttering alone 
05 Metal warning sign in ancient d4 1=landmines 2=toxic mutagens 3=miasma zone   4=plague zone
06 Impaled wizards and burned books left by barbarians among slaughtered bodyguards
07 Scavengers have left an idol made of scrap, garbage, pipes and barbed wire of a new god they invented
08 Fearsome orc effigies on posts wearing horned helmets
09 Graphiti slogans of the Black Sphere cult propaganda division
10 Burned remains of a whicker man once 3-4 stories tall, with ravens picking at remains of sacrifices within. Victims seem to be alchemist guild mercenaries by regalia and uniforms
11 Iron lamp posts with permanent light cast on it
12 Crude watch tower with d4 1=hide 2=hut 3=binoculars 4=map
13 Mechanical train station timetable
14 Alarm siren pole
15 Balloon tethered to a pole
16 Wind sock or weather vane on pole
17 Windmill with well
18 Iron bar fence with spikes
19 Barbed wire fence
20 Letterbox or postbox on pole
21 Tall chimney stack in remains of industrial building
22 Clock tower in a ruined building a great place to watch or a sniper to sit
23 Rocket test site with craters and rocket parts and bunkers
24 Ruined power station 
25 Canning factory ruin, cans everywhere, often labels all gone d6 1=water 2=vegetables 3=meat 4=alchemical food substitute 5=unicorn poop heals d4hp 6=live baby mimics or other creatures
26 Gigantic vats and a maze of pipes of some ancient substance under pressure d4 1=flamable fuel 2=flamable gas 3=poison gas 4=steam (makes fog shroud until repaired) 5=green slime 6=beer
27 Huge idol of seated iron humanoid machine god, Moloch made by ancients for automaton workers, The idol is a golem and can be animated by the prayers of 100 automatons to fight an enemy
28 Factory ruin with shatttered apparatus with vats that grew monsters. A few may have returned to occupy their ancestral spawning ground
29 Factory ruin seems to be an abattoir but then the hospital part of the complex sews odd animal carcasses together. Another section reanimates them with potions. Patchwork mutants and surgical undead horrors roam here
30 Warehouse d4 1=empty but a safe campsite 2=full of car parts 3=hideout of  scavengers or mutants 4=necromancers storing a huge flesh colossus with bone scaffolding used to work on the horror
31 Canal of d4 1=garbage choked 2=mud filled 3=green with reeds and slime 4=oily black water with corpses at the bottom
32 Remains of collapsed bridge or aqueduct
33 Concrete bollards or tetrahedrons or tank traps
34 Remains of road or elevated road or train line
35 Metal manhole cover with ladder into the depths to sub tunnels 
36 Subway station entrance
37 Grounded barge full of scrap and garbage and drums of alchemical waste
38 Wrecked train d4 1=cattle bones 2=skeletons of prisoners in chains 3=alchemical toxic waste drums 4=has an overturned golem canon that wishes to have ammo and shoot stuff but it cant move on own. Begs for help to blow stuff up and has lots of fetch quests for ammo
39 Underground train has burst through to the surface and wrecked into twisted mess of metal and a entrance to tunnels
40 Road underpass tunnel has intact vehicles under shelter but some monster has a lair their
41 Trenches with barbed wire and dugouts
42 Entrance to a concrete shelter d4 1=full of skeletons in gas masks 2=sleeping mechanoid infantry 3=scavenger or mutant camp 4=shoggoth
43 Undead troops lay on the battlefield or under mud and arise if approached and start moaning
44 Fancy item is bait for a grenade trap that can be disarmed d4 1=gun 2=helmet 3=dagger in scabbard 4=pocket watch a box
45 Trench with wooden spikes obstacle
46 Automated golem machinegun in a concrete pillbox overlooking area
47 Find a black sphere millitary scout corpse with documents and maps of recent importance to the cult in area
48 Ruined truck has been turned into a fortified home for a gang of mean mutant punks who bully normie freaks. The crossroad has double encounters
49 Faction has built a fence out of scrap with a gate and guardposts
50 Electric 6m tall fence to keep dinosaurs out, may be damaged or powerless in places 
51 Row of workers cottages 1in4 inhabited by d4 1=elderly complaining mutants 2=cannibals 3=mutants 4=cutists
52 Row of town houses 1in4 inhabited by a wasteland loner and well fortifies or a small gang
53 House ruin 1in4 used as a campsite often and extra encounters here
54 Barracks for workers or soldiers in ruin often inhabited by giant vermin
55 Hotel with several floors for VIPs with some luxury goods and decorations intact. Scavengers fight over this spot
56 Ruined department store which has been fought over for decades and is full of graffiti, Now gangs and factions battle for it 
57 Houses overgrown with gian fungus infested with kobolds of the Bog clan
58 Overgrown green therapy park of ancients. Someone grew crops here once and now vile parsnip-headed folk grow here. They have captured enough guns to wage war on everyone
59 Orphanage workhouse of ancients where hundreds of children stored and processed and put to work making ammunition. Glowing undead children live here tainted by alchemical explosives and explode if slain by fire
60 Shacks where a family of mutant swamp folk who are keen to swap group members for marriage. Refusal is insulting and puts you on the menu
61 Drums of polluted chemical waste have made rainbow-coloured pools of mutagen
62 Unexploded koboldium bomb in a crater
63 Fuel station with d4 ancient vehicles in poor condition a great place for a lair and extra encounters. Underground fuel tanks might have some left
64 Cooling tower for a silo that once made potions may be a potion in condenser module  or other strange materials in a vat
65 Industrial alchemical forge with great golem hammers that long to pound metal. The Forge golem and a great crucible golem can be used if fueled to refine and separate metals into ingots or metal sheets or wire
66 Mint building in ruins but a mint golem will eat any copper, silver, or electrum. gold or platinum given and minted as coins of the Black Sphere Cult and is accepted by their vending machines
67 Brewery ruin making a specific craft beer often golem vats and 1in4 has Key Clan kobolds operating to make a really good beer and some mead. They offer fetch quests for ingredients like giant bee honey
68 Glasswork ruins made items for alchemy factories and mostly smashed. Ingots of coloured glass or glass tiles or beads are common. Living broken glass statues and planar mirror portals have been reported
69 Dye factory with hundreds of dusty vats of toxic pigments. Undead skeleton soldiers abandoned here without orders came to be dyed by a golem spray machine for easy unit identification. You can use this to change your skin pigment to a selection of colours not normally found in humans
70 Alchemical refinery smells terrible, it processes human corpses into fuel and other materials for alchemists and necromancers
71 Grove of sacred trees where a dyad leads tree spirits and faeries who tend this place and purify the land. Often has a hybrid monster pet or exotic faction lovers helping
72 Pool with reeds and vegetation surrounding it where some birds visit. A water nymph with her nixie children and pets lives here and is purifying the water. She has two water elemental guards and can call on her important family of petty godlings for revenge
73 Druids have restored areas of vegetation and left carnivorous plants and a dolmen for rituals. 1in4 chance druids are here and sacrificing Black Sphere cultists
74 Elves have restored some vegetation and made large oak trees spread over an area. A secret tree fort of elves protects the trees and makes more magic acorns to grow fast. They have giant red squirrel workers and worship the green spirit of the world oak tree together
75 Bubbling pool of slime that gigantic normally invisibly small pond life crawls out of in gigantic proportions. This portal to the slime realm releases jelly monsters
76 Area looks overgrown by organic material or perhaps fungus? No it is meat and was once a person still alive and in agony now a living portal to Xor the living meat universe here to devour the universe
77 A 4m tall fleshy nose is here and was cut off a god long ago who was destroyed. This part desires help to move and regrow and find a new cult. It would be very grateful for help if only it had a mouth to talk or feet to walk. Can smell alignment and generate tw ochre jellies per day from blood and mucous in nostrils. What alignment is the great nose? Whatever would be popular right now
78 Sinkhole into a wonderous goblin and faerie-infested sinkhole
79 Crystals overgrowing ruins grown by some beings from the stars were stranded and tried to build a bastion here
80 Thermal heated pond where giant pterodactyls nest on rocky islands. The colony is large obnoxious and noisy
81 Golem bus ticket vending machine offers travel timetable info and travel tips
82 Golem telegraph machine taces ancient coins and translates into messages that never reach anyone
83 Golem car stuck in mud needs help loves to run over mutants
84 Crashed golem propeller biplane, the engine sobbing it will never fly again
85 Automaton soldier standing on guard covered in rust awaiting orders
86 Golem with hammer hands has had his soul glyphs meddled with and is now on a violent rampage to kill humanoids with souls
87 Golem penny arcade where for a copper play a mechanical pinball, one-armed bandits, game or view a saucy what the butler saw machine. Each machine talks like a carny to entice users for money. They are heavily armoured and have concealed arms and legs and an iron bar each they use to club to death robbers  
88 Broken child golem needs help, will follow you and call you mummy or daddy if saved
89 Walking suit of armour invites people to join with it to become a mighty hero
90 Vending machine golem takes coins for silver foil ration packs (xd12), holy water (xd6), d4 HP healing potions (xd4), goodberries (2d4) and one raised dead scroll. The golem takes cash and talks up the benefits of products and will follow you if it thinks you might need its wares. It is a carny huckster and if out of goods will return to a secret depot or some kill and rob people for new items if depot is gone
91 Crashed tripod mechs with ancient Tako pilots with heat rays living in wrecks of their vehicles, came to help destroy Chagrinspire now stranded
92 Alchemical drawing booth prints 4 chemical images of user, golem advises on hair and tips and tells you that you look great as long as you pay ancient coins
93 Decursing Machine simply pay 100pp in slot and removes one curse from item in the booth
94 Monster Generator machine a relic if fueled and activated makes monsters. Some operate as traps and start making creatures or have a maximum number at once. Could become heart of a dungeon or be exploited by someone. Often in a well-fortified building
95 Magical idol left here has magical powers is used by a faction that turn up often
96 Armoured truck with vault and gunports buried mostly in mud, automaton guards inside but holds d4 1=payroll silver coins 2=toxic sphere of dangerous koboldium might explode and burns hands kept in a glass sphere in wooden crate with straw 3=imprisoned elemental 4=inteligent weapon
97 Wooden crates in wrecked cart hold d4 1=ancient lost relic 2=ancient artwork 3=tinned troll meat with no labels 4=ancient magical skull
98 Painting if unwrapped releases a dozen barbaric centaurs trapped inside since the dawn of time. The remaining painting is a forest with grape vines that a viewer can enter if they stare for ten minutes. People inside can see the outside and eat food and drink wine inside. You can enter and leave once each per day as long as the painting is not covered
99 Haunted house d4 1=poltergiests 2=cult HQ 3=mummy 4=wraith
100 Ruined wizard tower

Thursday, 6 June 2024

Chagrinspire Mega Nega Dungeon pt1


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

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

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

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

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

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

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

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




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

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



Tuesday, 4 June 2024

Settlers of the wastes 2: Order & Defence




































roll d4 times each settlement

d20 Settlers Defences
1 Wall of rubble and garbage
2 Defensive trenches and sandbags
3 Pit of wooden steaks
4 Barbed wire
6 Log palisade wall
7 Watchtower
8 Alarm bell
9 Underground shelter
10 Esc
ape tunnel
11
 Flooded moat full of mud and slime
12 Dogs or geese or other living alarms 
13 Pet monsters can be controlled or released
14 Spell caster helps lots and has a reputation
15 Champion or hero has kept village safe
16 
Traps d4 1=foot spikes 2=swinging pendulums 3=spiked pits 4=
17 L
andmines, crude black powder or more advanced ancient ones
18 Most villagers are veterans, unafraid and organised
19 Strong defensive gate 
20 Spell usually make alarms, cause damage or release a spell

d12 Armed Settlers
1 Sherrif and a d4 bailiffs, in a larger village + 2d4 beadles if needed
2 Hunters serve as expert scouts, skirmishers and sharpshooters
3 Blacksmith has a trunk of serviceable weapons and armour for village armoury
4 Militia train with shield and spear usually a dozen villagers
5 All non-combatants can use a sling
6 Many villagers drill with archery and are good shots
7 Coachman or gatekeeper with a blunderbuss
8 Dozen residents with light-hunting muskets 
9 Half a dozen villagers have army muskets with bayonets and know drills
10 Dozen villagers millitary 1st lv veterans and two leaders who have a d3 levels 
11 R
etired adventurer or knight among villagers d4+1 levels  
12 A villager is a 5th level priest, wizard or spell caster

d12 Village Livestock
1 Mud hogs who will attack and eat strangers in their muddy pens
2 Geese will screech if see strangers within a mile of their village but need grass
3 Herbeast with a large aggressive male of the species d4 1=cattle 2=sheep 3=goats 4=deer
4 Hunting dogs part related to the wild dogs in the waste, good trackers
5 War dogs are huge mastiffs who try to pull people to the ground and chomp them
6 Pigeons good messengers, food and alarm by day, visible over the village for a mile
7 Feral lynxes hunt vermin like giant rats and become friendlier
8 Ducks quite like mud and bugs and worms and snails, reduce local parasites
9 Domestic giant rats also can track and help find treasure and good eating
10 Domestic giant frogs, croak when danger near and eat vermin, sing all night
11 Ghastly dangerous monsters that have tamed like an owlbear or rust monster
12 Minor faeries, cherubs, imps or gremlins protect the village from harm and set off alarms, which might be in animal form or invisible

d12 Village Leadership
1 Assembly of elders over 50 who vote, most have other unfair qualifications, some have assemblies for men and women or for war
2 In a crisis locals vote for a chief to deal with the problem 
3 Shaman who deals with spirits healing and advice
4 In a crisis people rely on a strong leader and easily led into a mob. Often these leaders insist the emergency is never over
Richest leaders wealthier in best moves for the village
6 Guilds elevate craftsmen to
7 Farmers council who adjudicate farm conflicts
8 Magistrate with several bailiffs run the court
9 Sherriff who keeps out lawless criminals
10 Mayor appointed by community or faction
11 Priest, druid or other magician who is a spiritual and supernatural guide 
12 Nobility brought own people here and funded the village

d20 Settler Origin
1 Convict labourer
2 Slave labourer
3 Exiled from home
4 In debt sent to work it off or sold
6 Fled disaster at home
7 Fled tyranny at home
8 Persecuted groups were driven from home
9 Fled plague outbreak home
10
 Fugitive from d4 1=law 2=mob 3=crime 4=church
5 War refugee
11 Kicked off the land by nobles
12 Former barbarian wants to live a modern life
13 Former soldier cheated out of benefits
14 Get rich scheme possibly hopeless and inept
15 Religious mission recruitment
16 Was paid to come here for some expertise
17 Fued with own clan and had to leave home
18 Famine at home
19 Barbarians of humanoids destroyed old home 
20 Drawn inexplicably here to see end of the world

Sunday, 2 June 2024

Marvel 1954 Aliens Seen So Far

 





















Had a few sessions fighting aliens. Had martian take them to mars because some martians helped 1% the Nazi mars colony survive their Von Braun colony program that doomed them. Turned out the alien that helped them wasn a green martian but a red one who was working for Post Stalinist forces. Possibley will be a future enemy

So they heard about the ancient tiny spindly white people the Vulthoomians whos age ended over a billion years ago when their alien god Vulthoom destroyed them. An age later and other aliens settled including tripod psionic hivemind insects, reptilian humanoids and octopoid vampires in their walking machines. Fish aliens are possibly there also. Vulthoom came again wiping out most life and finishing the atmosphere of Mars for good. Various species survived in great doomsday vaults. Some went to Earth and meddled with humans. The shapeshifting current Martians are space nomads who come in multiple castes. So far there are green philosophers, white fascists, red socialists and yellow pacifists. They look humanoid with coloured skin and large bald heads but their real form is not human. 

The heroes did get their own sweet Martian spaceship out of the deal.
Apparently, Venus has ancient habitats and hero Strecho knows the saphic super science civilisation there and has been visiting. They were brought from Earth by Yellow Martians centuries ago and modified to be flawless. They mentioned other cities they don't go to and are uncertain of but they do exist. Players interested in a Venus exploration in battlesuits but thought maybe later.  

Ace of Aces made gave testimony Earth needs a 4.7 billion dollar nuclear aerospace fighter to battle aliens just in case.

Shadow Bolt a super sniper has started trading with the fish aliens and learned a bit about them and trading them turkeys for secrets. They keep offering sex and offer illusionary bodies.

One adventure the players stopped a billionaire's island base where aliens were being vivisected and organs grafted to humans. The government took it over and the hybrid creatures the Millionaire created. The millionaire was an alien replacing another guy who was a hybrid alien from a cult.

Space ape a gorilla with a dome head with a nazi obtain and giant lobster claws. Dome was shattered and brains smushed in battle. Star Boy had an alien weapon grafted to his arm and Occulon had alien eyes that shot rays of course. 

Shadow Shot used an alien sonic gun on the villain, an alien shapeshifter and a bunch of millionaires he was recruiting. Nearly killed them all. boss took two shots and turned to smoking ash. The mystery sniper also liquified a grey alien hitman who had a brain implant with the liquify flesh setting..

The government kindly amputated Star Boy's alien arm, and Occulon's eyes were removed. The super gorilla body got taken to a freezer.

Party took codes they found and the location in sea in their Martian spaceship and opened a vortex to some sort of united space treaty base where lots of aliens were hanging around. They were offered shapeshifting alien sex androids. Heroes had themselves scanned by alien tech and learned things about themselves. Digger and Shadow Shot are both related to ultra terrestrials and Strecho half alien ameboid. Eventually, though alien base robots realised these fellow aliens were in fact human idiots who shouldn't be on a secret alien base. (all this a bit from film Starship Invasions).

Learned a bit about this alien org that sternly scolded aliens who meddle with lesser species. Apparently, Earth's Hydrogen bomb tests, DNA discoveries and a nuclear submarine meant they were on the cusp of being fair game for covert visitation. As they left they were mind wiped but Strecho remembered and told everyone what happened.

Isolated 
Too primitive to meddle with nowadays, space god acts are tacky now 

Atomic 
if at risk of nuclear destruction or apocalypse scientific stealth missions are allowed with infractions limiting privilege for a period

Transolar
Has the capacity to leave the solar system to colonise and explore other systems and possibly start colonies. Can be contacted but register discovery with Galactics so everyone will know

Galactic
Greely moving higher species wit more say over galactic affairs. Most have access to shapechanging, super bodies, psionics, android replicants

Ultraterrestrial
Beings from over space may meddle with people or eat them, often direct cults, possess people or manifest forms in this world for violence. Can't really die in this world, plane shift and advanced psionics.


Lots of alien contacts is in fact with replicant androids which often liquefy and break down when they self-destruct, This technology is commonplace. Some are ideal humans used to deal with humans and make them cooperative and some pretend to be government agents.

Some aliens keep cults and may give human agents hybrid powers, implant technology or alien weapons. Advanced aliens can shape themselves it is a sign of a higher species. 
Various aliens are on Earth learning or infiltrating and meddling with human culture. Post-war civilisation and mass material culture have been influenced by aliens.Some it is only specialists only other all members can use it. Advanced species may manipulate lesser species or create synthetic species for contact like the Mi-go. These can be used to manipulate third species and then claim it was an accident.

Humans are cooperating with aliens and aliens have sabotaged investigations and international cooperation. Alien factions seem to cooperate on some matters and conflict over others. The various schemes may conflict. Some aliens have psionics. Some use artificial psionics with antenna implants that retract when not in use.

Some alien types died out long ago. 
There is a biological colony species that consumes planets and a machine species that consumes planets with von Numan machines. These hiys had a war long ago leaving traps everywhere. In an alt timeline, aliens caused ww3 and I might have some time travellers visit

The alien Treaty is a loose unity to not mess with lower civilisations and limit contact. Maybe like the culture in Ian Banks but more hesitant, more bureaucratic and less hedonistic. Also like the Tommorrow People Federation, they are clumsy and unwieldy and other species know this and are flexing to see what they can get away with. This is a pan-humanoid culture and many in the Treaty belong to this form.

Alien Spotters Society
I have mentioned reports of small hairy mean dwarves who seem super strong brawlers but players have not met them. They don't seem to use weapons.

Some aliens like the Ameboids (one is bonded with Strecho) have a difficult slow interstellar travel but are considered not in the FTL club. They fire their astronauts from an enormous cannon while they are in energy form. Several have arrived on earth and Players have played a few of them. They are sort of rebellious shoggoth bio machines whos creators are extinct. They are macrocellular blobs. They came to Earth to study human powers to fight the old ones. In human hero form they appear like 70s sentai heroes with shiny helmets. One player character Captain Resilience, took several years of play to be exposed. 

The Piceans or fishermen seem quite ancient and may have been on Mars. They seem to serve another interstellar species and use flying saucers, telepathy and biological monstrosities called shoggoths. They desire to trade and sexual congress with their cult to produce hybrid offspring, a form of colonisation most aliens shun. They also have dolphin and ichthyosaur hybrids. Fish folk warned heroes mentioning Vulthoom allows his psychic tendrils to reach Earth so don't say his name or think about him. They also live on Europa and Titan and other solar systems tending their sleeping gods.

Reptilians were also on ancient Mars and most spept when the nemesis meteor killed the dinosaurs. Occasionally some awaken and have their own saucers and shapeshifting spies. They want Earath back and are mostly jerks. May employ dinosaur pets and advanced technology with submarines and mole machines. A faction with shapeshifters seems to be working in government, industry and advertising to promote cars, fast food and supermarkets, Civil war and sub species emerged over their million-year civilisation and they don't all get along normally.

There are also space goblins with several castes including a larger worker and a fighting variant species. It is believed they are from Tau Ceti. Some are psionic and have advanced weapons. A few also have antennae, shapeshifting, power mimic or other abilities. Apparently, they are a common species with many factions. Goblins seem to have been once more widespread and there are some sub species. Different goblin groups might vary in form and tech.

Betalgese are short hairy goblin-like aliens who enjoy bullying lesser species. They often like to chase and tackle humans for thrills.  They also attack and scratch children and are jerks who also molest livestock and pets. Shooting down aircraft is fun too and they may act as hitmen. If serious wear armour and take rayguns

Skrulls - as i play Marvel i guess i can use one or two things from marvel like Dire Wraiths - the perfect comic villain race. Skrulls as kin of wraiths not gone down the path of black magic in  the dark nebula and wraithworld. Changeling space goblins who seek conquest and to bully taller species. Some can even mimic hero abilities with study.

Greys are a variety of dimly related humanoid species who feel some kinship with humans. Most are peaceful and send smaller clones on missions. Usually unclothed and come in various colours with large hairless heads. Most are lean and spindly from low-gravity living as they don't live on planets anymore. Many are psionic but many types are built for engineering and labour. Some are androids. Some more advanced androids create a humanoid species to contact humans so humans don't scream and shoot. Some types use implants or silver jumpsuits or other advanced universal tools or weapons. Forcefield projectors are common.

Altarans are a very human-like species in black suits and some even have hair but their clothes ide it. They are adapted for Earth living with psionics and saucers but can walk among humans in normal clothes. Their home planet was destroyed by their awful space god and discovering Earth means they want to take over to respawn their dying race. They like mind control weapons, implants, androids and treat humans like laboratory animals. They think the treaty sucks and don't give a rat's arse about ethics. Players have not met them. 

Dire Wraiths (basically from Rom comics) are currently seen as males and science using white lumpy lesser kind has not been seen yet. They can mimic forms and use tech to infiltrate. Make monsters and give pawns powers. The sorcerous females are distant figures for now. When they die they revert to true form and then smoke ash.

Watchers are grey-looking alien shapeshifters but are also enigmatic ultra-terrestrials who help hide alien existence from humans and don't seem to be in contact with other alien species. They walk through walls meddle with human minds and destroy evidence. Sometimes they employ advanced tech. They flee after a few rounds of violence usually walking through matter, These seem more advanced and even other aliens fear them. Some say they are faerie beings. They may use expendable android replicant bodies with self-destruct.

Ultraterrestrials are the next level up they phase between dimensions and through time or matter so their nature is unutterably complex and possibly bound to laws outside our universe. at this stage boredom is a common motivation to even abuse or exploit lesser species. Aliens are taking sides in the matter and Earth is an important legal test site as a new atomic-era power on the cust of space exploration. Some aliens have strange theories this is where most humanoid DNA came from and it has damaged their religion. There are many of them and their power varies wildly. Best avoided and used for nuclear weapon tests.

Next?
I might do a 1950s encounter table with kaiju, robots, ufos, aerospace disasters, millitary stuff, spies, atomic mutants, monsters and gangsters. By 60s in game will have a bunch of new global alien-fighting secret groups - i got the tech book of 1979 brit SF drama UFO. Maybe I need a shield-type org also with offices in heroes city. Id like a chart with saucers and silhouettes of aliens like every observatory and police station in the city has. Players have a heavy role in world's alien-hunting policy and might end up going global.

Older posts - other links in comments also worth a dig
https://elfmaidsandoctopi.blogspot.com/2013/11/aliens-saucer-men-and-space-gods-of.html
https://elfmaidsandoctopi.blogspot.com/2013/11/aliens-saucer-men-and-space-gods-of_4111.html
https://elfmaidsandoctopi.blogspot.com/2013/11/aliens-saucer-men-and-space-gods-of_8.html
https://elfmaidsandoctopi.blogspot.com/2013/11/aliens-saucer-men-and-space-gods-of_9.html
also as it fits well here
https://elfmaidsandoctopi.blogspot.com/2014/02/d100-kaiju-monster-apocalypses.html

Plus Aeons & Augeries posts where we riffed off each other a bit
https://aeonsnaugauries.blogspot.com/2013/11/death-turnips-and-other-saucer-men.html
https://aeonsnaugauries.blogspot.com/2013/11/saucerman-loot-tables.html
https://aeonsnaugauries.blogspot.com/2013/11/some-of-saucer-men.html
https://aeonsnaugauries.blogspot.com/2013/11/saucer-and-ufo-configurations.html

New Settlers in the Wasteland


























In the course of playing a Chagrinspire campaign new settlements should be discovered in play. Perhaps those idiots you helped met some settlers and united and now it's a new settlement which is great. Perhaps settlers fleeing the coastal kingdoms of civilisation have come here to escape the scrutiny of tyrants. Maybe a foreign exploration has taken an outpost and received convicts to start a settlement. People are moving in and settling even monsters.

Seasons of Chagrinspire wastelands partly explains crop problems

A curse over the waste stopped plants and freshwater being accessible but they have improved in living memory offering some hope.

The d100 table is for local missions.

d4 Seasons of Chagrinspire wastelands
1 Mud season - vermin thrives and air stinks
2 Hot season - dry and hot winds
3 Flood season - everything wet and flooded
4 Ice season - snow and frozen mud

d20 New Settlers in the Wasteland
1 Crusaders form around an outpost of zealous cleric and warrior orders 
2 Cultists here to live openly without shame and consider the wastes of freedom
3 Cultists who remain secretive and pretend to be exiled refugees to entrap victims
4 Camp of scavenger clans gathered to start a village
5 Mutants have scraped together a village in a ruin
6 Barbarian tribe settlers here to stay and keen to destroy evil wizards and priests
7 Free farmers fled the tyranny of a kingdom, poor refugees
8 Knight and vassal thralls settle as an outpost of a kingdom  
9 Alchemist Guild sponsored a research outpost for expeditions and to trade in relics, lots of guns and cannons and was willing to use salvaged relics
10 Merchants guild seek an outpost and settlers to work
11 Murder hobo shantytown of drunken unhygienic adventurers living like a lawless frontier mining town 
12 Bandits with prices on head escaped from law and now here to enjoy lawlessness
13 
Robber knight establishes a camp in a secret cave to operate and support banditry
14 Monks have come to build isolated temple far from civilisation and easy living
15 Child crusaders trying to eke out an existence since they can't fight yet
16 Thieves guild seeks to set up a racket here with legitimate trade and services to bring in cashed-up victims
17 Assasins pretend to be a common village to hide a secret isolated training camp
18 Healer cult here to build a hospital to cure disease and treat mutants
19 University outpost with library and schools for scholar expeditions and research into ancients
20  Wild hairy naked folk and druid leaders here to restore nature and kill enemies of life, grow buildings and chariots and wear leaves

d20 Weird Settlers in the Wasteland
Cave folk from underland com to surface to escape enemies but like hunting here
2 Reptilians here to slay enemies of life with dinosaur farm animals, awoke from ancient hibernation and know strange magic
3 Halflings scavengers build wonderful burrows in trash heaps and decorate and dress in the style of the ancients
4 Elves here to help restore and expand woodlands to engulf the wastes
5 Dwarves here after scrap and magic metal some evil ones want slaves or human meat, also to prevent certain powers from getting into human hands
6 Orcs soldiers d4 1=barbarian raiders 2=Black Sphere outpost 3=mercenaries 4=controlled by wizard
7 Goblinoids have grown a spectacular fungus village 
8 Hyena folk have come to eat corpses and some joined the Black Sphere for the uniforms and canned meat
9 Frog folk have been tactically expanding and trading around waterways dealing drugs and spawning secret stockpiles of tadpoles for a future army 
10 Giant kin colony from mountains d4 1=ogres 2=trolls 3=hill giants 4=cyclops
11 Gnomes from underland here to explore surface world, loot scrap and trade. Have excellent tech skills, guns and automatons
12 Shapeshifters d4 1=spirit animal folk in human form 2=doppelgangers 3=lycanthropes 4=planar beings
13 Mixed bug folk village where they play music and unite against frog raiders
14 Stranded moon goblinoids living near remains of crystal citadel they flew through the stars, poorly adapted to life in wastes but many psionic and have wands
15 Goat folk raiders here to kill and worship demons
16 Formarian chaos mutant giants who erect a pit of filth to wallow in together
17 Amazons of law here to destroy enemies and keep the universe preserved from entropy, parthenogenic warrior women build walled settlements and temple
18 Sorcerer cult pleasure dome where the cult serves masters luxury, they identify magic for money and buy select items as well as deal in vice like drugs, sex and gambling 
19 Rat folk colony here to spread disease and undermine human efforts at civilisation
20 Plague necro mutants with rotting flesh and open weeping wounds, here as refugees to this promised land, worship a plague demon 

d12 Old Settlers
also could be used for older settlements or past inhabitants of a village
1 Mutant gang living as scavengers often killed or driven off
2 Scavenger gang used this as a campsite
3 Inbred mutant clan of hillfolk degenerates, might be devolved into monsters 
4 Human farming settlers hunted by by slavers
5 Druidic project to heal soil and grow some plant matter benefiting future farmers
6 Cultists lived here and most of their cult graffiti has been covered
7 Orcs lived here since the apocalypse, ancestors served the Black Sphere and they use muskets
8 Abhuman beast folk here as ancestors served the Black Sphere now live as barbarians punishing wizards for creating and enslaving monsters
9 Ghoul gang or other undead were here so ruins untouched by scavengers
10 Evil wizard and mercenaries possibly in a tower or dungeon lived here before angry mob killed the wizard and the soldiers fled
11 Outpost of alchemists looking for magic and machines d4 1=want to join the black sphere 2=want secret powers of black sphere 3=salvaging materials for guild 4=guild outpost seeking materials and influence by teaching
12 Outpost of the Black Sphere or their enemy allied forces, often forgotten mission and don't care about the final war

d12 What is so good about this spot?
roll a d4 of these
1 Unpolluted subterranean water well
2 Natural defensive spot, improved with some walls and earth walls
3 Natural caves or ancient tunnels below for shelter and storage
4 Deposits of scrap and junk of the ancients or even a haunted battlefield
5 Defendable ruins with a stockpile of goods were here
6 Traders and scrappers camping at a ruin mostly for shelter at first, on trade routes 
7 Occupied a preexisting already built village just abandoned
8 Friendly local non-human tribe have villager's backs and vice versa
9 Patch of solid where life grows where druids worked the land a generation ago
10 Ruin with a stockpile of guns and ammo 
11 Ruin with working golems performing labour-saving miracles
12 Ruin with a strange artefact locals experiment with as a defence or worth money

d10 Problem Types
1 Enemies
2 Monsters
3 Neighbors
4 Water
5 Pollution
6 Food
7 Remnants
8 Curses
9 Local pest
10 Big troubles

d100 Recent Problems
01 Hostile tribes have been preying upon the village and claiming village land
02 Bandits have been robbing anyone trying to travel in the area
03 A cruel robber knight and his band have been robbing and murdering settlers
04 Unknown humanoids have been spying on the village and leaving trails
05 Unknown humanoids have been leaving traps in the area
06 Mysterious riders have been scouting the area
07 Someone murdered a group of locals and survivors want justice
08 Someone has been shooting at our livestock and animals
09 A campsite nearby is a regular gathering place for mutant supremacist gangs
10 Enemy locals threw the severed heads of missing people into village street and fled
11 A fearsome creature stalks the village at night and nobody has seen it
12 A creature has moved into a local cave and it has taken livestock
13 A fearsome mutant animal has been harassing and wounding our hunters
14 A beast has snatched a child and run into the ruins
15 Burrows have appeared of some creatures and they go into ancient tunnels
16 Local water source has been attracting a creature
17 Seasonal migration of creatures has village barricading houses to prepare
18 Shepherd was attacked by a creature
19 Monsterous faeces found near houses has people alarmed
20 Undead walk the village by night 
21 Mutants living in waste claim this land as theirs first and want to move in 
22 Gang of thugs possibly murder hobo adventurers have been acting like animals and have camped nearby and visited the village
23 Miners nearby are drunks and violent and sometimes come into town and believe they are charming and desirable
24 Clan of mutant inbred hill folk nearby keep offering marriages to us and we are not interested and they are visiting more and bringing us dead possums and other gifts and we don't like it
25 Cultists meet at a ruin and weird lights, howls and screams are often heard from them and it scares the dogs
26 Orc barbarians keep wanting to have a inter-tribal feast and games and eat burned meat with us and their strange olives, beans and melons
27 Barbarian warband has a camp with a wooden wall and they make lots of noises in their berserk rituals. Some people think they might be were beast monsters
28 A small settlement in a secure ruin worship a beast that lives in their basement and people say it causes bad dreams in the region
29 Dark druids have camped and have been chanting and planting strange seeds. Are their fruits fair or foul? They also have animal pets and spies
30 Chaos-worshiping mutants live near and they keep to themselves but their chaos spawn pit attracts or perhaps even creates monsters. Monsters don't bother the cult but cause trouble elsewhere. Their Shaman said as long as we fought the black circle cult they won't bother us
31 A monster from the depths is using water as a lair to snatch creatures from the surface
32 Local water source is guarded by a monster possibly an elemental one
33 A local water source has a water nymph tainted by pollution some say she needs help or is now a monster. Could be dangerous or a chance to have a powerful ally
34 A wizard came and suggested if we joined the elemental water cult we would always have safe water. The wizard came once again and may come again with a final offer 
35 A nearby spring is actually a buried magic urn, if the village could secure it they would control safe water forever. Some spirit protects it they say
36 We need someone to explore upstream in the rough terrain
37 We need to hunt out a dangerous aquatic beast in the area to make waters safe to use (d4 1=giant salamanders 2=hippopotamus 3=giant water lizards 4=giant toads
38 There is an underground cistern we could use but it might be haunted or have a monster in it and people are too scared
39 Recently discovered there is an underground hot spring full of naked degenerate mutants wallowing under the village!
40 Locals have been building a dam wall to keep more water in the area but someone keeps damaging the wall
41 Village upstream has started a tanning industry and poisoning water
42 Water weirds are seasonal problems from alchemical taint in groundwater rising in the mud season
43 Locals have started to become mutants from tainted water and alchemical waste. This helps many chaos and demon cults
44 A toxic mineral spring has a cave and strange miasmas have been coming from it recently making people sick
45 Local pool turns out to be full of dozens of skeletons and to have an evil miasma around it. Local priest wants to remove and bury the remains and clean out the pool with locals, which could purify the water
46 Tainted water from this toxic spring needs to be sealed to stop polluting the good water. Some monster seems to like the bad spring
47 Steel drums of alchemical waste need to be removed from a body of water as it is mutating pond life and causing gigantism 
48 Some of the locals are addicted to licking the weird-coloured crystals that grow from the alchemy-tainted soils. Addicts develop signs like loss of colour, glowing eyes and moaning
49 Farmer has drums of ancient insecticide and druids came and burned him and took over his farm. Everyone is afraid and wonders what other ancient stuff the druids don't like
50 A cave nearby from underland has had clouds of magic spores come from the deep and some grow to titanic size and overgrown the landscape. Attract giant bugs and worm and then goblins and frog folk so we want to seal the cave but now it has dangerous creatures around it
51 Crops are terrible and we have heard old farmers used to grow bog melons, trench beets, giant parsnips, more carrots, stink cabbage and other crops. If only we could get some seeds or learn from those mutant inbred farm clans
52 A creature has burrowed into our storage and we are uncertain of to store it now and there are other holes in the village
53 Villagers antique plough golem requires some parts and knows of a farmer supply centre of the ancients. If only we were brave enough. Any other tractor golem accessories would be good too
54 A cult has been selling human meat products in pies, sausages, jerky and bacon and its pretty creepy so many are peddling it in the area
55 There is a cache of ancient canned food from years in this shelter but an automaton guards it
56 Strange giant vegetables have been growing but some grew faces and limbs and ran away into the waste. Some have got seven feet tall!
57 We grew these strange seeds a tinkerer sold us and now giant plants are walking around and scaring the children. They have grown new features recently
58 A great monster attacked our storehouse and seemed to ignore us
59 Bandits came and took all our food and seed and tools and livestock
60 Some spirit or witch has been tainting our food to drive us mad and give up
61 Strange metallic structure in a crater in crater d4 1=bomb 2=aircraft tail 3=ruined tank 4=psionic antenna array can influence dreams and cause mental mutations
62 Ancient bomb or rocket in a crater some worry might explode
63 Tail of an aircraft mostly buried under mud might have intact ancient treasure inside
64 Ruined hulk of a tank-golem sometimes moves on own leaving tracks
65 A ruined building has a mighty vault locals cant open
66 Found a robot and now it is in a temple where it flashes eyes to say yes or no to questions. The robot oracle seems to be getting weaker
67 Metal frame of a crashed airship locals want to turn into a building but something is living in it
68 Obedient skeleton servants we found in a basement but seem to creep out visitors so building a large undead sweatshop 
69 Village has a war golem mech defending it but recently it has been a bit erratic and we need to find a mechanism wizard to mend the robot
70 Villagers sealed underground tunnels crawling with undead mutants
71 Witches cursed our livestock look at them!
72 Had to to kill some mutants crawling around trying to spread their taint
73 A stone floating head visits demanding grain and crops in return it gives ammunition
74 Evil duplicates of villagers have been seen up to trouble
75 Strange voices from the dark offer people their wildest dreams
76 The village is haunted but not a very big ghost and they manage to live with the invisible pest
77 A mischievous bog sprite has been performing pranks because someone offended it
78 A bridge has a troll hiding under it demanding food to pass
79 A mutant witch has been tainting newborns with mutations, people are pretty sure its true
80 A druid offered to restore the soil but demanded all swear to worship nature for continued aid. They have been repairing the cursed land a few plots a year
81 Local convinced cuts run rampant and want town to act, if they want might hire some strangers or lead an angry mob
82 Village idiot keeps bringing unexploded bombs home
83 Villager dealing drugs with frog folk and supplying to youths
84 Lone cultist among them recently lest some hints a cultist is in town
85 Villager is a spy for a foreign crown and kills rival spies passing through
86 Villager is a ranger reporting to the guild if cultists or supernatural beings is active in the area, strange straw dolls are found in the woods daily
87 Incompetent civic officials have made many mistakes and set back the community
88 Priest seems unusual and out of touch with the values of people
89 Matchmaker will help people get married like it will stop a fire
90 Gossip spreads everyone's secrets and speculates wildly about strangers
91 Haunted house or witch house locals fear
92 Local dungeon complex nearby
93 Shapeshifters secretly among people stir up trouble with other non humans
94 A relic here attracts cults, monsters and factions to claim it
95 Village has multiple competing cults fighting for influence and control
96 A warband leader or bandit chief is uniting misfits to rob and plunder to become a warlord. The villagers see this but the crown won't take it seriously. The village is fortified and does daily combat drills and target practice. Perhaps the leader offers a deal 
97 Dragons fly overhead sometimes and its a bit scary
98 A flying machine has been seen in the area, surely the end times are coming
99 Holy prophet came here and and warned the final act of the Apocalypse war starting. Locals are a bit gloomy but keep the prophet in a shrine as he seems to be dying uttering prophecies and visions and won't stop
100 Local villagers found a portal in a ruin and first it was a good way to throw out nasty stuff like sacks of salt, sewerage, unexploded bombs and drums of alchemical materials polluting the land. This was sweet but now strange intelligent beings have come out of the portal and they seemed angry